Dygz wrote: » For PvE, if I know it's always going to be Fippy Darkpaw and his cohorts, I'd probably tend to ignore it after a couple of times. Especially if the world is static, such that the town will not actually be destroyed. If it's a different set of Pirates, it should be new enough for me to repeatedly go save the town. In Ashes, the town could be destroyed. If I've bonded with characters in that town and they might be killed and replaced... I'd be invested in protecting the town. Same if I'm partial to the Node Type in that region or maybe even the dominant race in for that Node. So, that's kind of interesting to think about. Keeping a status quo, but not static. And not so interested in Novelty/Dynamism that I would want to raze the town for a completely new one. Though, that might be a necessary evil at some point if I was trying to get that Node to be a specific racial Metro. Ashes makes the tension between Novelty and Dynamism more complex, I think.
Dygz wrote: » Azherae wrote: » And a bonus question if you're willing, assume that NPC Security will show up if you get the PvE threat's attention and kite them, and that you aren't doing anything else right then (or you probably wouldn't have interacted with the prompt). Kite or disengage? Hmmn. I think when I'm kiting, I'm constantly reassessing whether to continue to kite or disengage/run. Sometimes it can be that I escape far enough to break the thether and then sneak back to try and pull one adversary at a time. So, I think, if an add as powerful as NPC Security showed up, I would run and then try to sneak back and pull my target without aggroing Security. At least a couple times. (This reminds me of No Man's Sky.)
Azherae wrote: » And a bonus question if you're willing, assume that NPC Security will show up if you get the PvE threat's attention and kite them, and that you aren't doing anything else right then (or you probably wouldn't have interacted with the prompt). Kite or disengage?
Noaani wrote: » People like you do not even need to take on that top end raiding content in order to get the rewards from it - which is literally the point of PvP in Ashes - and indeed is the point of Ashes.
JamesSunderland wrote: » Archeage PvE in general for me was way more simple in Comparison to Lineage 2 PvE especially in their world bosses, Kraken and Red Dragon were a complete joke because of how easy they were, i was also disappointed by them, but Archeage's PvP and economy system was by far it biggest selling points and never its pve.
I certainly do agree with you, our expectations are shaped by our early experiences, and that the PvE Encounters quantity and variery "needs" of the different families differs drastically.
Azherae wrote: » George_Black wrote: » Azherae wrote: » George_Black wrote: » PvE experience: Challenge Fear of death Fear of item loss (both whole items and other stuff) Grind to simulate training and dedication. Large map without mounts to simulate exploration. Open world raids, a difficult goal to achieve in every area. Chance to befriend other people, or rival them. Relaxing time and bonding with guild members. What it should not be? DPS races Repetitive, sterilized, instanced content without ANY stakes besides rng disappointment. Meta. Toxicity. Do you prefer the 'challenge' and 'fear of death' aspects to be present in at-level (or at-group-level) combat most of the time? Have you generally found that the games you play actually provided this challenge from just the PvE alone (open world non-Raid enemies in particular)? And secondly, if so, do you also prefer that there be a significant fear of death even during an Exp grind? The sense of fear should be present at all times, if a player or a group of players aim to get good xp for a given amount of time and good mats/parts (drops). If a player accidentally attracts a couple more mobs that they can handle, some serious rotations should take place to avoid death, even using ultimate defences/attacks that have high CD, and they'd better not be on CD. Mobs should have high speed and no leash. The above situation was found only in L2. Purely the PvE side of it, without any random player attacks was challenging for anything beyond an optimum, top geared, full party (9 ppl). If in that situation you were attacked by other players and you managed to defeat them, it would be a glorious gaming moment. Taking into consideration the grind, the length of the journey to milestone levels like 40, 52, 61, 76, 80 and the top gear per tier, made the game so much more meaningful than any endgame that modern mmos have to offer. And in L2 once you reached the endgame you were offered to start a new class on the same character, similalry to ff14 but a lot harder and meaningful. Then you had access to a hardcore