Atama wrote: » @Strevi I can't really argue with anything on your list, but I would just make the caveat that I see those all as potential problems if not handled properly, not necessarily something that will be expected to cause problems.
NiKr wrote: » Valid list but we have so little info on most of those things (and have done 0 testing on all of them) to really say how they will all end up on release.
Noaani wrote: » Players not being able to PvP right out of the gate after getting a subscription is also not an issue. Ashes is not a lobby game, it is an MMORPG. Players should expect to need to get their character ready for literally any task. If a player does not expect to need to do that coming in to the game, then they are in the wrong game genre.
Kilion wrote: » Sounds to me like a significant portion of the things you are mentioning are things that could happen... but only if Intrepid doesn't take their Alpha and Beta phases seriously. And yes, making a social game means there is a risk of people with antisocial tendencies trying to spoil the fun for the broader community of that server. I personally suspect that this will however be a challenge for the GMs to address. There is no way to vet your players beforehand. I personally think that it would make a lot of sense to move players (and their characters) who have shown antisocial tendencies (by being reported repeatedly and proven to not conduct themselves anywhere close to acceptable) on a single server and block them from creating characters on other servers. You know, the Australia method.Let's go through the listCorruption balance - Alpha & Beta testing, community code of conduct and patches will address this When Nodes fall communities break apart - Yes, but it will only be a reason to leave the game if the player from these Nodes didn't made any connections beyond their city. Which would be an unnecessary cut down of potential this game has in itself. Rents could be too high for guild members - this might the intention: Come in early, buy property in a up an coming city instead of renting in downtown Manhattan when its done. It also could mean that guilds would work together to afford rent for their players OR.... not everyone is supposed to have housing in the first place °-° Bounty hunter will be useless - Wild speculation, why would they? We know almost nothing about them, but the things we do know suggests some pretty useful features to hunt corrupted players. And becoming corrupt in various cases can be a good deal, if you do it as a "dark guild" member, where you charge big amounts of money for taking on the disadvantages and risks of dying. It connects back to the corruption system being balanced. And the general sentiment of players on that server. More organized, "peaceful", PvE oriented servers will have fewer bounty hunters, sure. caravans could be perceived as chores - Yeah, but if that's the case the disinterest in them will slow down the economy, that will force prices higher and increase the reward put forth by players to get people to do it. That's how economy works: Through incentives or disincentives to do something. Personal caravans might not happen - Not sure why, it enables a player to immediately move larger amounts of goods around and might be the only option for them in the first place; there are viable reasons to use this option Castle sieges might not happen often enough - "enough" according to whom? If players don't want to siege a castle, why would they be required to? Husbandry is useless without mount perma death - Could be but according to the wiki, a pet that dies too often will receive a debuff that needs to be cured (probably by animal husbandry) before it resurrects again; call it a "disable" and "repair" mechanic if you will (source; see "Mounted combat") repairing might be better than creating new gear - Not sure what that's supposed to mean. A maxed out player might only need repairs at some point, sure. But new characters will need new gear and since making the best high level gear requires components from lower level gear, the lower level gear gradually vanishes, possibly even for its maintenance. 10k map might only have 2k players - they have server merger policies already in mind; see here mayors can be dicks - Yeah, they can. And then you can vote them out. But you bring something up that would be interesting: If I could give an account or character a personal "reputation" score, for me to remember "oh this dude has been bad news in the past, I better stay clear of him". Ultimately it is just a journal mechanic really. life in small Nodes sucks - Don't agree. Small Nodes are a great target for smaller guilds to establish themselves and in a level 4 Town they can be the sole patron guild, also small Nodes are running a lower risk of being attacked from the perspective of not getting as much attention in the first place and having fewer possible spoils of war that make sieging the city worthwhile in the first place. animosity when nodes become vassal nodes - Yeah, almost like that's intended to happen new players have no way to enjoy PvP as soon as they start paying the monthly subscription - That's just not true at all, you could enroll in a node siege and operate the siege or defense equipment which stats are completely separate from the characters, there is also nothing stopping low level players to do PvP amongst themselves. Or when they are moving to a bigger city due to character progression they may create a caravan to get all the stuff they stocked up in the old town to the next one; additionally contesting the lower level content of dungeons and points of interests also sparks PvP. I hate the mentorship concept - Cheers to your feelings. I'm getting the same vibe from this as when Asmogold said that players having agency over each others experience it is a bad design choice. I think rewarding social gameplay is actually a good thing, so... I dunno what else to say about that CONCLUSION >>> Yes, there are risks in some of the things you mentioned but tbh honest at this point I don't see them nearly as severe.
Kilion wrote: » [*] 10k map might only have 2k players - they have server merger policies already in mind; see here
Kilion wrote: » Corruption balance - Alpha & Beta testing, community code of conduct and patches will address this
Strevi wrote: » Kilion wrote: » [*] 10k map might only have 2k players - they have server merger policies already in mind; see here Yes if there are servers to merge with. But can happen that PvE players will choose to play other more PvE focused games rather than this PvX one. And PvP players might have their own issues with the game too. Then the game can end with just a few servers, one for each region. Kilion wrote: » Corruption balance - Alpha & Beta testing, community code of conduct and patches will address this balance can make it more PvP or more PvE. Cannot make it both unless the game shifts to a different concept. The middle value will attract only certain players. Who do you bet will come in higher number?
Kilion wrote: » Bounty hunter will be useless - Wild speculation, why would they? We know almost nothing about them, but the things we do know suggests some pretty useful features to hunt corrupted players. And becoming corrupt in various cases can be a good deal, if you do it as a "dark guild" member, where you charge big amounts of money for taking on the disadvantages and risks of dying. It connects back to the corruption system being balanced. And the general sentiment of players on that server. More organized, "peaceful", PvE oriented servers will have fewer bounty hunters, sure.
Kilion wrote: » Castle sieges might not happen often enough - "enough" according to whom? If players don't want to siege a castle, why would they be required to?
Kilion wrote: » repairing might be better than creating new gear - Not sure what that's supposed to mean. A maxed out player might only need repairs at some point, sure. But new characters will need new gear and since making the best high level gear requires components from lower level gear, the lower level gear gradually vanishes, possibly even for its maintenance.
Kilion wrote: » mayors can be dicks - Yeah, they can. And then you can vote them out. But you bring something up that would be interesting: If I could give an account or character a personal "reputation" score, for me to remember "oh this dude has been bad news in the past, I better stay clear of him". Ultimately it is just a journal mechanic really.