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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.
Sorry, I've had my fair share of this exact kind of conversations within the past month now, so I'm always viewing it as an argument against my point of view.
Anyways onto the topic, I want to repeat my suggestions/solutions to the problem, as I didn't get a reply with people agreeing or disagreeing with it:
I want a system, where there's a corruption bar that can fill up and make you corrupted. The bar fills up by attacking green players. Once the bar is full, you actually turn corrupted. The bar can decay on its own if you don't attack greens for a while, and it fills up the more greens you attack, and the more damage you do to them.
In a sense, that's just an addition to the current system (which from my understanding there's only 2 states, corrupted and non-corrupted, and you only get corrupted if you kill a green player).
This way, constantly attacking greens can also make you corrupted, if you do it enough times within a certain period of time.
So yeah, I want having corruption to be separate from actually "being corrupted" in a way, or like I mentioned, this bar thing can just be added on top of the current system.
And regarding another point:
At the same time, if you get someone down to 5%, and they die to mobs or fall damage shortly after, it kind of is your fault, so you should still get corrupted, even if you didn't deal the last hit.
This means, you should still be in combat for x amount of seconds with the target, after you stopped attacking them. And while you are in combat with that person, if they die as a green, you get the penalties aka corruption.
My last point solves one issue, that is "You target someone, get them down to 5% hp and let mobs do the rest". Yes it can get exploited, but after all, is it really an exploit? If you willingly go to grief another player, and then they go out of their way to die, in order to punish you, then I'd say fair play.
My first point, is kind of an addition to the corruption system. Where you also have a chance to become corrupted, if you harass enough greens.
Now there are downsides to this, which I would kindly let everyone else point out, but there are downsides to the current corruption system anyways, and it's never going to be perfect.
And I feel these 2 solutions would have much better impact on solving those examples presented, of griefing other players, rather than just obfuscating the hp bar.
Keep in mind, I'm not against your suggestions, I'm just providing another solution, that has potential to be more effective. Or even, both could exist at the same time.
iccer
2
Re: Sharing My Custom Creations for Ashes of Creation Classes!
I agree with the minions and the no guns. I've always viewed Shadow Lords or Shadow Knights as similar to Battlemages or Paladins. A Fighter of some form with Necromancer powers. Having a much weaker minion or two at their side and touch based powers, life-steal, disease, poison, curses. Things of that nature. No where near as strong as a true Fighter or a true Necromancer, just as deadly if done right.
Re: Is there a problem for solo players
Exactly.Solo players need content. Small group (2-4) needs content. Medium group (8-16) needs content. Raids (40+) need content. Each group needs meaningful things to do while not invalidating the other. Catering to only one of these groups will only hurt retention and the revolving door that is MMO population
It is not only a group-competetive-owpvp game. Some minority of players reduce it to this single playing style for them personally. That's all.That's clear since MMO started to be on the market. But some MMOs lack to respect the players time and dont reward it in a meaningful way. I want Ashes to learn from history and experience and do it better. If a solo player invests his time in his challenging content he should get reasonable stuff. Will a raid-group get more? Yeah sure, but that never was the topic or at least never my (!) point in this discussion.Solo players need a place in the world, but they have to keep in mind soloing is harder than being in a group. Ashes as a game needs to help players find groups organically through quest design, level up dungeons, character progression etc.
It's confirmed hiere. All playstyles are wanted and needed.
https://ashesofcreation.wiki/Playstyles
I don't want to discuss with other persons feeling and thinking that the game is their owpvp-whatsoever-copy from an old, aged or dead game, because it's not.
It's very much an open world game that involves the possibility of pvp. That said, ashes should focus on getting people to organically find guilds and nodes that enjoy content catering to each player.
The real question solo players should ask is not how am I rewarded, but how does ashes help me find a guild.
KingDDD
2
Re: Player enemy visual Health Bar update on hit.
So how come Ashes is different? (talking about the quoted part specifically)There were options to avoid competition, as the game allowed you to do a ton of other stuff, besides just PvP related stuff.
1. You have 1200sq km of world map and 85/100 nodes to choose from
2. In vast majority of cases during unpleasant encounters there will be a way to disengage and/or deescalate
3. Even when it comes to caravans, Ashes provides a lower risk/lower reward option which is using mules instead of a caravan.
4. Ashes also allows you to do a ton of other stuff, besides PvP related stuff.
....?
It is different because in Archeage, I had access to housing and I could gather mats that I grow myself, which I would then use in crafting.
In Ashes, I either won't have that ability, or the housing that I do get will be very limiting in what you can and cannot do, and the scope/size itself.
I had an option to do safe trade runs, where I spend mats that I farmed, and my time, in order to get some gold. In Ashes, there isn't such option.
I had an option to do instanced dungeons that gave me rewards, and gear. In Ashes, so far it doesn't look like that will be the case.
This was majority of my time spent in game anyways, doing exactly that. And then came group content 2x a week, whether it was RD PvP or Kraken, or risky, group trade runs that can be run any time.
But here I am, doing it again, responding to an argument made against my post, where my post wasn't even meant to be an argument. I simply replied to @Ludullu_(NiKr) because he asked a question.
