Best Of
Re: Instanced Content Should Not Offer Power Gains
Honestly I’m still waiting for this unicorn game to be named, because this whole thread is looking like Old Man Yells at Cloud over a handful of instanced content encounters that take place at the conclusion of a dungeon that is already subject to PvP combat.
I’m wondering if OP realizes Node Seiges are also instanced.
I’m wondering if OP realizes Node Seiges are also instanced.
Caeryl
2
Re: World boss and greater loot drop idea/discussion
The caravan would act as the inventory of creatures in Ark Survival, increasing decay timer.
Processing is normally done in freeholds not in the node, because only freeholds can have the best processing stations.
Gatherers are not special, any player can progress as a gatherer too.
True but, it does give those who have chosen grandmaster, or master for their gathering something to feel special about.
Linras
1
Re: Loot System Changes
I am finding it a bit interesting that Intrepid and loot systems in AoC has revived this debate. Is this a case where bringing back that nostalgia is counterproductive to development?
I seem to have this opinion that recent MMO's have solved all these problems. And playing those as someone aware of all those systems. I was a bit taken by surprise when I would receive some loot from a raid boss. I guess it is kind of the Diablo-esque style where a chest drops and everyone with loot rights gets a pull at it.(I mean the loot mechanic, not the number of items that drop or table roll RNG chances and percentages)
The interesting thing about this, I think auction house and player trading completely solves the problem. As I have picked up loot in other games, first waiting for a minute for someone to lambast me for looting. Just to have found something that looks high value but not useable by my character.
Even player trading does not seem mainstream any longer. Where recent experience is that I should not even try to trade, even within my guild. They just tell me don't waste your time or my time. Just go put it on the auction house. Or in Ashes case I guess just go put out my player shop shingle for a while, good loot should sell pretty easily. Poor loot, well just becomes deconstruct for mats.
So I wonder, what is the appetite for guilds to have to manage loot distribution via their own rules? And what is the reason that a guild want to have that level of control on distribution of loot?
I personally find it counterproductive to development since the main priority of an MMO is building a world where players feel enticed to interact and engage with others. If majority of players feel ousted from rewards or are unlucky enough to come across ninja looters more often than others then it creates disdain and lack of trust for the next grouping opportunity. Players who experience this often will ultimately unsubscribe and move on.
I understand that being 1 of the 4 who do get rewarded out of 8 or 40 from an open world event or quest group is a huge dopamine hit that will carry along for a day or two but how do the majority who leave with nothing feel? Modern games like FFXIV and ESO have been able to implement systems that leave everyone feeling rewarded and extremely accomplished due to the level of difficulty the task requires to accomplish without fear they’ll be robbed or left out of a reward at the end of that experience.
I also share your sentiment with player trading, although I still find it important, the only instances I see it being used now-a-days is when someone gets an item they don’t need that a fellow group member does / helping the new guy who doesn’t have enough currency to purchase the items from auction / finally the absence of an auction house or market. That being said I would still like to see P2P trading be a part of the games economy as well as an auction house or market.
In my experience, the only guilds that care to have that level of control over loot are the ones that don’t want you to have it. Most good and respectable guilds would rather spend their time organizing events, raids etc. rather than resolving arguments over loot because the person next in line got screwed over by an officer or leader who felt entitled to it.
I truly believe there is too much importance being put on this archaic loot system as a staple of the economy and is being championed as a positive for player experience. Those who never experienced the downside of this system feel righteous in their opinion but those of us who know just how bad it can get simply refuse to partake in it again.
Kleptix
3
Re: Loot System Changes
After 24 hours it seems majority of the people who commented on this thread agree that loot changes should be made for the greater overall good of the game, longevity and community. We have made solid positive suggestions with detailed arguments for the dev team to strongly consider and hopefully implement into their already developed loot system. Alpha 2 will be on its way soon and the goal is for this thread to get enough attention to be brought to the table for discussion.
