Best Of
Re: Loot System Changes
Ludullu_(NiKr) wrote: »I guess I haven't experienced deeper politics, cause I quite enjoyed L2's inter-guild politics and there bosses gave a few pieces of gear per once-a-week (and up to once-2-weeks) farm of a boss, with the only truly valuable thing being one-of-a-kind drop AND EVEN THAT had a sub-100% drop rate on several bosses, though those bosses usually had lower respawn timers due to that fact, so there was a balance of sorts.
But this then mostly depends on non-boss gear acquisition, or lack thereof. In L2, those few pieces of gear (or the mats for them) that dropped from the boss could be acquired from other places (mob grind included), so farming bosses wasn't a be-all and end-all situation.
Do you expect AoC's gear acquisiton to be the opposite, judging by the tiny info that we have on that topic, or do you just dislike L2's whole apparoach to gearing?
Or do you think that even if there ARE several ways to get boss-equivalent items out there, people would still be butthurt over the fact that they don't get anything if they try to join a raid as a fully solo player?
Gear durability and any food/res item costs should be accounted for.
And I don't think anyone would be butthurt, I think they would generally be sensible and not go.
We're considering 'take time to go to boss, with the HOPE of being the best party and getting the good loot, entering the battle, and if not the best party/raid, getting enough to not make it a waste of opportunity cost' (say, Dragon Meat or Dragon Scale, for FireBrand), vs 'assuming that it's a waste of time when you could be farming something else to buy FireBrand drops because you know the big guild has FireBrand locked down and they have no reason to give you anything even if you help them kill it'.
This isn't 'no one will kill FireBrand', it's just 'people won't pay their durability to fight it'. Especially if the Durability calculations are anything near sensible, because it would be better for a group to 'let the Farming guild lose as much of their own durability as possible' rather than 'donating' their own gear durability to that Guild for nothing.
Maybe you would 'compensate a bunch of people who helped you when you didn't ask for it at a World Boss', though.
This is all under the assumption of PvE that is strong or meaningful enough that you wouldn't just 'assume you could kill it if you had opposition'.
If a random soloer shows up and wishes to help, they are 'paying' their time and gear durability toward the success of the fight. Out of their goodwill I guess? And more importantly, I would expect Dragon Meat and Dragon Scales, like most drops, to fall under 'Materials'. So this whole discussion gets into even weirder territory since even if the 'soloer' did get something, the Guild can just instantly murder them for it.
Ashes is a complex system, and I believe in that system, giving more drops to more parties who hit a performance threshold on a boss, is better, but I won't complain either way, for the usual reason. I can only say that most World Bosses are not generally fun enough content to make them worth going to if I am only going to incur cost. This is more true the more people go.
So technically, if a poor loot distribution results in less people going to the boss, I guess it's good for me.
Azherae
4
Re: Resurrection during combat
https://ashesofcreation.wiki/ManaArya_Yeshe wrote: »Well, think about this, some classes will have mana and other classes will have something else
Mana is an Universal archetype resource in Ashes of Creation.[1][2][3]
Resting and mana regeneration.[4]
As you know, a classic MMO thing to do is to sit and rest as you get your resources back.[5] – Steven Sharif
All archetypes use mana to varying degrees.[1][2]
Even pure melee players use mana to manipulate The Essence for their extraordinary abilities.[6]
Ludullu
2
Re: Resurrection during combat
People will not this much when they learn the content and specialize in it, they will make the Intrepid team look like noobs, so don't take the stream as a rule o thumb since the team absolutely doesnt play AoC as much as the future hardcore carebears will run it
Re: Resurrection during combat
Well, think about this, some classes will have mana and other classes will have something else, how to balance that and make it fair for all classes, since they heal themselves differently?
Any character that is ressurected should get back with 5% health and 5% mana/stuff and be at risk of being one shotted or simply get melted by AoE/dots being spammed around
Any character that is ressurected should get back with 5% health and 5% mana/stuff and be at risk of being one shotted or simply get melted by AoE/dots being spammed around
Re: Resurrection during combat
Yeah, if you want to use them all up.so in 40 man raid, if you have 5 clerics (1 for every 8 players). You get: 40 res from scrolls + 40 res from the 5 clerics mass resurrect + 5 resurrects every 5 mins.
So you want to tell me 90-100 resurrects in 1 fight is acceptable for 40 players?
I'm not sure why you would, as if you are needing that many, clearly you are doing something wrong.
Having access to that amount of resurrection capacity doesn't mean you want to use it all, nor that you should use it all. If you use all of those resurrections because you needed to use them all, you are still going to fail at killing the encounter - so you are only wasting your own time and resources by doing so.
In this situation, it doesn't even matter if this is PvE or PvP, if you use that amount of resurrection resources, you've lost. More resurrection resources used just means you lost even more.
