Dygz wrote: » JamesSunderland wrote: » It isn't surprising for people that Played Archeage and knows that Archeage is one of the greatest inspirations for Ashes, for those without those 2 informations it can certainly look "arbitrary" or "inconsistent". It certainly doesn't invalidade nor dimishes the corruption system. Again... I specifically asked Steven to compare Ashes PvP to ArcheAge PvP. His answer was:"Well, ArcheAge... You pretty much knew in any territory that you went to what the system of PvP mechanics were, whether it was a peace zone or whether it was a PvP zone, so...if you were to take risks, it was of your time and choosing, depending on how you moved your packs and what zones you went through in order to move them. So, that really doesn't relate well to what Ashes is trying to do. Because Ashes is an open world and there are no zoned flagged PvP areas. Instead there is just a flagging system that relates to the other players." So...adding a zone that is auto-flag Combatant with no Corruption is inconsistent with what he said when I asked him 4 years ago. It's fine for us to go with, "Everything is subject to change." But, it absolutely is an inconsistent PvP philosophy for the Ashes game design.
JamesSunderland wrote: » It isn't surprising for people that Played Archeage and knows that Archeage is one of the greatest inspirations for Ashes, for those without those 2 informations it can certainly look "arbitrary" or "inconsistent". It certainly doesn't invalidade nor dimishes the corruption system.
JamesSunderland wrote: » I see... this is an information i didn't knew, isn't present in the wiki, its definitely a change and as you said "Everything is subject to change.", with that in mind, i'd like to know if you do consider any changes that occur in design to be "inconsistencies".
XiraelAcaron wrote: » hleV wrote: » XiraelAcaron wrote: » If you do that you devide the game into areas for PvP and PvE. You can do that, but that was not the original idea for the game. Then you could simply have created two games or have different server types. The PvE players just wont go into these areas. And if you force them to (by putting important content there) you will loose them in the long run. Then you only have the PvP part left. The game might live, but it will not be the game that was originally envisioned. That sounds dramatic, but that is how it goes. Usually the developer changes things up before that happens and that is when PvPers complain 'the developer ruining the game by listening to carebears'. What was the original idea for the game? As far as I'm aware, it was always marketed as a PvX game, meaning PvP exists along PvE and you can't guarantee yourself PvP-safety unless you stay in a town. Going outside of town is a risk. Well going into open sea is a bigger risk. That's still PvX, with emphasis on risk vs reward. Nothing wrong with certain areas being more risky (as in, higher probability of PvP), it makes things more interesting. More interesting for some yes. Mainly the PvP players. The original idea was to have both together. If you make one area more PvP than others the player base will devide. The PvE will avoid the PvP heavy zones and the PvPer will go there because there is more of the content they like. This might even be good for the PvE players because now they have less PvP players in the light PvP zones of the game. You still have PvE and PvP content, so it is still a PvX game, but the content is now more segregated and so is the player base. There are many ways the game can go from there, but I personally think its not a good direction.
hleV wrote: » XiraelAcaron wrote: » If you do that you devide the game into areas for PvP and PvE. You can do that, but that was not the original idea for the game. Then you could simply have created two games or have different server types. The PvE players just wont go into these areas. And if you force them to (by putting important content there) you will loose them in the long run. Then you only have the PvP part left. The game might live, but it will not be the game that was originally envisioned. That sounds dramatic, but that is how it goes. Usually the developer changes things up before that happens and that is when PvPers complain 'the developer ruining the game by listening to carebears'. What was the original idea for the game? As far as I'm aware, it was always marketed as a PvX game, meaning PvP exists along PvE and you can't guarantee yourself PvP-safety unless you stay in a town. Going outside of town is a risk. Well going into open sea is a bigger risk. That's still PvX, with emphasis on risk vs reward. Nothing wrong with certain areas being more risky (as in, higher probability of PvP), it makes things more interesting.
