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Post by Ludullu on 2022-12-12 03:29:56
No
Post by Ludullu on 2022-12-13 00:07:26
If I understood the issue correctly, this whole thread could be resolved by tying the dodges to mana You wanna dodge 10 times in a row? Do it and spend half your mana. I'm just gonna walk after you like Jason Voorhees and once you're out of mana - you're dead. And with every archetype having some mana reduction abilities, you'd have to think twice before just spamming anything in your kit. I'd even assume that at least one melee archetype would have a "increase mana usage of movement abilities (or just dodges)" ability to prevent the exact issue ...
Post by Ludullu on 2022-12-13 00:18:47
I dunno if AA had stances, but in L2 you just had a backstab ability on rogues, so there's a slight chance Intrepid don't go for the stance design. But even if they don't, I'd still assume that the game tracks relative positioning, so theoretically the third version should still work. And I would definitely like it, because it'd be a great pvp tool. Assuming that the ranger's ability puts "snare" effect on the target, would you change how javelin interacts with snare effects that come from other archetypes, or would it always be the same? We already have ...
Post by Ludullu on 2022-12-13 00:34:05
If they're just running away, it'd be completely fine for them to outpace my walking. But in the context of a fight, if they still want to beat me but waste most of their mana on dodging my attacks instead of saving the mana for their own attacks - I'd assume I could just keep walking and doing a hit here or a gap-closer there until they run out. And if we assume that range classes have a lower cost on dodges (cause kiting theme and all that), then it'd come down to the balance of hp vs mp, ...
Post by Ludullu on 2022-12-13 06:31:22
Oh, this is another reason why I'm fine with frequent dodges (as long as they're limited). Because my L2 class was exactly that kind of "build" Literally the most mobile class in L2 at that point, could escape from pretty much any other class, and with enough skill you could outpace the same class too. Though that's in part why I want a limiter on how long this kind of build can do what they can do. A bit of a turtle vs the hare situation. The quick build might be able to win a sprint, but it can't ...
Post by Ludullu on 2022-12-14 06:54:16
I think the pull being the default is better cause it helps with pve. Throwing the tank into a group of mobs (or a place where he could potentially agro a group) is bad for pve because it removes some control from the players. In pvp though, at least in my experience, you usually trying to aggressively attack the enemy to remove them from some position or to completely obliterate them. And the tank jumping into their midst would help with that. Especially if it's a CC tank and he jumps on the healer in the back. And from ...
Post by Ludullu on 2022-12-16 06:12:04
Oh hell yeah. Having a free HUUUUGE nuke would be amazing. The timing requirements would have to be real tight though. Same here, the timing would have to be tight, because a big double aoe w/o sacrificing positioning is a very strong move imo. And if meteor can be augmented to have some dots/debuffs/etc - I'd imagine all those minimeteors would apply the same effects to their victims, so there's an even bigger effect to the overall synergy. Alternatively you could have smth like "if a synergy was attempted and succeeded - the abilities involved have a much greater ...
Post by Ludullu on 2022-12-17 03:19:41
Can't wait to finally see the office!
Post by Ludullu on 2022-12-17 15:01:23
The main problem I see with this in the context of Ashes is that the class design will be RPS and I'd assume that this balancing would even influence small party pvp too. And so if everyone has the "same" gear, you'd just have autolose and autowin matchups (if the skill lvl is the same). How did GW address this? Were all the classes just able to kill everyone else w/o much issue?
Post by Ludullu on 2022-12-18 13:58:33
And Lineage 2 just had a gear upper ceiling on its arenas, but the gear still mattered and there was no strict equalization. And L2 has a big pvp influence on Ashes. It also had an rps 1v1 balancing, so some "paper" classes were able to win out against "scissors" classes through better gear sometimes.
Post by Ludullu on 2022-12-18 14:40:49
I'm talking about equal player skill and we don't quite know the extent of ability balancing. To me "1v1 will be rps" sounds exactly like "an archetype will be weak against some and strong against others". So I'm not exactly sure that some archetype will be able to outbuild a losing matchup.
Post by Ludullu on 2022-12-18 15:14:47
Yes, but as I keep saying, at the highest lvl of skill (which arenas bring out) the rps will be the most prominent, if you keep the gear equal. Just as those top skill players know ways to try and outplay a stronger archetype, the top lvl players of said archetype would know those counters and would then use their own character in its best way. And that best way is stronger, because of the rps balancing.
Post by Ludullu on 2022-12-18 16:43:15
https://ashesofcreation.wiki/Arenas Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[4] I think it's good because it lets people get around the rps balancing. Augments might do that, but we don't know for sure rn. But I know for sure that gear can, because it's been done before.
Post by Ludullu on 2022-12-19 02:52:39
Adding to George's points, how does Albion solve the issue of forgotten mobs? Do items move from mob to mob or does an item get "deposited" into a mob and waits until someone kills the mob? So, in theory, if some group of mobs stop dying, all the items inside just disappear from circulation even if some players want/need them. And if items do move, how is that movement controlled? Can a lvl50 item travel from a lvl50 mob to a higher or lower leveled one? Also, this kind of system implies that there's a shitton of unneeded crafting ...
Post by Ludullu on 2022-12-19 03:36:39
And Ashes is literally that game. And it takes inspiration from exactly such games. Most people in L2's arenas fought in cross-class battles instead of inner-class ones. People had different lvls of gear and different rps matchups in pretty much every single fight. At the start of the ladder season you'd get a certain amount of points and would then get matched up against people with roughly the same amount (as long as there was enough of players to do that). If you fell too low due to your shitty gear, you still had chances against weaker rps matchups, ...
