Maezriel wrote: » This seems like something that would best be served by a metropolis buff
Vhaeyne wrote: » @Khronus As all players drop a percentage of materials on death, it is still worthwhile to risk going red fighting another successful raid as they leave a dungeon. If you give successful raids an easy escape for winning, it takes away from the risk vs reward. It should not be enough just to fight your way into the boss and take its loot and magically fly back. I think you should actually have to go there and back again. I always hated the eagles at the end of Lord of the Rings. I would not care about Ashes at all if I did not see the excitement in Steven when he talks about risk vs reward and open world PvP in interviews. I prefer not to see any risk vs reward diminished with quick trips back to town. Just how I feel, though.
ariatras wrote: » One of the main reasons I am against the family summon. "Alright lads. Everyone give the materials to Bob here. Bob's wife is waiting in town to summon him."
daveywavey wrote: » Pretty sure they're not wanting you to be able to family-summon while you have materials on you. But, I still think the summon is a shit idea. Part of a system that involves getting a "special" rested bonus when you're in bed with your spouse. Creepy. Just plain creepy. I can't remember what the age requirement is for this game, but kids already play 18+ games. It could get real dark, real quickly. Would be a shame if Ashes got a reputation for being the paedo's game of choice.
Tyranthraxus wrote: » To be fair, it would SUCK to win a hard raid, get some rare materials from it, then have half of them stolen by "ambush" groups waiting for you to finish, just outside the raid.
CROW3 wrote: » Tyranthraxus wrote: » To be fair, it would SUCK to win a hard raid, get some rare materials from it, then have half of them stolen by "ambush" groups waiting for you to finish, just outside the raid. That's one of the risks in Verra. It's also a risk the ambushers are taking with the corruption system. If I were that raid leader, I would build 'getting home' into the raid, so that the raid isn't over until the group is back in town "safely".
Maezriel wrote: » I mean, is it? A bit of Corruption in trade of some BiS mats isn't much of a risk IMO
CROW3 wrote: » Maezriel wrote: » I mean, is it? A bit of Corruption in trade of some BiS mats isn't much of a risk IMO Yes. You just did a risk / reward analysis. That doesn't mean it's not a risk. That risk would also be increased if the party you think you're going to ambush is still in a raid mindset, completely buffed, and organized.
Maezriel wrote: » CROW3 wrote: » Maezriel wrote: » I mean, is it? A bit of Corruption in trade of some BiS mats isn't much of a risk IMO Yes. You just did a risk / reward analysis. That doesn't mean it's not a risk. That risk would also be increased if the party you think you're going to ambush is still in a raid mindset, completely buffed, and organized. No one coming out of a raid is going to be completely buffed and organized, you got people who died got people low on health/mana from fighting out of the raid area, and as for risk v reward there should be some sense of balance and the reward for jumping a raid for mats is FAR greater than the risk b/c it's unlikely that the raid is going to be carrying around a low level just to ensure you get a big chunk of Corruption.
Noaani wrote: » Maezriel wrote: » CROW3 wrote: » Maezriel wrote: » I mean, is it? A bit of Corruption in trade of some BiS mats isn't much of a risk IMO Yes. You just did a risk / reward analysis. That doesn't mean it's not a risk. That risk would also be increased if the party you think you're going to ambush is still in a raid mindset, completely buffed, and organized. No one coming out of a raid is going to be completely buffed and organized, you got people who died got people low on health/mana from fighting out of the raid area, and as for risk v reward there should be some sense of balance and the reward for jumping a raid for mats is FAR greater than the risk b/c it's unlikely that the raid is going to be carrying around a low level just to ensure you get a big chunk of Corruption. I'm all for the risk portion of raiding in Ashes being in the trip from the encounter back home. To me, this is the most logical way to have instanced raiding in a game like Ashes. The way I see it, give the raid a set amount of time once the encounter is killed (time to resurect, heal and rebuff), and perhaps three or four different exit points to take, and give them a time limit that they need to get the rewards back home. To me, this could (should) be similar to the Leviathan in Archeage. You get some rewards for the kill, but the major reward is when you take the head back to a specific location. Others can attempt to take the head off you and take it to where they get the reward rather than where you do. This turns an instanced raid kill in Ashes in to a potential server wide game similar to capture the flag. To me, that has the potential to make instanced raiding one of the most directly competitive content types in Ashes.
Maezriel wrote: » If raids in Ashes are meant to be hard the last thing you should have to do after a battle is fight all the way back against fresh people...There's limits to the level of "risk" that's actually fun in a game and having a gauntlet on the way, during, and after a raid just sounds exhausting.