XiraelAcaron wrote: » If you do that you devide the game into areas for PvP and PvE. You can do that, but that was not the original idea for the game. Then you could simply have created two games or have different server types. The PvE players just wont go into these areas. And if you force them to (by putting important content there) you will loose them in the long run. Then you only have the PvP part left. The game might live, but it will not be the game that was originally envisioned. That sounds dramatic, but that is how it goes. Usually the developer changes things up before that happens and that is when PvPers complain 'the developer ruining the game by listening to carebears'.
heebi wrote: » I think that by generalising we are dividing ourselves into two camps of players here, and I don't mean dividing PVP and PVE. Let's call it group A and group B.Group A: Belong players who accept that there will be world PVP in Vera. They are adventure-oriented players who accept that, in the course of these adventures, danger and risk of death await them from time to time. For this type of player, going through the adventure without any risk would be downright pointless. However, there is a big difference between risk and certainty that something bad will happen every time you leave city gates. When a fisherman sets out on his boat, he assumes that there is a chance that something bad could happen to him. In Vera's world, a poor fisherman setting out to sea is certain that he will not return to port unharmed. Group A leans more towards RP players, and wants risks to be balanced as in real life.Group B: Can be described more easily. These are players for whom the realism of the game world is of secondary or tertiary importance. They do not care about immersion. Unlike group A players, they will treat their freeholds purely as a tool for resource acquisition, not as their home. These are players focused on results more than adventure.
heebi wrote: » Of course, Steven reiterates all the time that AoC will not be a game for everyone. The question is whether there will be enough of this select group of players to fill the servers ? How many people will there be, such as Dygz, who will have to say "no thanks" ? This game doesn't have to be for everyone, as long as it doesn't turn out to be a sandbox with no one to play with.
CROW3 wrote: » Dolyem wrote: » Cant agree with this comparison. Open oceans with autoflagged PVP still involve PVP and PVE cohesion, therefore retaining the PVX format. Sure, let's throw an instanced pvp duel into that no-ow PvP example. We can probably determine exactly where that analogous balance point is. However, I think most PvP'ers would see this terrestrial area as a PvEr space just as most PvE'ers will now look at auto-flagged open seas as a PvPer space. That leaves us at a red v. blue Venn with very little purple in the middle. IMO Intrepid's success through Ashes hinges on maximizing the purple. So, I'm just very curious on the why behind this call, and the implications on the overall direction for PvX.
Dolyem wrote: » Cant agree with this comparison. Open oceans with autoflagged PVP still involve PVP and PVE cohesion, therefore retaining the PVX format.
Dygz wrote: » It has always been the case that my decision to play is contingent on how well Corruption works as a deterrent for unwanted PvP combat. This change fails to meet my requirements. I'm just now able to determine that before testing it in the Alpha 2.
Dygz wrote: » And he seems to be saying that I should not have believed Steven when he said Ashes would be different than EvE Online and ArcheAge...
FuryBladeborne wrote: » @NaughtyBrute I wrote this in the other naval flagging thread, but it directly answers the OP. You should consider some of the problems of having corruption on the sea. We have known that pirates will be a thing and large crews will also be a thing. What happens if a raid ship of 40 players is destroyed while choosing not to fight back? Does everyone on the attacking ship get corruption? Is the corruption split? Is only one person responsible for the corruption? (That could result in 1 player getting corruption for killing 40 players while only being 1 of the participants in the full fight.) What happens if a large ship pretty much one shots a small ship with a few players? In the example of destroying the large ship, ridiculous amounts of corruption could be earned while destroying the weak ship would yield little corruption no matter how you split the corruption from killing a little ship. This is the opposite of the intent for corruption as the weak target actually yields the least corruption (at least if we assume that corruption is gained per player killed). Corruption on the seas just could not work the same way as on land because sea corruption would be earned from killing multiple players at once while the corruption is also earned by a group of attackers at a time. On the other hand, power in a naval gunfight is not determined so much by the level of the players involved but by the tiers of the ships involved. However, corruption is determined by the difference in the levels of the players. How do you even determine what the corruption should be if you have a spread of levels in each group of players. Regardless of how you look at it, either the corruption system needs a full rework for the sea; or, it needs to be removed. I think Steven did what made sense.