From a PvP perspective, thrashing a rival guild and watching them resurrect mid fight in order to attempt to keep things going - but thrashing them anyway is just one of lifes little joys.
In the Firebrand showcase. We saw more than 40 resurrects. and in the end they managed to kill it. And without those resurrects they would have failed. So i disagree.
they only died that much because they are still noobs in that content, when the real meta pve farmers come up they won't die that much and with ressurection it will be too easy
Re: Ideas on goldsellers and ban that feels?
lets say for instance the anti cheat flags any character for suddenly gaining X amount of gold / glint suddenly ( ridiculous HIdden number), the GM can look at the log of the trade see who gave the gold and then check trade logs of that person etc and investigate down the rabbit hole. once a potential buyer / seller is flagged with all the data and logs GM's have access to they will be able to see if its a RMT situation or just a guildie / friend giving you a bunch of money. Logs are everything
Re: Resurrection during combat
daveywavey wrote: »All archetypes should be able to do it, with different degrees of efficiency.
I completely disagree with this. While we are at it, maybe give every class blink and shield wall too?
As stated in a previous thread, once you start giving every class every ability, it erodes class identity and the fun of playing (for me anyway).
I personally don't like the scrolls, but if they have a long cd for the party/raid, like 15 minutes, and they are weak rezzes, then ok. The Cleric should have the best rez with the ability to spec skill points into a very strong rez with shortest cd, shortest cast time and reduced death penalties. I think Cleric and the scrolls should be the only battle rez (again, with scrolls being weak and having a long cd). Give the bard and maybe summoner a weak rez without the ability to rez in combat, just to help alleviate the annoyance of corpse runs.
Resurrection, especially during combat, should be viewed as a very powerful ability that can save the group in an epic fashion and must be used strategically. Not something everyone is running around doing with 10+ rezzes during every encounter. There were WAY too many resurrections during the Firebrand fight.
Also, scrolls should be a high end crafted item.
Re: 📝 Dev Discussion #67 - AoE Form and Function 💣
so, i think its standard to indicate big damage more prominentely than lets say a DoT puddle.
depending on the spell there can also be a little time before the enemy sees the danger zone. im thinking of spells that take long (4 sec or something) to take effect. you have to predict the enemy but the enemy gets only like 2 sec reaction time. still enough warning to avoid it, but there should be a chance to hit the enemy.
I however would love to see an indication on ohw far i can cast my AoE, so i can see if im in range and dont have to guess.
Realy impactfull abilities like a long ranged aimed stun should be visible to your group, so you can utillize it even without voice chat comunication.
depending on the spell there can also be a little time before the enemy sees the danger zone. im thinking of spells that take long (4 sec or something) to take effect. you have to predict the enemy but the enemy gets only like 2 sec reaction time. still enough warning to avoid it, but there should be a chance to hit the enemy.
I however would love to see an indication on ohw far i can cast my AoE, so i can see if im in range and dont have to guess.
Realy impactfull abilities like a long ranged aimed stun should be visible to your group, so you can utillize it even without voice chat comunication.
Re: Resurrection during combat
I hate to say it, but this is absolutely spoken like someone that has no clue.I thought players wanted harder PVE content. If you have 100 potential resurrects in 1 fight. Even the hardest bosses will be trivial if you are willing to invest into killing them.
If you have infinate resurrects, a hard encounter is still hard. If you are taking the fight on the wrong way, you will not kill it.
Ever.
If you are taking it on the right way, you probably don't need any ressurects at all.
Having more resurrect capacity means those that have no clue (poke poke) simply end up costing their raid/guild more because they don't know when to call the pull and try something different. Again, this applies as much to PvP as it does PvE.
What you are talking about will apply if the boss has some kind of Instant Wipe mechanics. And this wont be the case with AOC since its open world.
And you are talking here some complete noobies, And even they will be able to kill a hard boss.
For a group that is doing the highest mythic dungeons in WOW or hardest raids in other games,
Even if AOC create hard enough boss, with infinite resurrects the boss will be still trivial
STEVEN is talking that only like 10% of the population will be able to clear the hardest contents. And what you are talking is like: Everyone can clear the hardest content, just invest some more in ingame gold beforehand.
Githal
1
Re: Resurrection during combat
Yes, because that "showcase" had an aspect of reality to it...In the Firebrand showcase. We saw more than 40 resurrects. and in the end they managed to kill it. And without those resurrects they would have failed. So i disagree.
If a raid leader suggested that as a method to kill a boss, that raid leader would be looking for a new raid.
I thought players wanted harder PVE content. If you have 100 potential resurrects in 1 fight. Even the hardest bosses will be trivial if you are willing to invest into killing them.
Githal
1