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Post by SongRune on 2022-08-30 18:31:31
We can get all the way from node to node in a couple minutes. If corruption can wear off in the few minutes it'd take for a Green to return from spawn, the entire system is useless.
Post by SongRune on 2022-08-30 18:39:38
All augment considerations aside, you will not be able to unlock (or certainly max out) all of the skills of your class. Builds will differ within your primary archetype even at lv24, before you unlock your secondary. Back to augment considerations: Augments will also come from your race, or social organizations you choose to join. A Church (or whatever) aligned Nikuan Spellsword will be different from a Thieves Guild Empyrian Spellsword, even if they chose all the same Class skills. That's the hope, anyway.
Post by SongRune on 2022-08-30 18:49:59
I can't imagine a mayor's job being overwhelming to any player who was seriously interested in becoming one in the first place. What do you anticipate the workload would come from? What tasks do you foresee being so numerous or involved that a Mayor, or even Monarch, would seriously struggle to keep up? From what I understand, the Mayor's mechanical tasks are only setting policies (which don't change constantly ), starting node advancement or construction projects (a couple a day is probably a lot unless the node is really pushing to grow), or declaring enemies of the state. Anything ...
Post by SongRune on 2022-08-30 19:09:04
My personal hope would be that you don't need to bring 10 mules with completely empty inventories just to loot a caravan. The design is almost assuredly that if you bring 8 (full party) defenders, and 8 (full party) attackers then take down your caravan, those 8 people should be able to receive the reward.
Post by SongRune on 2022-08-30 22:06:54
Until it doesn't. There's still coastal waters, where all of these questions need to be answered.
Post by SongRune on 2022-08-30 22:37:49
The core principle of this seems to be using the note system to get around the limitation of a very small set of ability options, the MOBA "QWER". It's... a decent idea for a MOBA, but doesn't really define much of anything about a class in an MMO. The "chaining to get more songs" idea is good and sensible. But you do have to remember that we have 10+RMB ability slots in Ashes, at minimum, even if they don't allow us to have a second hotbar. The thing about Bard, as a class, is that the entire design comes ...
Post by SongRune on 2022-08-30 23:05:54
It only takes 3-5 minutes to go to the next node over, and given the way the node system caps node levels so that a node adjacent to a lv6 node can at most be lv5, and next to lv5 can at most be lv4, etc, you're not gonna be terribly stuck. Your node would have to level up 3 times without you growing at all in order to make you walk even 15 minutes to a node you can fight near. Your node leveling up might push your farming spots 5-10 minutes further away, but that's not exactly ...
Post by SongRune on 2022-08-31 17:12:52
I feel like FFXI hit the sweet spot, with most foods being 30 minutes, with some shorter (3-5 minute candies) or longer (3 hours, but equivalently expensive to produce, and didn't stack in inventory). It was timed around the content in the game, more or less. Most of the time, you'd eat before a fight, and that food would last you the whole fight (or for particularly long fights, you'd just eat twice if you didn't want to use a longer food). This tuning also meant, though, that if you planned to run different content afterward, your food would ...
Post by SongRune on 2022-08-31 17:37:35
The problem with an 8 note song is that with a intended TTK of 30-60 seconds, if those notes take 1 second each, you could find yourself taking nearly 40% of a fight to get your first buff out. That won't bode well for your party responding to an ambush. I don't mind the idea of "note songs", but it becomes a careful balancing act relative to the speed with which you can enter them, or on the other side, how "just typing a number really fast" the experience is. That said, you get 64 possible combinations of 4 ...
Post by SongRune on 2022-08-31 18:36:12
And the candidates for mayor are! JackSparrow, Jack Sparow, Jakk Sparrow, CaptainJackSparrow, and Jack Sparroww Tough field this season.
