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Re: Loot System Changes
All these proposed "solutions" because some people refuse to take initiative, join a guild, and leave said guild if it doesn't fit their standards.
I can see why you can't find guilds, you're extremely difficult to work with.
What about not wanting easily abused loot systems makes a person hard to work with exactly?
So far no one has had an answer as to why the ‘better’ system is one that has easy and wide reaching abuse potential that ultimately will discourage players from wanting to contest open world PvP bosses, as opposed to a system where the game determines loot allocation, where any ‘abuse’ would be minuscule in scale of affect, and ensures meaningful contributors haven’t wasted their time, effort, and gear degradation they sustained to take on difficult, highly competitive content.
That is not ‘literally every lvl1 who looked at it gets loot’ for those who are still under the warped impression that the choices are either ‘99% of players get shitall’ (because we include the raids that competed and lost) and ‘I get gold just by standing around’.
You have to motivate players to do content and the easiest, fairest way is the have the reward structure handled entirely by the game.
Anything more should not be possible to mandate, and should be something the guild comes together organically to do after the fact. Do need-greed in your group chat, bid in discord, let them swap between each other based on their needs. And for the love of everything good, give us what was promised from world bosses years ago and have the Gathering system integrated into harvesting boss materials.
If the crafting and PvX systems aren’t interconnected anymore, then that’s a big chunk of my personal appeal to Ashes gone.
An "abusive" loot system is part of the game. The relationship between guild members both internal and external is the game. For heroes to exist there must be villains.
You are difficult to work with because you refuse to accept the design of the game and insist that those social hooks are thrown away because you need to feel rewarded.
Players need to be rewarded, that’s the point. You need to have something that makes people want to do the content at risk of gear degradation, exp debt due to death in PvX, time spent, etc, and if you don’t have that carrot at the end of the stick, you’re going to end up with a game that’s lacking a population willing to do that content.
If the goal is 10k players per server, a very hefty goal for a ‘niche’ game, there has to be something keeping players invested in risking their time and resources for what will amount to most often, no reward.
If ‘abuse’ was intended, which I definitely think is a bunch of nonsense, then why aren’t combat meters permitted on the basis of players being abusive with the information?
The reward is helping your friends, your guild, and/or your node. It's a we not a me game. The social bond formed (or broken) through risk is the carrot that motivates players.
This isn't a niche game, it'll have well over a million people playing come launch and if the performance and content is there, the sky is the limit. AoC is the first 3rd person EVE with a large enough budget to actually make that game a reality.
Combat meters are not intended as they disproportionately warp class design and decision into a game of numbers. This ultimately shifts the game into a raid or die model, eliminating what AoC wants to be.
Combat meters do nothing but provide information, which is key if we’re actually going to get ‘only 1% can complete this’ PvE encounters like it was claimed.
Rewards can’t just be ‘feel good vibes’. That does not translate into progress for 90%+ of the entire population engaging in what is supposed to be very highly contested PvX.
I want Ashes to do well, which means it needs a healthy population engaged with content, which means that content needs to be rewarding.
You won’t have those ‘millions of players’ for years past launch if the consistent experience is them getting nothing from successful raids. Why would players stick with it? People play EVE and make actual money off it, it’s also a very stark example of P2W. Ashes isn’t going be like that.
Caeryl
1
Re: Loot System Changes
All these proposed "solutions" because some people refuse to take initiative, join a guild, and leave said guild if it doesn't fit their standards.
I can see why you can't find guilds, you're extremely difficult to work with.
What about not wanting easily abused loot systems makes a person hard to work with exactly?
So far no one has had an answer as to why the ‘better’ system is one that has easy and wide reaching abuse potential that ultimately will discourage players from wanting to contest open world PvP bosses, as opposed to a system where the game determines loot allocation, where any ‘abuse’ would be minuscule in scale of affect, and ensures meaningful contributors haven’t wasted their time, effort, and gear degradation they sustained to take on difficult, highly competitive content.
That is not ‘literally every lvl1 who looked at it gets loot’ for those who are still under the warped impression that the choices are either ‘99% of players get shitall’ (because we include the raids that competed and lost) and ‘I get gold just by standing around’.
You have to motivate players to do content and the easiest, fairest way is the have the reward structure handled entirely by the game.
Anything more should not be possible to mandate, and should be something the guild comes together organically to do after the fact. Do need-greed in your group chat, bid in discord, let them swap between each other based on their needs. And for the love of everything good, give us what was promised from world bosses years ago and have the Gathering system integrated into harvesting boss materials.
