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Post by Ludullu on 2022-11-14 19:11:49
And as an opposing opinion, I love gear sets and would love to have a ton of them in Ashes
Post by Ludullu on 2022-11-14 19:16:54
Scaling of what? Gear? Lvls? Artisan professions? Gear decay? Map size?
Post by Ludullu on 2022-11-14 19:26:46
I feel like this kind of a mechanic would seem to gatherers exactly as forced pvp seems to you. They just want to do the thing they want to do, but the game prevents them from doing that. And in both cases other players might've been involved. You say you don't want to play Ashes because open seas change prevents you from exploring them (because auto-flag). Don't you think that this change might do the same for gatherers?
Post by Ludullu on 2022-11-14 19:56:58
I'm not sure if I've understood this. If land management can reduce resource respawn after a huge gathering session, the gatherers that had that session wouldn't have to be online to influence the experience of players that come to gather in that location afterwards. To me, that sounds much worse than "you get autoflagged in this location, but there's no real assurance that another player will come across you and kill you". Mainly because the former has an effect even w/o other players present, while the latter requires other players to be present to have the effect. And while ...
Post by Ludullu on 2022-11-15 00:46:23
What exactly do you mean by this? Do you have a link to the source of this information?
Post by Ludullu on 2022-11-15 02:24:03
I guess I misread your comment then. Cause I thought you were saying that a lvl50 would be able to clear lvl20 content because it'd be scaled up to him, even though that is not the case.
Post by Ludullu on 2022-11-15 02:30:57
It's not though? It's the node just leveling up on its own. There's no correlation with you personally. From what I've heard of "scaling" in other games, it's usually about the content scaling up or down TO YOU, rather than just changing on its own.
Post by Ludullu on 2022-11-15 13:56:21
And I hope that a lot, if not most, gatherers are like that. I just saw a parallel between Dygz' dissatisfaction with the open seas change and the potential issues that gatherers might have with land management. I'm not trying to say that everyone is the same. It's just that, from what I've seen/heard so far, quite a lot of people dislike systems that prevent them from playing how they want to play. And while there's obviously those who prefer that (me included), I feel like they're more of a minority within their group. Just like a lot of ...
Post by Ludullu on 2022-11-15 16:41:39
Anything and everything.
Post by Ludullu on 2022-11-15 17:40:12
But if I want to level up my node and do stuff inside of its ZOI to help my node and the land management system prevents that - I can't do what I want to do. I'd assume you wouldn't want to explore seas all the time, but when you do - you can't cause it'll autoflag you. While yes, the seas are a permanent thing so, in theory, you can never go there because it would always flag you, but I'd imagine that relatively speaking there's a chance that the amount of explorable stuff in the sea would ...
Post by Ludullu on 2022-11-16 00:54:35
And I'm talking about the bigger picture. One PKer might kill 5-10 people during a short period of time. Even if he doesn't get caught immediately (hope he does because that'd mean that BH system is working), he'll start getting hit with bigger and bigger corruption values which increases the chances of him getting caught or at the very least shooed off from that location. Even if we assume that all those kills were against different people, that's still just a fraction of citizens of one node. Unless each node has several such PKers who somehow manage to kill ...
Post by Ludullu on 2022-11-16 13:28:49
https://ashesofcreation.wiki/Item_durability Outside of this we don't know other details.
Post by Ludullu on 2022-11-16 14:54:06
No
Post by Ludullu on 2022-11-16 15:07:42
Amount of crafted gear will be smaller because of decay, which will spend more mats than just crafting. There's still a chance that Steven will say "fuck you" to all the complainers and will keep the "gear gets destroyed on overenchantment fail". Artisan professions are not linked with adventure levels, so artisans might stay lower lvled and will need fitting gear. OE will allow any future alts to be stronger than newbies. If OE fails do in fact destroy gear, people will keep crafting low tier gear over and over again until they get super OEd pieces. Intrepid might ...
Post by Ludullu on 2022-11-16 18:39:12
What kind of reward would you give people for this? Just saying "go kill people and you might get some of their good gear instead of it just being trashed in front of you". And majority of people would probably just go there with shitty gear or in huge numbers in hopes of overwhelming their opponents. And if there's no reward on top of that - there's no real reason for people to go there. And if THERE IS some huge reward - you're pushing people to go there even more than the open seas, which supposedly have a ...
Post by Ludullu on 2022-11-16 18:49:51
If one instance of resource source gives you 30 items and they all sell as "one" item for one gold - why in the living hell would you have it as 30 items? Especially if all the recipes treat those 30 items as one.
Post by Ludullu on 2022-11-16 19:43:23
I'd expect augments to allow us use those combos and much more.