Post by SongRune on 2022-08-31 21:40:48
Sadly, it's not actually subjective. Math incoming. The problem with this design is that Mages get a payoff, at the end of the spell casting which is generally proportional to the time invested. Bards either do not, or get far more, and which of the two happens is defined by the circumstances, which makes it impossible to balance. The Bard finishes their long-cast buff, and it takes effect. Let's assume that the Bard normally gives 100 power. It is now either: 1: "standard strength" (100 power) and applies for only 60% of the fight, allowing people to get "100 ...
Post by SongRune on 2022-08-31 22:09:04
That's relatively unlikely, honestly. Caravans exist, as their explicit purpose, as a PvP objective. There won't be any "reduced PvP" version of them. What does somewhat fit your concept, however, is Mules . Mules are a mount type that allows you to carry significantly more resources than your personal inventory can hold, but still also significantly less than a caravan. You are, however, subject to the normal flagging rules, as if you were out in the world normally. You can also take more variable routes because they do act like mounts. The game's core design is that you are ...
Post by SongRune on 2022-08-31 23:11:47
Sadly that's a lot harder to do when they've been merged into other only superficially related threads. I can't imagine it's easy to undo that sort of merge action (particularly this long after), but I was disappointed to see it happen.
Post by SongRune on 2022-08-31 23:23:36
It does. But only by specifically incentivizing PvP in the area. If a group is up against the toughest PvE content they can handle, that means that there's little room for error (or they'd be able to handle more), and it doesn't take much to upset the balance. This means that it doesn't take much for a PvP attack to make the content unwinnable. The less margin you have for error, the less margin you have for recovering from interference. Enemy guilds know they will have an even easier time stopping their competition from getting whatever gear or materials. ...
Post by SongRune on 2022-09-01 13:25:27
It seems we have a very different concept of what the Bard archetype (standard definition, for once, not "flashy Ashes word for mainclass") is. I will hope that you get what you want through either build options, or through Bard augments to the Mage core gameplay style. Honestly I would find this sort of effect for Mage/Bard augments (or Bard/Mage) to be REALLY cool. But I do also hope that Steven doesn't decide "I think I'm going to take things in a new direction" for Bard as a whole. I entirely concede that once you are making a class ...
Post by SongRune on 2022-09-02 03:17:01
What an incoherent reply. Is the OP edited? What does that look like on mobile? The current phase is "the long gap between Alpha 1 and Alpha 2". If you follow along with the live streams or development announcement emails, you'll know when Alpha 2 is coming up. There's no established date or timeline for Alpha 2 at this time, though many people have been estimating (speculation only) that it will be late 2023.
Post by SongRune on 2022-09-02 15:47:10
It is extremely relevant to gameplay, and is absolutely a core balance/design consideration. As a Bard, if I see you from 20 seconds away, I start the fight buffed and we have a fair fight when you attack me. If I see you from 5 seconds away, I just die. I'm all for a real, good cosmetic day/night cycle, with lighting effects, but I need night to not nerf my class specifically . Sure it'll hurt everyone a bit, but Bard by nature has to spend time buffing in advance in order to match the other classes power. Stopping ...
Post by SongRune on 2022-09-03 23:06:15
All's well. (ref: Auction House )
Post by SongRune on 2022-09-04 21:39:52
I feel like deleting everyone's characters, which they may have invested thousands of hours in, without them having any say in the matter (the other 49 percent of players in your vote) is a very good way to permanently lose players, and some terrible PR for the game as a whole. This may be less painful in the first week or two, rather than later, but that's also a worse time, because you're telling people who only have a week or two investment that if they continue to play, and invest more, they could lose it all at random. ...
Post by SongRune on 2022-09-05 14:52:07
That's the error then. Pirates (the activity) are not the exception, the Open Seas (location) is. Obviously those are related, but near shore piracy for example is specifically not exempt. Caravans, even in their water "mode" are already corruption-free PvP objectives though, so the question is pointless as a whole. The OP is asking if they should be able to freely gank low-level players crossing rivers normally or not. It's not about caravans. Those were corruption-free already.
