Best Of
Re: Heals should do % missing hp not fixed numbers
Wow, another thread where all the responders agree on something!
Re: Player enemy visual Health Bar update on hit.
No, it was actually a game about consequences, where both personal and collective reputation mattered greatly.
It died because of a change in focus towards a more profitable business model (it was NCsoft after all), that torn down the in-game systems, which were ahead of its time in many ways.
It died because of a change in focus towards a more profitable business model (it was NCsoft after all), that torn down the in-game systems, which were ahead of its time in many ways.
Vargan
3
Re: Cleric and bard - please do not turn support classes into heal/buff bots.
A two handed mace swinging warrior priest looking healing class would be dope.
As well as a medium to long range heal bot.
I like both and hope they can be created.
As well as a medium to long range heal bot.
I like both and hope they can be created.
Orym
1
Re: Cleric and bard - please do not turn support classes into heal/buff bots.
ThevoicestHeVoIcEs wrote: »Yeah, especially if you could mix it up a bit, and for example gain Divine Power from melee attacks instead of just casting spells.A two handed mace swinging warrior priest looking healing class would be dope.
As well as a medium to long range heal bot.
I like both and hope they can be created.
It would be nice to see augment for bless weapon to grow into also applying mana drains, weapon of condemnation, smite, restraint, life stealing, etc.
It is a little concern I have without having played yet. That Cleric has only basic weapon attack with one bless weapon skill.
rollox
1
Re: Mega Guilds
I see this as a social Experiment.
It would be a very interesting social experiment and maybe there is a place in the alpha to see how that works out.
AirborneBerserker wrote: »I mean there is this game just doesn't do any of them.
What are some examples of techniques used in the past to help this problem.
The problem as I see it
I agree I also am of the opinion that people who would want to be in this mega guild type of community would find it much more fun to battle with an enemy of their own size.
George_Black wrote: »How is it a minor annoyance when guild members have to perform tasks
I think you're kind of under estimating the sheer amount of influence these creators have on their audience. To a degree I think I agree with you and understand what you're saying, the creator is gonna have to put in the hard work to make the guild work. Which therefor means they deserve ability to dominate and own everything. But this isn't just some player this is an influencer with a mind boggling amount of people ready to fight at their whim. Most guilds that have those numbers and didn't start in content have worked very hard to get to that place. (not saying the content creator didn't work hard to form the structure of the guild but I think we can all agree that it is much easier to form a guild if you have 60k viewers on twitch every night)
I also don't think Yoh was talking about working with the guild leader to do stuff in the game I think he was more so referencing the ease in which a fragmented guild would be able to break the communication barrier of having a bunch of branches of the guild. Which essentially makes it one big guild anyway. (Let me know if I'm wrong Yoh)
I do also agree with the fact that if you are able to accumulate 10 generals with 300 members each you have achieved a great feat. However, with a mega guild right off the bat it feels inorganic. I would much prefer we allow Vera to grow and shift with all the new guilds that enter, see alliances fall, see new ones develop as the need arises, and watch them crumble as the members squabble amongst themselves. I worry that if we find ourselves in a situation where the only real option is join in on one of these branches or to be just absolutely demolished at every turn, will kill of a good few of the things that have made Ashes so appealing to us.
Re: Player enemy visual Health Bar update on hit.
You are wrong on this, my friend. Where there is scarcity of resources, mobs or best farming spots, there is always a room for in-game conflicts. Nothing about it is "circumvent the intended mechanic" and very often it has nothing to do with griefing.So, circumventing the intended mechanic to avoid consequences of griefing a player that clearly intended to share the space with you.
Yeah, that's an issue that rises from a high amount of toxic players in the open world PvP, not an issue of having information.
I've seen that happening and did that more times than I can count in L2, while contesting the best farming spots that are limited. We would do all kind of dirty tricks, PKing, bringing trains of mobs with AoE attacks that kill the whole group, luring the mobs from the location away, anything you can imagine. And there was nothing toxic about it and it was not intended as griefing, because it simply wasn't personal. It didn't matter who came to our spot, you, Queen of Denmark or a construction worker from Minneapolis - we were protecting our spot against any intruders. That's an element of competition, whether you like it or not. And you will see it in Ashes of Creation as well.
Yeah buddy all that is griefing. Just kill them if you want the spot so badly
Caeryl
3
Re: Player enemy visual Health Bar update on hit.
It absolutely is not nonsense, and I will tell you why.
L2 was specifically designed in a way where players will fight over base tier farming spots - the kinds of locations a solo player or a small group of three or four would farm for hours on end.
You seem to have played L2, so I am going to assume you agree with this very basic fact about that games design that everyone I have talked to that played it agrees with.
Archeage never had a need to fight over this base tier of content. This was in part due to there being a lot of it, but also in part due to the limiting factor for how long people could farm was actually their labor pool, not how much time they had. Farming provided you with purses, purses cost labor to open, you had a set amount of labor to spend per day. There was never a need to farm more purses than you could open, and there were always plenty of farming spots for them, so there was never a need to fight over a farming spot.
Now, you are saying that L2 saw players keeping rivals HP low so they were unable to farm that spot. The notion being that this is to convince them to move on to another location. Archeage had none of that behavior, because there was never a need to get someone to move on to another farming location.
So, the obvious, no nonsense conclusion here is that this kind of behavior happened in L2 because the developers did not provide it's players with enough valued content, and didn't happen in Archeage because it's developers did. This isn't a failure by L2's developers, it was a concious decision to not provide enough of that valued content so that players woudl fight over it. It is a design decision I disagree with, but it is still the direction they decided to take that game.
If you want to call that nonsense, feel free to point to which part you disagree with.
To me, what is utter nonsense is people from L2 coming here saying that showing full player character health leads to the above kind of behavior, when they all know full well that it happened in L2 without showing that information. These people should know without any hesitation that health information is simply not a factor at all in whether someone will do this or not, and that there MUST be other factors at play.
Someone from L2 not realising this to be the case is truely someone that is full on nonsense. It makes non sense at all that someone that played that game could truely think that health bar display is the issue that causes that kind of thing.
Noaani
2
Re: Ashes of Creation must dodge this bullet
PvP was turned off because Corruption was not functional.Wasn't it though? If I recall correctly, PvP was turned off some time after A1 launch, but I might be wrong. However, something tells me that during the current Pre-Alpha 2 it happens on a larger scale compared to the game post-launch.
Based on your inability to accurately describe the game design.1. I am familiar with the way it is now and the fact grinding mobs is much more efficient than, say, gathering, for example.
2. Interesting assumption, but I doubt it
3. You say that based on what exactly?
4. Again, based on what exactly?
Dygz
1
Re: Is there a problem for solo players
@iccer I'm making a post on exactly what I think should be added.
Re: Ashes of Creation must dodge this bullet
My personal opinion I think this is nothing more than click bait for his video or he is big WoW carebare and doesn't comprehend what an actual pvx mmo is all about but considering his articulated responses I would lean heavily toward the former!
Lmao, yeah, obviously, I spent time writing the main post and reply to long comments to get those 5 extra views. For that statement alone you deserve a PhD in logic.
Secondly, I never ever touched WoW or had it installed on my PC.
Finally, I've played Lineage for 12+ years which is a PvX game with open world PvP.
Literally nothing you wrote even remotely makes any sense or has anything in common with objective reality.
Mic drop
You will find none of that logic stuff here. It's mostly wild reactionary posts based on what feeling certain words invoke.