questline which made you nobility with unique skills that people needed. Noblese players were sought after. Noblese players were famous in L2 servers. There is more to nobility but since it's PvP related Ill not say more. L2 was a true never ending game without having boring endgame repetitions. And that's my take on PvE. Long challenging journey, out in the open world, were PvP is just a side dish. Thank you as well, a followup then. Were there games you tried and stopped playing mostly because of the lack of open world PvE challenge? There's a lot of games that are bad for a lot of other reasons, so you can just ignore all those ones so that the list doesn't get stupidly long, I'm talking about games where you were at least ok with the rest of it but just 'couldn't stomach the lack of threat in PvE' and just stopped playing. (I'm trying to establish some understanding of games I may not have played and their levels of PvE)
George_Black wrote: » Azherae wrote: » George_Black wrote: » PvE experience: Challenge Fear of death Fear of item loss (both whole items and other stuff) Grind to simulate training and dedication. Large map without mounts to simulate exploration. Open world raids, a difficult goal to achieve in every area. Chance to befriend other people, or rival them. Relaxing time and bonding with guild members. What it should not be? DPS races Repetitive, sterilized, instanced content without ANY stakes besides rng disappointment. Meta. Toxicity. Do you prefer the 'challenge' and 'fear of death' aspects to be present in at-level (or at-group-level) combat most of the time? Have you generally found that the games you play actually provided this challenge from just the PvE alone (open world non-Raid enemies in particular)? And secondly, if so, do you also prefer that there be a significant fear of death even during an Exp grind? The sense of fear should be present at all times, if a player or a group of players aim to get good xp for a given amount of time and good mats/parts (drops). If a player accidentally attracts a couple more mobs that they can handle, some serious rotations should take place to avoid death, even using ultimate defences/attacks that have high CD, and they'd better not be on CD. Mobs should have high speed and no leash. The above situation was found only in L2. Purely the PvE side of it, without any random player attacks was challenging for anything beyond an optimum, top geared, full party (9 ppl). If in that situation you were attacked by other players and you managed to defeat them, it would be a glorious gaming moment. Taking into consideration the grind, the length of the journey to milestone levels like 40, 52, 61, 76, 80 and the top gear per tier, made the game so much more meaningful than any endgame that modern mmos have to offer. And in L2 once you reached the endgame you were offered to start a new class on the same character, similalry to ff14 but a lot harder and meaningful. Then you had access to a hardcore questline which made you nobility with unique skills that people needed. Noblese players were sought after. Noblese players were famous in L2 servers. There is more to nobility but since it's PvP related Ill not say more. L2 was a true never ending game without having boring endgame repetitions. And that's my take on PvE. Long challenging journey, out in the open world, were PvP is just a side dish.
Azherae wrote: » George_Black wrote: » PvE experience: Challenge Fear of death Fear of item loss (both whole items and other stuff) Grind to simulate training and dedication. Large map without mounts to simulate exploration. Open world raids, a difficult goal to achieve in every area. Chance to befriend other people, or rival them. Relaxing time and bonding with guild members. What it should not be? DPS races Repetitive, sterilized, instanced content without ANY stakes besides rng disappointment. Meta. Toxicity. Do you prefer the 'challenge' and 'fear of death' aspects to be present in at-level (or at-group-level) combat most of the time? Have you generally found that the games you play actually provided this challenge from just the PvE alone (open world non-Raid enemies in particular)? And secondly, if so, do you also prefer that there be a significant fear of death even during an Exp grind?
George_Black wrote: » PvE experience: Challenge Fear of death Fear of item loss (both whole items and other stuff) Grind to simulate training and dedication. Large map without mounts to simulate exploration. Open world raids, a difficult goal to achieve in every area. Chance to befriend other people, or rival them. Relaxing time and bonding with guild members. What it should not be? DPS races Repetitive, sterilized, instanced content without ANY stakes besides rng disappointment. Meta. Toxicity.