Post by SongRune on 2022-09-05 15:57:39
The "realism" argument to wearing 10 rings is easily reversed. You can wear 10 mundane rings, but you can't pack that many separate magical effects into such a small space without them interfering with each other, so only one on each hand can give stat boosts. Since sensible game design requires it, out of character, we might as well use the sensible explanation "in character".
Post by SongRune on 2022-09-05 17:06:01
The problem with a futures market is that players don't have to deliver on their contracts. You'd need to establish a penalty that can make buyers whole without creating materials that don't exist in the economy. The only real option would be forced purchase at market rates if the future seller didn't have the items in the warehouse when the contract expired, and leaving the player in debt. This doesn't address low liquidity in the market at certain times of year, however. It doesn't turn out well for either buyers who may not get their contracts honored, nor sellers ...
Post by SongRune on 2022-09-05 17:36:37
My apologies. I missed that post (on mobile). There have been so many not-so-subtle similar "requests", lately that I didn't think to question it.
Post by SongRune on 2022-09-05 17:40:49
This is another point I wanted to make. If you cross at the bridge you go right over. If you try to ford it at a deep point, you spend a lot of extra time sitting on the shore while your caravan reconfigures for water, only to have the same "sitting duck" period on the way back. It's a valid tactic if you think you'll get away with it, but there's definitely a trade off that makes bridges and natural crossings valuable. If anything, it's another of the many risk/reward options that Ashes aims to offer.
Post by SongRune on 2022-09-05 18:05:52
What sorts of contract conditions would you like to see? How should the game detect when they're fulfilled? The main problem with this sort of thing (and which prevents adding more than "craft this for me" sorts of things to the escrow system) is that there's often no reliable way to detect performance of the contract.
Post by SongRune on 2022-09-05 19:02:09
I dislike this suggestion. There will be trackers on both of those servers, but the ones on the "no trackers" server will then actually be biased to only toxic users (the non-toxic ones will be on the "yes trackers" server), which will create a selection bias effect that will cement the false association between trackers and toxicity in many players minds. If there are the same ratio of toxic tracker players to non-toxic tracker players as there are toxic players to non-toxic players in general, but you put all the non-toxic ones on a specific "trackers allowed" server, you're ...
Post by SongRune on 2022-09-05 22:29:53
To be fair, there's no space for it there. It's probably on the other side behind the photographer.
Post by SongRune on 2022-09-05 22:55:00
@JustVine , I agree completely. This is one of the hardest parts of this sort of thing. While developers and programmers can implement technical models when they are well-specified, working out exactly what is needed is something that's basically wild mass guessing, even with direct feedback, until there is a solid shared community foundation and perspective. Without a community that has already developed and matured a set of customs and standards, no matter what a developer implements, it will always result in some form of chaos. This is absolutely the sort of thing that is useful to implement, but ...
Post by SongRune on 2022-09-06 12:59:03
I will literally have to. Bards are balanced around having their buffs active. If I have time to see an attacker coming and buff myself, I am significantly stronger (i.e. actually equal to that attacker). If I don't, I have to fight without the significant buffs my class is balanced around having. A lot of people may not realize how significant that is, so I'll translate: Based on the "fair balance" level of power for Bard buffs in a "party of 8" game, that is the equivalent of a Fighter starting the fight with a permanent -15% to -20% ...
Post by SongRune on 2022-09-08 15:14:26
I sortof like this idea, but I think that I don't actually like it in the end. The reason is people. I think this is the perfect solution to the "Proximity VOIP" problem, and I think it could result in some good interactions between players. My personal problem with it, however, is that I also expect to, slightly too frequently, un-mute someone and find they're a toxic asshole, which is jarring to say the least. Keeping that sort of thing in text doesn't get rid of the problem but it does make it a bit less jarring than "suddenly ...