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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
it cheapens the experience. fuck aoe farm. Also will end up being a meta in which it screws over soo many players too
Classic WoW - lots of people got screwed over in their 30s when people started doing Scarlett Monastery. If you weren't a mage, healer, Tank - you weren't allowed into a group.
now imagine that, there won't be enough quest to hit max level? correct! but there won't be any tanks and healers for other players to grind together with either.
It's also braindead gameplay.
I am not trying to eliminate the ability to aoe farm, but simply creating mechanics that can fuck up aoe farms. So if your able to pull it off, cool. Risk/Reward - cause it should not be easy to do and there should be plenty of death happen for you to consider, "am I breaking even or still doing a bit better in terms of XP per Hour".
A side topic to leashing is how fast are mobs? So far in demos we've only seen slow mobs. One things that is common in a lot of easy games is slow mobs. You can outrun them easily, sometimes without even snaring. I think that is crap. Once you dismount and engage, you should have to use snares, CC and/or mobility skills to get clear, or win the encounter.
Also, there are solution to AoE farming besides pvp. Stop talking about AoE farming.
Aren't we all sinners?
Aggro should be large. It's immersion breakign and stupid to see a giant dragon look at you and go "AWW SHUCKS, I only attack people who are 50 feet of me and you're at 1 feet more away (51ft).
Yet, you want mobs to be intelligent addition to PvP encounters, get opponents in a genera area and watch them get swamp????????? with a short aggro????????????
HUH?????????????
jesus - you guys want a care-bear easy PvE experience.
It's an MMO, a Living world, a dangerous world. You should be on your toes at all time. That fear of dying needs to felt, knowing you will incur XP Debt and get to end game longer.
It is also silly to see, An Evil Lich, deep inside his castle, only stop chasing you once you leave his room instead of his castle / domain.
if you weren't strong enough to beat him, get fucked and get chased out. You may even lose your spot now or have to work all the way back. THAT IS A GOOD THING.
Hardship, punishment. MMO shouldnt be easy and getting to end game shouldnt be the goal. it's all about the struggling and enjoy the slow progression when you do complete hard goals and hard content.
Most modern MMO - everyone wants to get to end game just to do hard content and get that phat loot - but why... why not make the entire game feel like end content, hard content and sprinkle loot here and there. It's immersive, it's meaningful, it's memorable, it's exiciting and most of all, sadly, it's different - going back to it's roots and embracing it.
So, you want a solo grind fest like BDO? Because what you propose will force others not to group which I feel is the anti purpose of the whole point of an mmo. I do not want to be solo, accidentally pull multiple mobs and then be annihilated because of mechanics designed to stop 'aoe farming'. Sometimes I wonder what people are actually aiming for.
What sort of a game has mob leashing as the only way to make exploration not mundane?
If a mob has a very short leash, that doesnt mean you should be able to just run past it if it would pose a challenge to you. You should still only be able to run past mobs that literally pose no challenge.
Talking with you is a waste of time. See yas after the next livestream.
But yeah the leashe is way to short in tank live stream you can literlay just run past the trash and reset them near the boss to kill boss without dealing with trash pulls.
If it was me i would either have an area where mobs defned like a big box drawn around the ruins in the tank and mobs will chase u until u leave this big box so there defending the ruins for example and wont just give up until ur out of the area.
I actualy quite like mobs not having resets at all and u got to find a random guard or player to save you some people who not use to this might complain bout this one though but i like the old school way of mobs basicly not leashing till you zone out or find a guard and some zones were huge. I think the box idea above is a good idea atleast for POI mobs those outside POI should have a 200-300m long leash though, reason for the box over the no leash is cause games dont realy have zone lines like the old games so i think we need to find a happy medium here.