Azherae wrote: » In the situation I'm referring to, if the Pirate Attack goes on for long enough, the current leaders of the Star System will possibly lose their control of it and the entire Ethos and Government style would change. If you wanted to maintain a status quo and liked the current leaders, you might help more often, I'll assume (response unnecessary if I'm not wrong and you prefer to leave it there). So the complexity is approximately equal I feel, hence the question.
Dygz wrote: » On this side, note that the NPC Security is probably showing up to help YOU against the threat and will probably destroy or chase off the enemy as long as you can keep them occupied for long enough without being destroyed. I doubt your answer will meaningfully change here, if I consider it to be 'I would probably remain engaged and kite them around'. Thank you for data.
Dygz wrote: » Just staying around and trying to survive long enough for NPC Security to pop in feels icky, storywise - like it's Deus Ex Machina. Baiting the Pirates to follow me to NPC Security is a very rogue-like tactic, storywise. So... the end result might be effectively the same, but I would have to massage the optics of that experience so that it seems like a better story.
George_Black wrote: » What it should be: Chance to befriend other people, or rival them. Relaxing... What it should not be: Toxicity.
NishUK wrote: » I quoted you based off of how contradicting these points are, rivalling someone in a 100% polite fashion is not natural and it's certainly not relaxing to the mind to do so and I'm not at all saying that the relaxing way is barberic but it completely depends on the person.
NiKr wrote: » NishUK wrote: » I quoted you based off of how contradicting these points are, rivalling someone in a 100% polite fashion is not natural and it's certainly not relaxing to the mind to do so and I'm not at all saying that the relaxing way is barberic but it completely depends on the person. In my experience maybe ~10-20% of people can be 100% polite in rivalries or wars. You can freely speak to them off of the battlefield, you can usually even befriend them and become guildies if their/your guild falls apart. I have several old friends that I got in this way. But outside of those 10-20 it's a barren toxic land of "I took yo mama to the movies yesterday and left here there alone in the middle of the movie!"-type stuff. The super toxics
mcstackerson wrote: » This sounds like some heavy confirmation bias. I'm sure you had good conversations with 10-20% of the people you went against but doubt you conversed with everyone else, let alone got such a negative response from them.
NiKr wrote: » mcstackerson wrote: » This sounds like some heavy confirmation bias. I'm sure you had good conversations with 10-20% of the people you went against but doubt you conversed with everyone else, let alone got such a negative response from them. Back when I played and pvped the whole game was about chat and socializing, so I did in fact talk to a lot of people. And considering that I'd spend weeks/months fighting the same ones, I'd get to know them somewhat well. And in my experience 10-20% were the completely levelheaded people who understood that it was just a game and we just had a war, so there was no reason to shittalk/flame your opponent. The other 80% were just on the range of "oh fuck off you noob" to the type of quotes I wrote in the previous post. I won against them? "Oh you cheated/overfarmed with 0 skill/got lucky" I lost against them? "GET FUCKED, BITCH! THAT'S WHAT YOU GET!" And this could even repeat across multiple fights within one day. And considering that peak of my pvp career was around early 10s, I'd assume that most of those people weren't just kids that just discovered the game. It was already huge by that point, all the servers I've played were already on the older updates so they were populated by people that played the game years ago, and early tens was right about the time where all the younger gens of gamers started to shift from the mmo genre towards other games. So I can't even dismiss all that toxicity as just "them being a dumb kid". Now again, I always say that all the things I mention is "purely my experience". Maybe I got (un)lucky, maybe it was the game, maybe it was the people of CIS countries and their mentality. I'm not trying to say that literally 80% of the entire mmo population are super toxic mfers. If anything, I'll be more than happy if that's not the case, because it'd mean that Ashes will live a long and successful life and I'll have a new mmo to live in.
Azherae wrote: » Though, I don't think 10% is accurate, that's a bit too high, don't you think? Were you playing on a particularly nice server in general?
NiKr wrote: » Azherae wrote: » Though, I don't think 10% is accurate, that's a bit too high, don't you think? Were you playing on a particularly nice server in general? If 10-20 seems high to you, then I'd throw that up to me playing on older updates of the game, so at least a good chunk of players were on the older side so they were a bit more reasonable than your average edgy/jackass kid.