On the other hand, those in favor of the current loot system have suggested - Don’t play with strangers / Don’t expect rewards for equal participation / Only play with group or guild members you know and trust to avoid being kicked prior to looting / Guilds establish ranking systems for allocating loot / Constantly be on the lookout across forums and discords for postings about ninja looters & bad reputations.
My overall issue with the suggestions from those in favor of the current system is that it promotes lone-wolfing and competition between group members until close friends are online to avoid an inherently flawed and outdated system that is rarely seen in current generation gaming. While I completely understand the devs team decision to keep things “old school”, I feel that majority of players appreciate quality of life and engagement more than temporary feelings of nostalgia that typically fade quickly.
Please continue to voice your opinions both for and against loot system changes while remaining respectful of others.
On the other hand, those in favor of the current loot system have suggested - Don’t play with strangers / Don’t expect rewards for equal participation / Only play with group or guild members you know and trust to avoid being kicked prior to looting / Guilds establish ranking systems for allocating loot / Constantly be on the lookout across forums and discords for postings about ninja looters & bad reputations.
My overall issue with the suggestions from those in favor of the current system is that it promotes lone-wolfing and competition between group members until close friends are online to avoid an inherently flawed and outdated system that is rarely seen in current generation gaming. While I completely understand the devs team decision to keep things “old school”, I feel that majority of players appreciate quality of life and engagement more than temporary feelings of nostalgia that typically fade quickly.
Please continue to voice your opinions both for and against loot system changes while remaining respectful of others.
Kleptix
5
Re: Steven's response to secondary archetypes
Theres always going to be a meta. Having less options is certainly not going to fix that.
Re: Loot System Changes
I am finding it a bit interesting that Intrepid and loot systems in AoC has revived this debate. Is this a case where bringing back that nostalgia is counterproductive to development?
I seem to have this opinion that recent MMO's have solved all these problems. And playing those as someone aware of all those systems. I was a bit taken by surprise when I would receive some loot from a raid boss. I guess it is kind of the Diablo-esque style where a chest drops and everyone with loot rights gets a pull at it.(I mean the loot mechanic, not the number of items that drop or table roll RNG chances and percentages)
The interesting thing about this, I think auction house and player trading completely solves the problem. As I have picked up loot in other games, first waiting for a minute for someone to lambast me for looting. Just to have found something that looks high value but not useable by my character.
Even player trading does not seem mainstream any longer. Where recent experience is that I should not even try to trade, even within my guild. They just tell me don't waste your time or my time. Just go put it on the auction house. Or in Ashes case I guess just go put out my player shop shingle for a while, good loot should sell pretty easily. Poor loot, well just becomes deconstruct for mats.
So I wonder, what is the appetite for guilds to have to manage loot distribution via their own rules? And what is the reason that a guild want to have that level of control on distribution of loot?
I seem to have this opinion that recent MMO's have solved all these problems. And playing those as someone aware of all those systems. I was a bit taken by surprise when I would receive some loot from a raid boss. I guess it is kind of the Diablo-esque style where a chest drops and everyone with loot rights gets a pull at it.(I mean the loot mechanic, not the number of items that drop or table roll RNG chances and percentages)
The interesting thing about this, I think auction house and player trading completely solves the problem. As I have picked up loot in other games, first waiting for a minute for someone to lambast me for looting. Just to have found something that looks high value but not useable by my character.
Even player trading does not seem mainstream any longer. Where recent experience is that I should not even try to trade, even within my guild. They just tell me don't waste your time or my time. Just go put it on the auction house. Or in Ashes case I guess just go put out my player shop shingle for a while, good loot should sell pretty easily. Poor loot, well just becomes deconstruct for mats.
So I wonder, what is the appetite for guilds to have to manage loot distribution via their own rules? And what is the reason that a guild want to have that level of control on distribution of loot?
rollox
2
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Glad i found this guild with amazing ppl. Going to have so much fun together in AoC
Franson
1
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Wohoo almost October and A2 time. Can't wait to play AoC together
Lizarduz
1
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Nice and well organized guild.
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Great community with well-informed and fun people to hang out with! 100% recommend joining the discord and checking it out if you are still on the fence.
Joku
1