Post by Ludullu on 2022-12-19 04:51:40
Here's what seems quite unfair to me. You're asking for something "for free" that pretty much everyone else has to work very hard to get for themselves. You want high end pvp content w/o any time investment, while literally every other high end content in the game requires you to put in hundreds of hours to even get to, let alone participate in. Why must I spend thousands of hours to get the chance to fight the epic end game boss (which includes pvping another guild for it), while you can just make a character spend 5 minutes on ...
Post by Ludullu on 2022-12-19 05:07:55
No it doesn't, because to you that pvp is already your preferred end game content. And you can participate in it w/o any investment, while everyone else has to play for much longer to reach their preferred end game. You have literally posted a quote that states "esports is not the goal". Byproducts of design may rise up on their own, but Intrepid has not shown any desire to make esports-like gameplay a viable way to play the game. And as the same wiki page points out, there's currently no intention to provide gear as a pvp reward, which ...
Post by Ludullu on 2022-12-19 06:20:36
I think the closest thing to that is WoW's world first runs and arena stuff? Though as a complete wow hater I have the most surface-level knowledge about that stuff. But WoW has also millions of players (or at least had), so it obviously attracted at least some amount of esports people.
Post by Ludullu on 2022-12-19 06:51:15
Post by Ludullu on 2022-12-19 19:48:52
No. If you want to promote player killing during the night then give guild wars better rewards for actions they take during the night or create "night raids" for node wars that could then help during a node siege (if the war leads to that), or make enemies of the state show up on the citizens' maps during the night so that it's much more dangerous for them to move in said node. In other words, boost literally all the other pvp-centric systems instead of making the biggest deterrent to the majority of players EVEN FUCKING WORSE.
Post by Ludullu on 2022-12-19 19:59:52
Damascus blade Love of it started with this video https://www.youtube.com/watch?v=E1feB1I0ohQ
Post by Ludullu on 2022-12-20 08:44:02
Gear will supposedly sum up to a half of your character's power. So your time spent in the game will mean that half of it was spent on gear power and half of it was spent on honing your gameplay skills. Removing a whole damn half of that means that you're removing half of the investment in the game. If both lvl and gear is just given to you - you haven't played the game at all. And that's pretty much what has been suggested in this thread.
Post by Ludullu on 2022-12-20 15:23:51
That's my point though. People that only care about arena pvp wouldn't have to play the game at all, because they'd be given the gear to participate in the arena pvp. To me that's bullshit. Obviously GW has a different design, but that whole game's design is different from what Ashes is trying to do, which is why I don't think that this kind of arena mechanic would work (or even should work).
Post by Ludullu on 2022-12-20 20:31:34
I am opposed to pve-onlies only doing pve. The whole point of AoC taking design inspiration from AA and L2 is to prevent that. PvE will require people to PvP and all PvP, therefore, should require people to PvE. That's the PvX balance of the entire system. The only acceptable exception to that, to me, would be the military mayor selection, but even there we have no real idea how the champion system will be set up. And from previous statements it seems like you'd have to PvE as much as you could in order to make the best ...
Post by Ludullu on 2022-12-21 11:48:04
It will be on Intrepid to design their farming locations in such a way that lvl10s don't pvp around lvl50s. Yes, people will see each other here and there regardless of their levels, but if a lvl50 has nothing better to do than going around looking for flagged lowbies - there's something wrong with the game's design. The only time highbies in L2 came to lowbie locations to kill someone was when two warring guilds had their lowbies interacting and it snowballed into a huge fight through the classic "ey, I've got high lvl friends! don't touch me!" argument. ...
Post by Ludullu on 2022-12-21 16:25:16
As an example of this from L2, during the arena (olympiad) period in the last few days of each month (5h every evening) most high lvl locations would be half empty because most players that could farm those locations would be grinding the arena in hopes of getting more points than their enemies. And with L2's arena everyone still had to farm mobs and bosses to have the gear required to succeed in arena pvp. If they could just go fight in the arena w/o playing the game - all those locations would always be empty. Hell, I know ...
Post by Ludullu on 2022-12-21 22:58:34
I think the main point here is that those arenas still require you to play the game if you want to be anywhere near successful in them. You have to participate in the open world activities for a long time before spending a bit of time in the arena. And if you stop spending time in the open world - the ones who still do will outpace you. Equalized gear that's just given out to people would completely remove that interaction. WoW's pve is completely instanced (at least the one that matters) as is its pvp. So neither of ...
Post by Ludullu on 2022-12-21 23:54:25
And I'm sure that RIOT will try to target exactly those short attention span teens instead of the old guard that Steven's trying to attract. "Make mmos great again" implies that the person who'd want to play an mmo with that slogan knows how the mmos were back in the day, which, by default, removes anyone younger than 20 (if not even 25). And if Ashes manages to become a good game, all those current teens will grow out of their hyper states and might check out something slower, just as FF14 has dominated the mmo genre in the ...
Post by Ludullu on 2022-12-22 00:09:01
Yep, I'd be totally fine with this, though I'd definitely prefer if the gear was just capped and not given out for free. I could definitely see a rent/trade mechanic, where you could replace your normal gear for some other set just for a fight. This way people could still experiment with builds w/o just grinding lowbie mobs whom players would outgrow fairly fast.
Post by Ludullu on 2022-12-22 00:15:48
There is literally no problem. You are trying to create one where there is none. You want to force esports onto a game that has nothing to do with esports and then you claim that the game will die off if it doesn't do what you want it to do, even though devs have said from the start that they are not making the game into an esport. I don't have the stats, but I'm fairly sure that quite the majority of mmo twitch viewers would be in that 25-34 group, which is exactly the people I mentioned. And ...