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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Player enemy visual Health Bar update on hit.
I strongly disagree with this.This, Flanker, is a problem of the community and not the game. This problem can be solved be removing those players. And that will always be the only and sustainable soltuion for it. Done in other MMOs as well. Must be done fast, directly and without compassion. Intrepid should be consequent and not nice and friendly here. They can safe a lot of their (or your) money during development not designing hundrets of workaounds because of toxic, griefing players. Not you, but in general.
Your test ist the best example. If you were just not in a position to do this, you will not test it - we will not need a solution for it. Root cause problem -> Non-Combatants can be attacked. What if you are only allowed to attack players that really want to do pvp (so only combatants/pvp-flagged ones)? Which solution do you need then? Or: What do you miss then? You miss harassing other people or what's the real issue?
1. Those players exist in any game, not necessarily PvP-related
2. This is a game with Risk vs Reward AS A CORE PILLAR. If you remove all the risks, it ends up being another copy-paste MMO clone for carebears. If you can't take any risks, this is not a game for you, just like Steven said.
3. Once again, there are a huge difference between competition and griefing.
4. Root cause problem -> Non-Combatants can be attacked. - it's not a problem in a game when it is an element of gameplay and PvP system. Every time you leave safe areas, there are risks that may come from hostile environment or hostile players. As I said, if you are not ready to take those risks, this game is not for you. If non-combatants can't be attack - the whole PvP/PK system servers no purpose and collapses, along with other systems that are tied to it, such as Bounty Hunters, for example.
5. What if you are only allowed to attack players that really want to do pvp (so only combatants/pvp-flagged ones)? - because that's basically a duel mechanic, not a true open world PvP.
6. Which solution do you need then? Or: What do you miss then? You miss harassing other people or what's the real issue? - No, I would miss a lack of choice in this case. I want to be able to PK a player, if I have strong reason to do so. I don't want to see people camping spots/resources with PvP toggled off in a game with open-world PvP and Risk vs Reward. I want to be able to actually fight for contested spots and areas.
In New World with toggleable PvP, a pretty casual game where you didn't lose ANYTHING upon death (apart from a little gold to repair your gear, but that's negligible) - even in those soft circumstances you could barely see anyone flagged, unless it's a chest run.
Flanker
1
Re: Ashes of Creation must dodge this bullet
To better control player friction in an open world game w/o creating a ton of instanced content or endless open world content with at least semi-equal quality.The question then becomes (and always has been) why would you want to increase player segregation?
If 10k people on release get to max lvl within that release day - the amount of content in the game would need to meet their numbers. So you either make it all instanced, because that is literally infinte content, or you pretty much ONLY make lvl50 content and simply do not make any content for lower lvls.
And so if you create a long leveling process, you can know for sure that the majority of your players won't get to the top before you release an update for that content, while the hardcores who do get there will be preoccupied with contesting each other, but that's good cause for the hardcore players - that's the game (well, atleast those who came to the game for some pvx content).
Ludullu
1
Re: [OCE/SEA] Amnesty | PVX
Glad to be on board with the guild 'n team! #bumping #excited #idontusetwitter
Neragov
1
Re: 📝 Dev Discussion #67 - AoE Form and Function 💣
Summary of Area of Effect (AoE) Abilities:
AoE in PvP (Player vs. Player):
- Players should be visually notified when they are being targeted by an AoE ability.
- Visual cues help players avoid or counter AoEs using defensive abilities or utilities.
Clarity of AoEs for Enemy and Friendly Players:
- For enemies: AoEs should be clear enough to allow skilled players the chance to avoid or counter the ability.
- For allies: AoEs should be clear for friendly players to coordinate, stack abilities, or focus damage on an area or enemy.
- Balance: Visual effects should be clear but not overwhelming, avoiding too many distracting flashes or lighting effects that impair vision.
AoE in PvE (Player vs. Environment):
- Similar principles of clarity likely apply.
Examples from Other Games:
- Some games allow settings to toggle AoE visibility for players or enemies, especially in large battles (e.g., 100v100).
- The option to adjust or turn off spell effects for better visual clarity is valued in high-intensity combat scenarios.
Key Points:
- Visual telegraphing is essential for skill-based combat.
- Clarity is crucial for both enemy and ally coordination.
- Optional settings to control AoE visibility are appreciated in large-scale battles or raids.
This is based on my own opinion I just hope the game will be great and will have its own take or spin on things but also keep things relevant. Really looking forwards to playing and I’m sure it will be a success 🙏🏼
AoE in PvP (Player vs. Player):
- Players should be visually notified when they are being targeted by an AoE ability.
- Visual cues help players avoid or counter AoEs using defensive abilities or utilities.
Clarity of AoEs for Enemy and Friendly Players:
- For enemies: AoEs should be clear enough to allow skilled players the chance to avoid or counter the ability.
- For allies: AoEs should be clear for friendly players to coordinate, stack abilities, or focus damage on an area or enemy.
- Balance: Visual effects should be clear but not overwhelming, avoiding too many distracting flashes or lighting effects that impair vision.
AoE in PvE (Player vs. Environment):
- Similar principles of clarity likely apply.
Examples from Other Games:
- Some games allow settings to toggle AoE visibility for players or enemies, especially in large battles (e.g., 100v100).
- The option to adjust or turn off spell effects for better visual clarity is valued in high-intensity combat scenarios.
Key Points:
- Visual telegraphing is essential for skill-based combat.
- Clarity is crucial for both enemy and ally coordination.