Dygz wrote: » Asgerr wrote: » I'm saying the game isn't for hardcore PvE players. It's for players who want the mix of PvP and PvE ergo PvX. Territorial waters and for PvX, with a leaning towards PvE. International waters are PvX with a leaning towards PvP. The game is still respecting its own risk vs reward philosophy. Just applying it differently to different areas. How is that breaking the original ideal? Right. And it's being flagged as Non-Combatant by default with the risk of Corruption if someone that makes it PvX and that is the compromise that allows me to play the game. If the entire map is not PvX - if there are zones on the map where, when I want to explore, I am auto-flagged for PvP and there is no Corruption... I'm just not going to play that game. Again, I specifically asked Steven about the Ashes PvP philosophy compared to EvE Online and ArcheAge. And I specifically asked about ArcheAge because the naval combat of ArcheAge is what caused me to not play that game. This new change does not conform with the answers Steven gave me in 2018. Dygz: EvE is a murderbox for me. Steven: Well, EvE is a murderbox if you choose to go to the appropriate sectors, right? Dygz: I don't know. I stay away from EvE because it's too PvP-centric for me. So... are you hoping Ashes will be at the same PvP level as EvE? Or are you hoping for something different? Steven: Well, no. It is different, right? My hopes with regard to our battle is that it is meaningful. So, that means it is a decision on behalf of the risk taker whether or not the reward is worthy of the risk...and then, additionally, as a player who might be on the receiving end of a PK, they are aware that this choice of an opponent directly impacts them probably more than it impacts the death of their character. And I think there is a recourse for that character who got killed to go out and pursue that murderer as well and exact ther revenge and also participate with others in their community who are Bounty Hunters that will have an oppportunity to locate in real-time the position of that player on the map and that will sort of, kind of limit the ability of those players to really go out and cause havoc. We compared Ashes with EvE's designated sectors. Steven indicted Ashes would not be like that in a variety of ways. Now he is saying Ashes will be like EvE. So... it's not really possible for Steven to be still respecting the original risk v reward philosophy. Dygz: What about in comparison to ArcheAge?? Steven: Well, ArcheAge... You pretty much knew in any territory that you went to what the system of PvP mechanics were, whether it was a peace zone or whether it was a PvP zone, so...if you were to take risks, it was of your time and choosing, depending on how you moved your packs and what zones you went through in order to move them. So, that really doesn't relate well to what Ashes is trying to do. Because Ashes is an open world and there are no zoned flagged PvP areas. Instead there is just a flagging system that relates to the other players. Again...I asked Steven how the Ashes PvP philosphy compares to ArcheAge. The answer was it doesn't relate well because ArcheAge as zones with different PvP mechanics, whereas Ashes only has the one flagging system everywhere. Now, Steven has said that Ashes will have mechanics like EvE Online and ArcheAge. It now has the mechanics and features that made me not want to play those games. "Just applying it to different areas" is a significant change from the original PvP philosphy. It's now too close to EvE Online and ArcheAge for my playstyle.
Asgerr wrote: » I'm saying the game isn't for hardcore PvE players. It's for players who want the mix of PvP and PvE ergo PvX. Territorial waters and for PvX, with a leaning towards PvE. International waters are PvX with a leaning towards PvP. The game is still respecting its own risk vs reward philosophy. Just applying it differently to different areas. How is that breaking the original ideal?
Liniker wrote: » tbh, from what you have said, you wouldn't enjoy playing ashes even without the sea change.. corruption being a deterrent does not mean people won't PK you, they Definitely will, it's just that it won't be All the time specially in your territory
Liniker wrote: » and you seem to be under the wrong impression that killing a green = dying and getting 4x penalties
Liniker wrote: » the map is Huge and there are plenty of mounts, people will run away Really easy in AoC you can bet on that, and after someone killed you, you will Never know if he died or not - imagine dying to people without going purple, getting 100% death penalty just to find out the other guy cleared his corruption and is now standing next to you in the node saying "thx for the farm" lol
Liniker wrote: » I like that so I'm really happy Steven is going more to the risk side of things, but players like you wouldn't last that long I imagine, it goes down to personal preference