JustVine wrote: » Honestly I am kind of on the fence right now for two reasons. 1. Without knowing what summoners design is going to be like relative to the combat system, it's really hard to say if I will get to enjoy the open world pvp. I love strategic combat. I love team combat, but god do pet classes usually suck in pvp. I originally had more faith Ashes would be the one to breal the curse but some of their design decisions relative to action combat are making me question that. If they go split body my hope for a good summon class will drop quite a bit. 2. They have said very little about farming. I am a farmer. I am a tavern owner. If the farming system sucks my ability to meaningfully participate in the economy drops considerably. I know what crafts I like to do in games. Farming is my jam. Ashes claims they will have one. But if it sucks I am less targeted as an audience. Why I think I am probably in the intended target audience anyway: ... I crave a good economic system where travel and emergent regional trends matter. Every mmo I have played other than ffxi (which I arrived slightly too late to existence it's true peak) has a terrible stale meaningless economy. Ashes hits so many things I would do if I were making an mmo with a good economic system. Ashes claims it requires so much interconnectivity between crafts and players. I can't help but feel targeted. I'm risk tolerant enough that i'd be one of the brave crafters wilding out for rare stuff and Ashes will need people like me for the game to be great economically. Team based combat is what I want out of an mmo most. I am tired of mmos with either too small a team size for my core team, or too few or inflexible roles. The 8 classes Ashes chose for it's archtypes make me really believe they mean it when they say they want a good teamwork oriented experience. I just need the 2nd archetypes to really deliver in flexibility in role and play style for certain team members and the combat system to not be ass for these three things to be a masterpiece for me. I really hope Jeffery's influence on the teamwork oriented design focus holds through. Even if they end up missing me due to design mistakes or narrowing their scope I think the above are some pretty damn good reasons for thinking I am their target audience.
Dygz wrote: » That Corruption quote is taken waaaay out of context. Groups won't gain Corruption. Who ever thought that groups would gain Corruption?
Dygz wrote: » QUESTION: Will there be any large scale consequences when many players -in group/guild/region/religion, etc- become Corrupted frequently or for an extended period of time? STEVEN: No. There are not group dynamics or mechanics that revolve around mass-murdering people in the world. The Corruption system is intended to deter mass-murdering; not to provide incentives by which players can't go out and gain Corruption. So, that would be a little bit anti... MAGGIE: I think they're wondering if there will be large scale consequences so, for instance, I think the question is more along the lines of... If my guild has no one Corrupted and your guild is 80% always killing people and always Corrupted, will your guild have repercussions because they're Corrupted vs my guild? STEVEN: No. I don't think so. And the reason why is because we want to deter it, but we don't want to make the mechanic meaningless because if the deterrent becomes too heavy-handed, then it's a system without a purpose. I think the intent behind the Corruption is that during a rise of passion and anger and whatever, you want to make this decision and do something, you'll suffer the repercussions later. But, if those repercussions are just overwhelmingly bad and even anti-social in the sense that, like, "Hey, man! You went Corrupted and that gives Corruption points on the guild. You're out of here!" Then people just aren't going to choose to use it. At which point you might as well just take it out. So, I think there's a healthy balance between the type of deterrent used as keeping players from not performing this Corrupt activity very often and... MAGGIE: Yeah, people would just group up and not be in a guild, basically... there would be a way around it.
Okeydoke wrote: » I don't see any reason for a guild wide corruption penalty. Let them test the individual penalty first. If its too lenient then they can make it harsher.
Dygz wrote: » And, yeah, we been known that pet classes are not a priority since they aren't in Alpha One. Same as Orcs.
Dygz wrote: » The current timeline seems to be the game will release when it's ready.
That Corruption quote is taken waaaay out of context. Groups won't gain Corruption. Who ever thought that groups would gain Corruption? As ever with Corruption... we will have to play to know if it works satisfactorily.
Dygz transcribes Steven: And the reason why is because we want to deter it, but we don't want to make the mechanic meaningless because if the deterrent becomes too heavy-handed, then it's a system without a purpose. I think the intent behind the Corruption is that during a rise of passion and anger and whatever, you want to make this decision and do something, you'll suffer the repercussions later. But, if those repercussions are just overwhelmingly bad...'
Okeydoke wrote: » Let me rephrase that, I don't see any good enough reason for a guild wide corruption penalty. I think there's arguments to be made for it though.
Okeydoke wrote: » I think its an idea they should think about again maybe if they can't tweak it right with just an individual penalty.
Dygz wrote: » All Steven said is that if you make it so that individual Corruption also gives Corruption to groups/guilds/regions/religions... Corrupted individuals will be kicked from groups/guilds/regions/religions for having Corruption, thus it will be exceedingly rare for people to choose to gain Corruption - which, at that point, there's no point in having Corruption.
Dygz wrote: » I'm still not sure what wolves mean. All Steven said is that if you make it so that individual Corruption also gives Corruption to groups/guilds/regions/religions... Corrupted individuals will be kicked from groups/guilds/regions/religions for having Corruption, thus it will be exceedingly rare for people to choose to gain Corruption - which, at that point, there's no point in having Corruption. So, we have to find a balance between some reasonable frequency of Corruption and too much Corruption. I don't understand what that says about "wolves" that we didn't already know. MMORPGs typically take 5 years or more. I would not be surprised if Ashes takes as long as Star Citizen to launch. I'm certainly not expecting Ashes to release before 2023.
JustVine wrote: » Dygz wrote: » I'm still not sure what wolves mean. All Steven said is that if you make it so that individual Corruption also gives Corruption to groups/guilds/regions/religions... Corrupted individuals will be kicked from groups/guilds/regions/religions for having Corruption, thus it will be exceedingly rare for people to choose to gain Corruption - which, at that point, there's no point in having Corruption. So, we have to find a balance between some reasonable frequency of Corruption and too much Corruption. I don't understand what that says about "wolves" that we didn't already know. MMORPGs typically take 5 years or more. I would not be surprised if Ashes takes as long as Star Citizen to launch. I'm certainly not expecting Ashes to release before 2023. Dude how on earth did they approve you as a content creator partner. Wow. Well. Just be careful to not say that Starcitizen opinion on your content I guess? That'd be a very poor look for them.
akabear wrote: » Why do you need in-game mechanics to police the acceptable behavior of players within a guild.