If the crafting and PvX systems aren’t interconnected anymore, then that’s a big chunk of my personal appeal to Ashes gone.
An "abusive" loot system is part of the game. The relationship between guild members both internal and external is the game. For heroes to exist there must be villains.
You are difficult to work with because you refuse to accept the design of the game and insist that those social hooks are thrown away because you need to feel rewarded.
Players need to be rewarded, that’s the point. You need to have something that makes people want to do the content at risk of gear degradation, exp debt due to death in PvX, time spent, etc, and if you don’t have that carrot at the end of the stick, you’re going to end up with a game that’s lacking a population willing to do that content.
If the goal is 10k players per server, a very hefty goal for a ‘niche’ game, there has to be something keeping players invested in risking their time and resources for what will amount to most often, no reward.
If ‘abuse’ was intended, which I definitely think is a bunch of nonsense, then why aren’t combat meters permitted on the basis of players being abusive with the information?
The reward is helping your friends, your guild, and/or your node. It's a we not a me game. The social bond formed (or broken) through risk is the carrot that motivates players.
This isn't a niche game, it'll have well over a million people playing come launch and if the performance and content is there, the sky is the limit. AoC is the first 3rd person EVE with a large enough budget to actually make that game a reality.
Combat meters are not intended as they disproportionately warp class design and decision into a game of numbers. This ultimately shifts the game into a raid or die model, eliminating what AoC wants to be.
Combat meters do nothing but provide information, which is key if we’re actually going to get ‘only 1% can complete this’ PvE encounters like it was claimed.
Rewards can’t just be ‘feel good vibes’. That does not translate into progress for 90%+ of the entire population engaging in what is supposed to be very highly contested PvX.
I want Ashes to do well, which means it needs a healthy population engaged with content, which means that content needs to be rewarding.
You won’t have those ‘millions of players’ for years past launch if the consistent experience is them getting nothing from successful raids. Why would players stick with it? People play EVE and make actual money off it, it’s also a very stark example of P2W. Ashes isn’t going be like that.
"Vibes" can and do translate for players. Look at any pvp mmo and that's clearly evident. Good examples of this are EVE, Albion, or Darkfall. The gear score = everything mentality is not what this game hopes to achieve.
That doesn't mean there isn't solo content, but for group content the reward is for your group not the individual. People will stick with it because they want to see their group progress.
Once again, we’re not talking about handing out gear to everyone. We’re talking about rewarding people for their time via material drops and other crafting integrated items.
You’re pulling ‘gear scores’ out of nowhere when all that is being asked for is something that ensures actively taking part in content and fighting over it and winning actually has rewards that match all the effort put into it.
You can’t claim abusive loot systems are good for the game, then turn around and also claim players having information of their own fights is bad for the game.
I personally am in favor of high player agency and minimizing the abuse potential of game systems that don’t have a clear mechanical system to retaliate against the offending player(s).
If a guild contests my castle, I can declare a guild war on top of beating them during the siege. If a castle over taxes a node, citizens can attack the tax caravan. There are systems that are meant to cause social conflict, and those that are not.
No one could honestly say that scummy Lootmaster behavior is an intended method of casual conflict, because there is no way for the other party to ‘fight back’. Any system that has you fighting for a scrap of reward within your own allied group is a system that’s not going to last.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
I want enemy player hp to be completely invisible, so I hate the current system
Ludullu
7
Re: Open World Bosses and You - The Importance of Furniture Drops
Would be cool if each boss in the world gives player a special buff on death to all the nearest players which are in the boss active area.
Maybe a defeated boss will give a buff to craft faster, maybe a boss will increase your moving speed, dmg, walk on water, immunity to "something", etc, etc. " GET your buff boys!, let's go!"
The buff would be applied for a specific period, hours/days, and you can't have more than two active buffs from the bosses. This way, during node wars, guilds can chose to have an extra buff advantage by killing a boss first, before the battle. This will give bosses a reason to be grinded over and over, even if the loot lacks in quality.
Maybe a defeated boss will give a buff to craft faster, maybe a boss will increase your moving speed, dmg, walk on water, immunity to "something", etc, etc. " GET your buff boys!, let's go!"
The buff would be applied for a specific period, hours/days, and you can't have more than two active buffs from the bosses. This way, during node wars, guilds can chose to have an extra buff advantage by killing a boss first, before the battle. This will give bosses a reason to be grinded over and over, even if the loot lacks in quality.