- Optional settings to control AoE visibility are appreciated in large-scale battles or raids.
This is based on my own opinion I just hope the game will be great and will have its own take or spin on things but also keep things relevant. Really looking forwards to playing and I’m sure it will be a success 🙏🏼
Re: 📝 Dev Discussion #67 - AoE Form and Function 💣
Area of Effect (AoE) abilities are a common staple in MMORPG combat. We’re curious to know what your thoughts are on AoE abilities and the way they’re displayed.
Speaking about the display of AoEs (and setting aside the damage/scaling/capping ...), I believe AOEs should be easy to read, while not obfuscating other important information on the screen. Overtime I became a fan of ground telegraphs. It's important to have different visual ways of displaying these effects, so you can have multiple of them overlaping without losing all readability. I'd like the ability to have various settings we can play on for each of the types of abilities that have telegraphs: color, transparency, etc...
In PvP, which Area of Effect (AoE) abilities, should be telegraphed to enemies?
Ground DoT effects mostly, or abilities with delayed impact. I think the timing shouldn't be communicated other than through the actual skill animation, just the actual area of effect.
How clearly should AoEs be to enemy and friendly players?
Ally buffs/heals that require to stand in them should be very clear, AOE abilities that you can synergize with one way or an other should be clear.
All the enemy abilities that you should reasonably have time to step out of, I'd expect a clear visual indicator of the zone of effect.
But again, it should be up to the player to make some effects more visible or other less. Visual clutter happens very fast.
Do your thoughts differ in a PvE setting?
In PvE, I believe it's fine to communicate more information. Full blown telegraphs with aoe and timing communicated.
Do you have examples from other games in which AoE abilities are presented in a way you like? If so, please share them!
Throne and Liberty, Lost Ark, Elder Scrolls Online to some extent.
Speaking about the display of AoEs (and setting aside the damage/scaling/capping ...), I believe AOEs should be easy to read, while not obfuscating other important information on the screen. Overtime I became a fan of ground telegraphs. It's important to have different visual ways of displaying these effects, so you can have multiple of them overlaping without losing all readability. I'd like the ability to have various settings we can play on for each of the types of abilities that have telegraphs: color, transparency, etc...
In PvP, which Area of Effect (AoE) abilities, should be telegraphed to enemies?
Ground DoT effects mostly, or abilities with delayed impact. I think the timing shouldn't be communicated other than through the actual skill animation, just the actual area of effect.
How clearly should AoEs be to enemy and friendly players?
Ally buffs/heals that require to stand in them should be very clear, AOE abilities that you can synergize with one way or an other should be clear.
All the enemy abilities that you should reasonably have time to step out of, I'd expect a clear visual indicator of the zone of effect.
But again, it should be up to the player to make some effects more visible or other less. Visual clutter happens very fast.
Do your thoughts differ in a PvE setting?
In PvE, I believe it's fine to communicate more information. Full blown telegraphs with aoe and timing communicated.
Do you have examples from other games in which AoE abilities are presented in a way you like? If so, please share them!
Throne and Liberty, Lost Ark, Elder Scrolls Online to some extent.
Re: Contest for Parent Node
Ludullu_(NiKr) wrote: »We'll supposedly be able to invite more people into node wars, and those are meant to weaken the node in different ways, so I think it's gonna be possible to overthrow the kind of group you're talking about, though it'll definitely be hard.This is why i hope the World of Verra will have some Possibilities to apply a superior kind of Pressure onto an Enemy Node when You have clearly much higher Numbers of Allies.
Ohhh i hope You are right the harder the Wars, the more satisfying the Victory.
Aszkalon
1
Re: Player enemy visual Health Bar update on hit.
Alright this is definitely extremely overkill. Corruption exists as a deterrent to meaningless PK.
My main concern is a design, where it is possible to attack players that dont want to do pvp at this point of time. If there would be a possibility to control this entirely by they player, it would be fine.
Ashes is built on the premise of open world PvP, so you'll never change that it will be possible to attack a player at any time.
Corruption is there so the meaningless PKing is kept to a minimum, but there are objective gains made from killing a player whether they fight back or not. The choice lies in if a player deems that gain worth the Corruption.
It's the 'oh I won't kill them, I'll just ruin their gameplay experience until they leave with no consequence to myself' that's the issue here, which isn't a result of information, but of a toxic PvP population that regularly fights over things that aren't meaningful.
That has to be solved by adjusting the mechanisms of corruption and how it's gained, not by making one bit of corruption a functional game over state.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
Most of the adjustments of corruption needs to cover the above exploiting and griefing done by abusing technicalities of the system. Base it on total damage done to a non-combatant. Once you've exceeded their total hp bar in cumulative damage over (ex) ten minutes, and they still don't flag on you, then you start gaining corruption. That gives you plenty of time to decide if you want to experience the consequences of your actions hassling a player that is 1) not interested in meaningless PvP and 2) clearly willing to let you farm in the area.
Caeryl
1
Re: Player enemy visual Health Bar update on hit.
In fact, when Alpha 2 begins, I might consider making a video with me torturing a random player in a way I described just to show how it all works. Not with the intention to actually grief them, as I'm not interested in that.
Cool, and I'll use that to point out why something akin to giving you corruption if that player is killed by mobs within 8 seconds of you attacking them (and then not fighting back) is a valid fix to this situation.
If someone then says "not showing health information is a valid fix", I'll just point to L2 and say "nope".
Noaani
1