In dungeons they should chase you to the entrance if it a particularly large dungeon you could have the occasional safe rooms where mobs dont chase you into and you could use a universal way of converying safe rooms by a poi like a monolith or room walls are like alwasy a blue crystal that mobs like to advoid so players know thats a safe area to reset if thing go bad. I would also like to recommend a class either masge of summoner have a group safe teleport like soccor i think it was for EQ where that spell had a 5-10 sec cast and it portal ur group to the entrance or closest safe spot and wipe mob agro.
man those were the days, first time getting lost in blackburrow was an experience and now i know basicly every zone layout and map in my head for everquest which i havant played 2004, i actualy went back to p1999 in 2018 and could navigate the entire game from mental maps still sitting in my brain there was only a couple zones i dont know and they were the more complex dungeons i didnt go to like chardok, sebilis, howling stone and the hole (Mainly the weird dungeon in kunark and velious that no one realy went into)
you can fix mobs being aoe farmed by making them stronger or new mechanics when there more than x amount to eachother. In everquest they fix this to a degree in high level zones by mobs just having the ability to summon you back to them if your kiting them but we have much better ways of dealing with that now from what EQ had. just give mobs a chain pull or speed buff when there 6+ next to eachother kinda thing
huh?? no. how the fuck did you infer that.
IDK how I feel about this in AoC. As long as that portal can be interrupted or uncastable in pvp, wether you opt in or not.
not a fan of people escaping cheaply and safely (See WoW bubble/gate)
Mainly because you are biased against AoE Farming all due to one instance in WoW? I have seen your comments about solo levelling elsewhere and now you also have problems with AoE/Group levelling here. Thus, I am rather confused about what you do want.
I think AOE farming is stupid and brain dead.
Also many mmo does AOE spells design horrible too.
Single target DPS should be very high, AOE target spells should be very low and I mean very low.
Example:
Level 50 mage with BiS everything - casting fireball deals 10,000 damage to a single target.
Same Mage, casting an AOE should be dealing MAX 1,000 dmg per mob. Now if you got 10, you just did 10k dmg. The mana consumption should be large and not viable to go OOM and successfully kill mobs.
AOE spells should have it's own threat modifer different from other spells.
Examples:
Warrior basic attack = 1 dmg = 10 threat point
Rogue DPS = 1 dmg point = 4 threat point
Cleric healing = 1 heal point = 8 threat
Wizard Spell = 1 dmg point = 7.5 threat
Wizard AOE spell = 1 dmg point = 15 threat
If you can pull it off - by all means, AOE FARM but there should be major risk to it.
It's weird seeing 10 goblins getting aoe'd down and still chasing a tank.
It's also weird the goblins wouldnt communicate which each other and be like - "OW, we are getting fucked up by that wizard, let's get him!" instead of seeing 1-2 goblins deciding to change target because the tank missed his taunt and landed 8/10.
AOE farming shouldnt be prevalent. Some mobs can range dmg to interrupt, summon you to them, cast magic def for themselves and sporadic places do nothing and allow aoe farm. There shouldn't be a route from lvl 1-50 to always have a way to aoe farm tho. It should be a rarity or in places that doesn't benefit AOE casters to be there in the first place.
A dungeon that most of it's loot table benefits 5 of the 8 archetypes. Wizards not being one of them, this dungeon does allow for AOE farming. Most wizards wont bother going there cause there is no loot for them, just XP. This place will be very favorable and wanted for the other 5-8. Even if you wanted to AOE farm for XP only - you will be contested by others who actually needs to be in there for upgrades. IM COOL WITH THAT DESIGN. not just being able to aoe farm everywhere, all the time and be the meta strat for most of your leveling experience.
Re-reading my post it was meant to say. "NOT getting opponents in a general area and watching them get swamped by mobs." So you can put your wig back on.
You've gone way past the target, and made all AE spells useless though. Why even have AE at that point. I believe WoW on release had standard dungeon encounter size set at a pack of 3 elite mobs. And, unsurprisingly, AE was DPS and mana efficient if you hit 3 or more targets with it.
But we can already see from ability design that Intrepid is not going for that low of an AE design. You have AE stuns via synergies from the Cleric video, and also zombie packs that come out of the ground in numbers of 5+. When stacking snares you generate a knockdown (aka another stun), and there are probably AE snares so that means 2 different AE "stuns" on separate DR.