Post by Ludullu on 2022-11-16 21:54:20
Wait, now that I think about it, WE SHOULD DO IT! All the literal psychos that want this kind of content will just go constantly die on some random island in the middle of nowhere, while everyone else can just enjoy they game normally.
Post by Ludullu on 2022-11-16 22:00:02
Nah, I'm just joking. Attracting wrong people from either extreme ends of the pvx spectrum would be really bad for the game.
Post by Ludullu on 2022-11-16 23:43:49
Have you ever stopped to think that they were nice and funny to you just because you were "evil" too?
Post by Ludullu on 2022-11-17 01:51:06
Haven't played anything near to that kind of gameplay, but as we've discussed before - I'm all for any kinds of synergistic abilities, between partymates, raidmates, guildmates and between players and mobs which would also let players "control" mob behavior. I want it all and I want it now.
Post by Ludullu on 2022-11-17 18:09:18
I'd prefer several ways to craft the same thing. Ideally mats that come from several corners of the land or just achievable through different means. The resulting craft should have the same basic stats, but varying additional effects (within reason).
Post by Ludullu on 2022-11-17 19:17:08
L2 had a "triggers" tab when looking at your partymates' buffs. What if you could link your skills in the game's chat, so when you joined a group you'd go "hey, here're my trigger (proc) abilities, those who have reacting ones - keep tabs on my buffs". And archetypes would have reactive abilities that either hit the target mob and make the procced player autoreact, or an ability that targets the procced player to let them do a big hit. And depending on the reactive player's build, you'd have different results. This seems quite easy mechanically, easy to explain ...
Post by Ludullu on 2022-11-17 19:29:18
Yes, you can. 3rd reference here https://ashesofcreation.wiki/Emblems
Post by Ludullu on 2022-11-17 22:44:57
But I think that's the point. We're talking about a system that should not push away semi-casual players in a pug, while having some depth that could push some hardcore botters to try and bot it to "exploit" it. Mechanically it'd be easy enough for those semi-casuals cause it's just "look here and then react", but design-wise it could have the depth that requires proper planning ahead of time and proper reaction when needed. I'm probably misunderstanding this Gauge mechanic, but to me it just seems like an a bit more complicated proc feature. Do you have some video ...
Post by Ludullu on 2022-11-17 23:39:38
I'm a much more visual learner than a reading one (is that a type? I forget). But I don't want to make you make such videos just to explain a point. Maybe my mmo vocabulary is wrong here? To me procs are a random occurrence whose chance you might increase through some means (just as your example of buffing accuracy). Maybe I'm mistaking procs for triggers? I dunno. Here's a super basic example of what I had in mind. Vid starts properly at 0:30 and at 0:46 you can see a 15sec buff pop up. https://www.youtube.com/watch?v=k-0320xPqvQ That buff is ...
Post by Ludullu on 2022-11-17 23:58:31
But botted to what extent? You said yourself that gauge is bottable too and it's more about the decisions that you gotta make during the encounter, rather than the sheer fact that you did smth. That stage 3 atk is much stronger than the stage 1 one, but in order to get to stage 3 against a boss (or even in pvp) you'd need several other people to perfectly control the boss, which in itself could require several correct abilities and movement and potentially other procs. And unless Gauges have the same effect of "stages" where you can do ...
Post by Ludullu on 2022-11-18 00:12:22
This would come down to all the other abilities and procs and ways to control different situations. And obviously, as I said, this all could be balanced down to be "just right". It's just that, as a person who has had no experience with the TP Gauge, the "look at buff and react" seems just as a much lower skill floor, while still having some high ceiling potential. And then it'd be on each group to decide how far the want to take their gameplay, or at least how far the content pushes them. My suggestion mainly depended on ...
Post by Ludullu on 2022-11-18 15:02:09
Thank you very much. It's much clearer now. So in order for Ashes to have this kind of flow to the battle with weapon procs/abilities, those procs would have to have some specialized triggers or just particular situational events. And to give the parties more control of those triggers and events there's gotta be either some special soft CCs that create them or the entire mob AI design has to account for all the possible triggers and create all the possible situations (or at least have types of mobs that create several). So if I'm correct in my understanding, ...
Post by Ludullu on 2022-11-18 15:40:37
It might be? I'm just kinda used to this from L2's dagger classes, cause you always had to maintain positioning and my suggestion would just be the continuation of that mechanic into a way more movementy/actiony game. Dunno how AA did it, so there might already be a "better" way to design it? Yeah, after understanding it better it does seem somewhat easier than the stuff I had in mind But at that point I agree with Nova that the gauge visual doesn't quite fit AoC's aesthetic, but if Intrepid can find a way to design it in a ...