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"Mis-Land Management" - Solutions to preventing Extinction level events

Post by Ludullu on 2022-11-11 20:03:12

I'd like this type of system. Especially if it then helps the node to regrow the overfarmed resource.

Splinter Topic: Gathering As A Group Activity?

Post by Ludullu on 2022-11-11 22:56:34

Maybe I misunderstood, so I wanna make sure. Player A can chop down a tree and get 5 wood in 5 seconds. Player C can chop the same tree, get the same 5 wood in the same 5 seconds, but then can also spend another, say, 5 seconds to get another resource from that tree. Right? Or does player C chop down the tree in 2 secs and then spends 3 to get the other resource? If it's the former (and can be done to all trees), then it's effectively a funnel, because player C is outpaced by player ...

Splinter Topic: Gathering As A Group Activity?

Post by Ludullu on 2022-11-12 11:40:36

Would those "C" trees be rarer then? Because just by the logic of the time required to level up your profession, there'll be waaaay more As and Bs than Cs, so those two would need more resources to allow for the day-to-day casual gameplay. And if those C trees are indeed rarer, this would increase their prices (especially with friction factored in) and it would also be a funnel of players, because while leveling up your artisanry you'd go from "I can gather pretty much anywhere I want" to "if I want to gather this particular thing, I can ...

Splinter Topic: Gathering As A Group Activity?

Post by Ludullu on 2022-11-12 15:46:09

Nah, to me that's shitty design and why I was one of the only few who protested the fucking "chop every tree you see" change, back when Intrepid asked for feedback on it. My preference for funneling is based on that. I want high lvl player to only fight other high lvl players for resources, mainly because they physically can't gather the same shit the low lvl players can. And this is why I was trying to see if there's a way to keep that mechanic after the gathering change. And I do think that the additional gatherables thing ...

What are your crafting ideologies in MMO?

Post by Ludullu on 2022-11-12 16:02:32

Complex in the system itself, but easy when it comes to "pressing the button". Base sets of gear that can then have additional effects/stats put onto them through different materials/methods used during crafting. Yes. All mats should be valuable. Hate transmog with a passion. Any potential ideas I might have would only matter after we get to test the current design from Intrepid. I already proposed a system that's linked to crafting, but that suggestion is kinda pointless cause it stands on very shaky legs of 0 info about the game.

Splinter Topic: Gathering As A Group Activity?

Post by Ludullu on 2022-11-12 16:19:16

Yep, both of those are true. And what's the TL data, cause I still have the thinnest sliver of hope for that game. How horrible would be a system that puts a "timer" on your resources (even the ones in storage)? It might not necessarily be a straight up timer on the items, but smth like a "there's a storm coming and it'll flood the lands, so your stored wood will rot" or "there's a drought coming, so your plants and wood will dry out and will become useless" and some similar way to destroy rock-type mats. Players would ...

Splinter Topic: Gathering As A Group Activity?

Post by Ludullu on 2022-11-12 16:23:50

And this is where, in theory, the WM comes in with the land management system and any types of mob events that could influence the land and all that. And we'll have to test it all out in alpha2 and push the system to its brink as much as possible.

Splinter Topic: Gathering As A Group Activity?

Post by Ludullu on 2022-11-12 16:45:47

Yeah, I'd assume the majority would go for a bigger % of soloables gatherables, especially considering your team's "closer to half" responses. I hope Intrepid gets enough alpha2 players to properly test these kinds of big scale systems, even if on a 1/3-1/2 scale. Shitty tuning on release could result in horrible early economy that would most likely create a huge divide between the hardcores and the casuals. Well, even bigger than what it would've already been.

Economy in AoC - what do you think will work the best

Post by Ludullu on 2022-11-12 21:05:39

You should probably look at how long EVE has been alive (as a single server btw) and how long NW has been around. And then think, is it the problem with the economy system or literally the entirety of the rest of the game that is the issue. A small hint: it's the latter.