Syblitrh
1
Re: Open World Bosses and You - The Importance of Furniture Drops
If Firebrand dropped materials for crafting unique furniture, it’d give players more reasons to get involved, even if they’re not chasing high-end gear. I’ve actually been looking into stylish outdoor furniture lately, and it really makes a space feel special. Small drops like that could have a similar impact in-game, adding a bit of extra incentive to participate. That’s why I’ve been checking out stylish and luxury outdoor furniture options for inspiration – this site link really offers some great ideas for this kind of customization.
Re: General armour stat idea
I gotta make sure that I understood this correctly. Does "attacks that deal 65-100" mean "stuff that can one-shot a person" or does it mean "attacks that are dealt when the target is at over 65% hp"?
Cause I'm not sure if first works well in the context of buffs/debuffs/statuses/etc. Theoretically, one type of attack could be at any range of dmg dealing to a target, cause the target could be fully buffed into resistances against that specific attack or it could be the other way around.
And then I'd have to ask, who would NOT use Plate while buffing themselves for max def/res? Cause at that point you're cutting down insane amounts of damage against yourself.
And if it's the latter understanding, then I do think it'd be an interesting design, especially if we get a lot of skills that interact with our hp values (i.e. blood fusion on the fighter). People would be able to make builds that rely on low hp survival while they're max boosted due to buffs that depend on that state, while glass canon builds would probably want their first 35% of hp defended better, cause that would allow them to use their entire skillset w/o fear of dying or getting finished off by some ability that punishes being at low hp.
Cause I'm not sure if first works well in the context of buffs/debuffs/statuses/etc. Theoretically, one type of attack could be at any range of dmg dealing to a target, cause the target could be fully buffed into resistances against that specific attack or it could be the other way around.
And then I'd have to ask, who would NOT use Plate while buffing themselves for max def/res? Cause at that point you're cutting down insane amounts of damage against yourself.
And if it's the latter understanding, then I do think it'd be an interesting design, especially if we get a lot of skills that interact with our hp values (i.e. blood fusion on the fighter). People would be able to make builds that rely on low hp survival while they're max boosted due to buffs that depend on that state, while glass canon builds would probably want their first 35% of hp defended better, cause that would allow them to use their entire skillset w/o fear of dying or getting finished off by some ability that punishes being at low hp.
Ludullu
1
Re: Where is the progress
Obviously we have different opinions on the development of this game, let's keep it civil
We don't though.
I know it's probably not very clear, but I support your position on this matter entirely, just not your approach.
I too, would like 'Classic' Ashes of Creation and literally every day I wonder nostalgically what happened to it.
I just think this thread is really, really unlikely to help in any way.
You 100% wrong, thread like this, when they gather momentum, is exactly what causes change, or belter responses, its fanboi comment like yours, that do absolutely nothing to help!
You get your types in every single MMO dev cycle, always jumping on anything you consider negative towards the game.
Blind fanboi's, are often the death of a good game!
Nemeses
1
Re: Loot System Changes
They are. Their guild becomes stronger, which is a reward, because it leads directly to more successAnd we've once again reached the point of wild hyperbole because players are asking to be rewarded for successfully clearing difficult content.
Ludullu
1
Re: Loot System Changes
And I personally dislike filling up my inventory with useless common trash that does nothing.If there were no drops from mining a rock 90% of the time, almost no one would pick a miner profession. If every rock drops at least one basic craft material, even if the chance for a rarer drop is only 10%, then they have something for their time even if it’s just common loot.
And as for not all people in my guild liking me - sure, that was probably the case. But I also know for sure that all my friends and I were completely ok when our party wasn't the first nor even the 5th to recieve loot from repeated boss farms, because we knew that those previous drops went to other groups which made the guild overall stronger.
It's a difference in mentality. Yours is obviously egocentric, while ours is community-centric. We were part of something bigger than only mattered when it was whole, while you think that every person should be their own powerful snowflake with their own good reward.
Ludullu
2
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
As many have said, I will raise the issue of boss difficulty again, in order to tip the scales in favor of hardcore) Yes, many mechanics look very simple. For example, the moment when the boss takes off and then walks on the ground with fire. How can you get damage from this? Only if you are enchanted by the beauty of this moment and stand with your mouth open) why not make it so that the dragon, for example, shakes his head or leaves a blazing wall of fire for 20 seconds, dividing the raid into two parts. As for the availability of content for everyone, if you make content available to 20-30% of casuals, it will become uninteresting to all other players. As a solution, you can divide the battle with the boss into several raids. Yes, one raid of the most prepared nolifers enters the battle with the boss, and another raid has important but simpler tasks, for example, not letting in adds that start going to the boss from a large radius of the territories, tracking and killing them. Or by supporting some ritual and holding back the pressure on it.
Podgnil
1