I mean, it's not hard to design some abilities that are useful for single target and AE. Ex: Chain lightning style stuff that diminishes x% with each additional target.
Another Ex: an AE that does 50% more damage per each additional target hit, but damage is divided between the targets. Hit one target, it deals 100 damage. Hit 5 targets it deals (100+4*50)/ 5 = 60 damage to each.
AE could just have longer cooldowns, although basic melee weapon attacks are all AE if I understand the system.
5-10 seconds channel spells are very easily interupted you could even make it interupt of any dmg. Safe spot are only safe from mob too so it also possible for your own group to do the same thing and drop ontop of them so it can be a double edge sword in pvp side of things too.
But yeah u can make any pvp dmg received within 10 seconds block that person from getting the portal out aswell so anyone engaged would be left behind if they do manage to get the spell casted
just give the ma chain pull if there more than x mobs close to each other or engaged on same a target and they cant hit them with melee for x seconds
This is my thoughts as well.
The only stated advantage to a long leash is it makes it harder to get through an area without fighting. The problem is - it doesn't. A long leash just means you use a strong kiting class, kite through the area you want to get through, have the rest of your group just walk behind them and your kiting class either feigns death to release all the mobs (as an aside, this can be used in some games to crash the server), or actually dies and gets revived.
A long leash makes this dead easy to get through a very large area. A smaller leash but where mobs have CC makes the above basically impossible.
Additionally, mobs that are significantly weaker than a given player can simply be made to be easily resisted, allowing players to run through areas populated by mobs that don't pose a challenge (as should be the case).
this is implemented to:
1- prevent people from leashing mobs/bosses into a town.
2- prevent people from taking out annoying or hard to kill mobs from an area so they can farm the more convenient mobs only.
3- aoeing an entire map xd
if your concern is that people can simply run away from a bad pull or a mistake basically risk free, then just say that. you can fix that problem without removing the mechanic. simply make mobs do range attacks, run faster than players, use slows, roots, stuns, etc. many different ways to fix the "problem" without removing the mechanic that is there for a reason.
But, it's not immersion breaking to have an antelope chase you for three hours so that it can solo attack your party of 16 armed and armoured warriors?
I would love to see the AI being challenged somewhat, and give NPC's enough of a logical decision making process to choose if, when and why to chose someone (that someone could be another NPC or another player).
If you attack a guard who is on post, and flee, he should only follow you a short distance (but not wipe agro). His job is to guard his post, not to chase you down, but if you present an oppertunity, he will seize it.
A carnivore could ignore you completely because it has just eaten, and is content or resting, while the next time you encounter the same (or a similar) carnivore, it could chase you ferociously because it is hungry, you are trespassing on its territory, or it has cubs nearby.
A group of NPC's could feint no agro, and wait for an oppertun moment to gang up on you.
The current system you find in most MMO's with a leash that keeps the mob chasing you for a certain distance or time, before returning to an invincible or incorporeal state during their return walk, is archaic at best. I challenge AoC to do better.
This sounds like griefing.
Is fun
Things need to be balanced off design objective.
Or i simply need to stay explaining every way you can grief simply because you want things to be super realistic. Hard encounters need to be in the design of the current fight, difficulty isn't mobs are running back since someone pulled them, so they attack other players as they head back.
If you are worried about alertness of monsters, then design something where if you are spotted without killing the mob under a certain amount of time more come and reinforce the area making it harder to get in and escape.
Desire mobs to leash then attack other players when they head back in a train is a perfect way to grief people and pick up easy gear without ever pvping them. And wanting that in the game or to be made easier is pretty silly, it will 100% be used on you when you don't flag up.
You need to consider the game and all elements of the game with pvp. The consequences of being corrupted will have player use any and all means to avoid it for their own advantage and to get plenty of free gear. Mob difficulty plus training will be an issue for a lot of players when higher levels out level the mobs and can free farm players or stop them from farming an area safely without needing to dec the guild or flag.
It's one thing to want something but you need to consider all the balance of the game and how it works...
Effectively if griefing is fun and that is what you want not much i can say since effectively that is perfect for griefers using trains.