Economy in AoC - what do you think will work the best

Post by Ludullu on 2022-11-12 21:52:19

L2 also sold the barebones in terms of items and most of them were t1-2 low tier stuff, with everything else being purely crafted/dropped. And every item could be sold to an NPC for a set price, which created the pricing floor, but there was no ceiling. And as long as most bots (ideally all) were banned, the economy on the server was quite healthy. The market in this video (each window above a sitting character is a player shop of some sort) is roughly 1/3-1/4 packed when compared to a really big server w/o bots. And there'd be ...

Side quests - mastering immersion

Post by Ludullu on 2022-11-13 00:31:00

For quite a lot of people the absence of markers would be much more of a pain than an "immersive tool". They'll just groan and go look up "best quests to do in Ashes" and follow the guides that will inevitably get made, exactly because the game won't have said markers. And those who care a lot about quests, usually care more about the contents and how they're presented, as Azherae has already pointed out. And from the very few quests from alpha1 that I've seen, Intrepid have indeed done quite well already. And the tiny fraction of the ...

Value proposition of adding an Ashes benchmark.

Post by Ludullu on 2022-11-13 13:28:09

Pair that bad boi with the character creator and you have yourself a perfect advertising tool, that also serves as a way for people to know if their PC can run the game w/o buying it (that is, if the CC is free?).

Re: High quality AoC memes

Post by Ludullu on 2022-11-13 13:30:56

Life Skillers Issues and what we are facing!

Post by Ludullu on 2022-11-13 19:34:59

@Kitamura_Ko I'm curious to know your pov on this kind of mechanic. What if you had a higher chance to get killed, but also an almost 100% chance to get your lost resources back and a buff to your artisan profession yields for some period of time. Would this be worse than just rarely getting killed, but definitely not getting your stuff back? Obviously the "not getting killed at all" would be much better, but out of those two - which would you prefer?

Question about mmo vs singleplayer rpg questing

Post by Ludullu on 2022-11-13 20:00:19

While I do like lone wolfing the hell out of multiplayer games, I want the game to push me towards grouping up. This is exactly why I loved L2, because it was exactly the same way you described, it made its players group up and become a community.

Life Skillers Issues and what we are facing!

Post by Ludullu on 2022-11-13 20:10:55

And that's exactly what I was thinking about. I want to push towards a proper balancing of the corruption system, where repetitive kills from the same person would fuck over that person, while one/two-off kills from different people on the same player could still happen somewhat often. But that higher rate of deaths would be outweighed by BHs returning the victim's mats to them and the game providing a small buff to let the victim come back to their pre-death state faster (cause death has quite a few penalties). To me it seems fair, because the victim will almost ...

Life Skillers Issues and what we are facing!

Post by Ludullu on 2022-11-13 20:41:29

Yeah, both sides have their shitty people that ruin the whole name of the group for the rest of said group.

How do PVE players feel about the Land Management System?

Post by Ludullu on 2022-11-14 11:14:30

I never really understood this. If you're not only ok with pvp as a concept and, potentially, have gear that's good enough to participate in pvp events - why not just fight back and shorten the "wasting" of your time by A LOT? I can understand the position of people that hate pvp as a concept, but not the ones that still pvp otherwise. I could kinda see why explorers would try and avoid pvp completely, mainly because they're always on the move and it's pointless to stop and fight, but in pretty much all other cases you're staying ...

"Mis-Land Management" - Solutions to preventing Extinction level events

Post by Ludullu on 2022-11-14 11:21:46

I really don't know why Noaani keeps trying. It's obvious that Dark is less willing to discuss this issue than even Mag was about discussing dps meters At least with Mag there was some circular movement of the discussion, while here it's just Noaani bashing his head against a wall of "yeah, and?"

Consumables. Do we really need them?

Post by Ludullu on 2022-11-14 11:50:25

I think the slight miscomunication here is that L2's "5k" pots were hard to get and had a 5min cd. And the general pots only gave you a slight hp regen (iirc up to 150hp/s for 15s, depending on the quality of the pot) or some stat buff for 10-20 mins. So hardcore mobs would still kill you w/o too much trouble, because the regen from the pot didn't really bring you back to full w/o issues. And the higher quality pots were still quite expensive. And even when they became "less expensive" at higher lvls, all the mobs ...

