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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.
Comments
I would think the additional value would be survival. If you are in a group then i doubt you would all focus the mule unless the mule is ridden. I doubt loot will be shared across a group due to corruption coming from the killing blow. Mules aren't caravans.
You would probably compete for the mule kill in a group.
But I would definitely prefer if that was the case cause it'd support the corruption and BH systems much better.
You can join mine. Though mine is for testing, so you have to actually put effort into that (compile experiences that go beyond just statistics for Intrepid, etc).
I'm short a person or two due to some recent design decisions.
Thank you for the offer, but as much as I like the rush I get from pvp, I'm not very good at it.
Believe it or not, that's exactly what I need right now.
Speaking more seriously, if 'only people who are actually good at it' are willing to PvP in this way in Ashes, I foresee 'bad things', so I'm interested in collecting the data from all levels of skill.
(don't consider this 'seriously doubling down', I got the joke, just figured I might as well option-select the offer)
Yeah. I'm not sure how it will work because a mule can carry 100 times the amount of a player unless its changed so 25% drop would be too much for one player to receive. I'm not sure how it will work really.
The point is, PKing the mule is more beneficial cause it gives you less corruption and more loot.
I don't actually know much about mule health though but the point remains that a dude or dudette with a mule isn't just going to stand there and lose percentages of 10 times the usual capacities.
I'm not saying a mule will always be full but a mule indicates at least more than one inventory's worth of resources unless its an rp player who prefers mules and pvp.
But I think we've gone too far from the topic. Mules will most likely be slower than player sprinting speeds so no one would be able to run away using them, at which point it'll always be a "fight or die" situation.
It's all up in the air until a2 anyway. Even the corruption system has to be tested.
I think we just fleshed out the fight or die theories around mules so no need for us to be off topic really.
One thing for sure is you won't be able to hide/stealth a mule so it would be fight or die in such a confrontation i believe.
Again, I really do appreciate the offer, but I don't think I am a good match for your guild at this time. Maybe my thoughts will change after we start playing. Until then good luck with your recruiting.
have a low level player run around hitting people if u happen to kill somone o well it was a throw away character anyway, if they fight back run a high level character or your main over to kill them once they go purple to bypass the system
HAHA, If that worked. Get two people, One person make a low level alt that will entice the victim to try and fight back, while the second person with a high level character waiting in the wings to finish him off as soon as he turns purple.
Yeah thats moreso what I meant, I generally make statements in terms of what is optimal rather than what is "possible", so it can come off confusing to the reader sometimes. In terms of that statement you were referencing- I meant the design would not allow for it to be optimal to retreat when both players are flagged and already engaged in combat, even though it might technically be possible if the pursuing player messes up- while still allowing for retreat to be a viable strategy for a non-combatant to retreat even if the pursing combatant plays well.
Yeah I agree- my suggestions are intended to be within the context of assuming the rest of the systems work coherently to achieve the desired goal- so even though those things could potentially affect the topic, I would consider that an oversight if they allow that to happen. In other words even though the idea that "these types of players will always live and these will always die" can be impacted by many factors- those factors should be accounted for in order to result in "these types of players will always live and these will always die" if that is what the intent in the design is trying to accomplish.
I hope that's not the case. I think a PVX game needs to be more than that.
Where did you get the info that the mule can't fight back? New to me. Interesting.
Or maybe I read it wrong. You assume that attacking a mule first means it just stands there as long as the player is flagged green and doesn't use its combat abilities to attack back, or that after the player is dead, the mule AI just has it stand there as it is green and can't go purple on its own? Since mount skins can go on any T1, wouldn't I just disguise my mules as what people perceive as combat mounts, since those are a thing? Confused or maybe I read it wrong.
If the mule can also fight then I think its more important to hit the player first. The reason would be because of the damage and delay the mule would cause whilst the owner then counters too.
I think a mount skin can't go on a mule. The mules have their own skins which are rare in the cosmetic shop (still on my to buy list). The old streams didn't show a mule could fight. They just showed off the mule skin one time.
It's an interesting facet which I want to test in a2.
Fight, PvPers
Flight, PvEers
Seems like PvX options to me.
The below video from the Intrepid YouTube channel might be from 5 years ago, but it very well could be the same direction they're still going with stealth. It looks pretty close to true invisibility if you stop moving. Though the "indicators of stealth" is just a bit of wiggly vision around the person hiding, almost like a heat shimmer. Moving makes the wiggles stand out. Someone trying to hide as a rogue just needs to keep their cool and pick their spot carefully.
Hiding with that type of stealth can be very effective if you hide near some foliage and just don't move. Anyone running around the area (or maybe even walking and not perfectly observing their surroundings) would be highly likely to just not see this person:
https://youtu.be/Ehx6mQ-EiW4?t=77
Predators are so noisy, they can't sneak up on anyone!
https://www.youtube.com/watch?v=bTimNS0cpyU
I agree, I think this would be effective stealth...because if the person isn't paying attention or isn't facing your direction, they're less likely to spot you. To me that's better than 100% invisibility because then there's no chance of seeing them. At least with this way if you're looking around and the person is moving you have a chance
You're late.
I really don't like corruption system.
I think punishing players for pvp without consent is stupid.
Why then give such an opportunity at all?
After all, minuses due to the corruption outweigh all the possible pluses.
I'm not talking about roleplaying some robbers or monsters.
Idiocy in one word.