Besides, this argument is not really relevant to the post, so I don't want to engage in it any further.
You should stop viewing everything as an argument that you need to respond to btw.
Also, we've been going in circles and off tangents constantly. I have offered a solution to this problem, so have other people.
Right now it's all about going on different tangents, and making up new arguments with every post.
iccer
1
Re: Concerns About Marketing and "Open Development" Approach
No, because if they were clear there wouldn't be so much backlash and ignoring the problem saying everything is fine, it's just people not understanding Intrepid doesn't bring us anywhere.They are clear as they are going to be already.
When the problem is people not understanding, there isn't anything else that can be said.
I mean, you are even saying that you see they are saying "don't buy it", but you see something different when you look at the livestreams. That is you seeing something other than what they are saying - that is the problem you are having.
Obviously they are going to put their best foot forward with their livestreams, but they know what the rest of the game is like and you don't. Those people that know what the game is like are saying "don't buy it", and you are looking at a small portion of it and being like "but I really want to".
What else can be said, honestly?
Noaani
4
Re: Concerns About Marketing and "Open Development" Approach
They are clear as they are going to be already. You are wanting them to market a game, they are marketing a "product." Their quote, not mine. You change words that have been presented to you to match your wants. The "Wave 3" of A2 is meant to be "persistent," not "permanent." There are differences in the two. So allowing the community to run wild with their own expectations does them no favors. Here are two quotes from Reddit with Steven addressing various "scandals" that people with bad intent towards their product like to try and spin into something. You can understand why you don't get to see "everything" with a "hop up on the table, spread your legs and let me have a good look" mentality you seem to want.
"Neither of which are a game."
"Neither of which are a game."
Re: Player enemy visual Health Bar update on hit.
Oh, so I definately just don't remember it.
Kind of getting stalker vibes from you now though.
Noaani
1
Re: Concerns About Marketing and "Open Development" Approach
No, because if they were clear there wouldn't be so much backlash and ignoring the problem saying everything is fine, it's just people not understanding Intrepid doesn't bring us anywhere.They are clear as they are going to be already.
And last, the % of people that read this kind of reddit posts against the ones that only follow the game through the livestream is way too low. It's like shouting I'M SELLING THIS AMAZING PRODUCT but whispering after so many people pre-ordered the product : 'it's not quite like on the advertising btw"
All I'm saying is that what they should show be what they're saying, don't say the game is full of bugs if you don't show any.
Falkath
1
Re: Concerns About Marketing and "Open Development" Approach
Good posting. I've the same conerns and worries.
And I'm also "here" because I like Ashes (or what is promised to me) but I am, as always, throwing in my critical perspective as devil's advocate because the gap between marketing/player attraction and open/agile development (which seems just to exist to get legitimation instead of real feedback to the struggles that were not shown to us until now) is just there, as you've already summarized well.
Communication is key.
And I'm also "here" because I like Ashes (or what is promised to me) but I am, as always, throwing in my critical perspective as devil's advocate because the gap between marketing/player attraction and open/agile development (which seems just to exist to get legitimation instead of real feedback to the struggles that were not shown to us until now) is just there, as you've already summarized well.
Communication is key.
Chaliux
1
Re: Player enemy visual Health Bar update on hit.
Ludullu_(NiKr) wrote: »
Which is why I think the system is flawed to begin with. You're never going to hit that razor think mark of balance, and you are always going to get complaints from either side of the argument.
Ludullu_(NiKr) wrote: »Ok, but Noaani said that in AA people did have enough content to not really go to the same extent of competition that L2's players did.But this isn't particularly related to whether or not health bars should be shown, so I didn't want to bother with it. All I know is that using L2 as the blueprint and saying 'I want it to be designed this way because OTHERWISE an L2 problem will happen' doesn't make sense when you are countered by 'I don't think it needs to be designed that way because AA did it that way and the problem didn't happen'.
So which approach has the higher chance of impacting the amount of PKing and the abuse of said PKing?
We have @iccer as well. Iccer, how much content competition did you experience in AA and how much did people kill each other during that competition if there was any?
Competition was there.
- World bosses: You'd often see several guilds competing for a kill, mostly faction vs faction, but ofc with some guilds it can always be in-faction fighting as well. Whether those were sea bosses, like kraken, or land bosses that dropped valuable loot. My favorite moments from AA were from Red Dragon PvP.
- Events like CR & GR: Appear a few times a day, you can often see reds coming in to ruin the party, even if it's meant to be a daily event without any meaningful loot drops.
- You'd even have competition for housing: When a certain plot is about to expire, people would gather around. Often you'd see people PK other's in order to eliminate the competition.
- Trade runs in general, especially going with a ship: You were always at risk of PvP and getting your shit stolen.
The thing is, Archeage allowed you a low risk, lower reward option as well. You could do traderuns in safe zones, which would obviously not be as rewarding, you had stuff to do outside of PvP competition. But the "main" group content was always PvP related.
There were options to avoid competition, as the game allowed you to do a ton of other stuff, besides just PvP related stuff.
iccer
2