Will Race abilities effective your choice ?

Post by Ludullu on 2022-11-14 11:50:50

https://www.youtube.com/watch?v=x5Za8HggalY

Question about mmo vs singleplayer rpg questing

Post by Ludullu on 2022-11-14 12:56:46

Calling this presumptuous would be an understatement

How do PVE players feel about the Land Management System?

Post by Ludullu on 2022-11-14 16:45:00

Guilty as charged Yeah, I've seen quite a few people like that in L2 and considering that a fair bit of my career in that game was spent on higher rated servers, deaths didn't mean AS much, so such people would often try their best to use the worst tactics in pvp just to spite an opponent that was stronger than them. To me this behavior shone the brightest when fighting against people of my main class. The class itself was teetering on being OP, due to its buff steal ability (short cd) and high mobility. And ~80% of ...

Side quests - mastering immersion

Post by Ludullu on 2022-11-14 16:55:15

I find this message just a bit ironic, considering your love for WoW. That shit was beyond mainstream, even back in vanilla. It literally ate up other mmos' playerbases, because it was so damn mainstream that everyone wanted to play it. Now I agree that WoW is trash but I doubt that you'd agree with me on that statement, while you say that mainstream always sucks.

Key to a succesful economy

Post by Ludullu on 2022-11-14 17:28:32

The quantity doesn't matter at all, as long as any and all material sinks account for said quantity. Crafting recipes could take 5 items, when you could only gather 1 item per resource instance, or those recipes could use 200 items if you collected 40 per instance. It's not about how much you gather, it's about how the devs balance that amount against all the things that are related to it. And it's obvious as fuck that NW's devs had no clue what they were doing, even before all the exploits and abuses of their systems.

Key to a succesful economy

Post by Ludullu on 2022-11-14 18:25:39

If I understood it right, it's just the fact that you can't really sell stuff properly when a single piece of that stuff is almost unpriceable, because it goes below the lowest value of currency. Is that roughly correct? If it is, then yeah, I get what you're saying. Even if every single use of those mats utilized dozens of them at a time, the trading market would be shit because you'd have to counterweigh those "dozens" with some type of sub-currency that was only used in trading of mats, while everything else costed "normal currency". At which point ...

"Mis-Land Management" - Solutions to preventing Extinction level events

Post by Ludullu on 2022-11-14 18:31:29

I think this might be somewhat dampened by the fact that nodes will most likely have enough space for more people than an optimized guild would. And with guilds being spread out across several nodes, even if members' own nodes tell them to stop gathering for a while, those players can go to the ZOIs of their guildmates' nodes. Unless each node can't support literally every citizen gathering at the same time (I'd hope that would be the upper limit for the management system, maaaybe just a bit below that) - the loyalty to both guild and node should, ...

Armor stats and set bonus items

Post by Ludullu on 2022-11-14 18:35:55

https://ashesofcreation.wiki/Gear_sets

Key to a succesful economy

Post by Ludullu on 2022-11-14 18:40:14

I wish I had stayed with BDO for at least a few years back during its release. I even had a life sub to the ru servers back then. But it just didn't grab me strongly enough to pull away from L2. If I had played it for a few years, I'd at least have a broader understanding of different game designs, rather than just L2's.

"Mis-Land Management" - Solutions to preventing Extinction level events

Post by Ludullu on 2022-11-14 18:45:04

Yeah, I'm curious to see how Intrepid plans to deal with this inevitability, if at all. I know my allegiances will always be to the node, but that's mainly cause I prefer being the leader of my own guilds, so having a guild that could prevent me from doing what I want is out of the question. But loyalty to a node is directly aligned with my plans, so, ideally, becoming a mayor of one would work out just fine. But I definitely see how most of the node mechanics will just be used by the guilds, and no ...