NishUK wrote: » George_Black wrote: » What it should be: Chance to befriend other people, or rival them. Relaxing... What it should not be: Toxicity. If Riot Games is anything to go by, "toxicity" is a permanent problem without solution, unless the solution is to completely ban text chat and for there to be a system that identifies feeding and for their to be a vote/system conclusion immediately ending whatever contest is occuring. I quoted you based off of how contradicting these points are, rivalling someone in a 100% polite fashion is not natural and it's certainly not relaxing to the mind to do so and I'm not at all saying that the relaxing way is barberic but it completely depends on the person. My question is, how controlling of natural emotion and personality do you want to be to secure your own personal levels of "toxicity" (quotations as this word will always be a variable and never static).
Azherae wrote: » NiKr wrote: » Azherae wrote: » Though, I don't think 10% is accurate, that's a bit too high, don't you think? Were you playing on a particularly nice server in general? If 10-20 seems high to you, then I'd throw that up to me playing on older updates of the game, so at least a good chunk of players were on the older side so they were a bit more reasonable than your average edgy/jackass kid. Anyways, since I'm in a predictive mood today and have NishUK's data 'front loaded'... To both @NishUK and @mcstackerson Yes there is confirmation bias, but when speaking of personal experience of toxicity, confirmation bias is part of the experience outright. Consider (NishUK brought this up as a counterpoint to George for no clear reason other than contrarianism) that there is no benefit whatsoever for the people involved in this conversation to 'claim more toxicity than exists'. George has asked for no change based on it. NiKr has offered no 'fix this so I don't have to deal with it', and I am likely to have equally toxic responses after a while (I like to think I'm more eloquent about it). So basically going 'no, I think your experiences aren't the norm, mine are', serves no purpose here. This is a roundabout way of asking to not derail this thread with it. If it's required for NiKr, George and I to just ignore this, I will request that NiKr do so, and expect George will just tell you the equivalent of 'fuck off' anyway. If going 'yes I'm sure you're right in everything you said and my experience is an outlier' is the way to end this tangent, you can have that too.@NiKr, you have my request.
mcstackerson wrote: » Azherae wrote: » NiKr wrote: » Azherae wrote: » Though, I don't think 10% is accurate, that's a bit too high, don't you think? Were you playing on a particularly nice server in general? If 10-20 seems high to you, then I'd throw that up to me playing on older updates of the game, so at least a good chunk of players were on the older side so they were a bit more reasonable than your average edgy/jackass kid. Anyways, since I'm in a predictive mood today and have NishUK's data 'front loaded'... To both @NishUK and @mcstackerson Yes there is confirmation bias, but when speaking of personal experience of toxicity, confirmation bias is part of the experience outright. Consider (NishUK brought this up as a counterpoint to George for no clear reason other than contrarianism) that there is no benefit whatsoever for the people involved in this conversation to 'claim more toxicity than exists'. George has asked for no change based on it. NiKr has offered no 'fix this so I don't have to deal with it', and I am likely to have equally toxic responses after a while (I like to think I'm more eloquent about it). So basically going 'no, I think your experiences aren't the norm, mine are', serves no purpose here. This is a roundabout way of asking to not derail this thread with it. If it's required for NiKr, George and I to just ignore this, I will request that NiKr do so, and expect George will just tell you the equivalent of 'fuck off' anyway. If going 'yes I'm sure you're right in everything you said and my experience is an outlier' is the way to end this tangent, you can have that too.@NiKr, you have my request. I pointed out an issue i had with there statement, said sounded like bias, and questioned if they really opened communication with everyone they fought. They said they did and i didn't say anything else. Never said what my experiences were or that they supercede theirs. I agree that perceptions are important, often times more important than reality(as it is their reality) but i don't think that means we should never challenge them. Helping people fight past their natural bias so they can see something that is closer to reality is how we help change those perceptions after all. As a person looking for data, i'd assume knowing both what they perceived and what really happened would be valuable.