NiKr wrote: » And the pve stuff could range from "every god damn boss has been farmed by the stronger guilds and every damn dungeon has been overrun by other strong guilds, so we pretty much have no pve to participate in" to "we have several quest-called bosses to farm, we have several weekly instances to clear, we have several secret rooms to grind cause our rogue has a special ability and our mage can remove a few blockages, and we have our own favorite room that is rarely visited by others (due to dungeons being H U G E)".
Kilion wrote: » So what are your thoughts: ~ Are you satisfied with the content balance by amount? ~ Are you satisfied with the amount of isolation between PvE and PvP? (should it be increased?) ~ Do you think that based on what has been shown so far Ashes will be able to retain a sizeable player base - let's say 500'000 active players? And maybe as a "special" topic question: ~ Do you deem it worthwhile to view Ashes of Creation's content through a lense that always divides between PvE and PvP, would it be more conductive to the discussion to view content as "just PvX" and evaluate the quality and quantity of player interactions with these pieces of content or do you have a completely different perspective on this (like "who care?!")? Thanks for reading!
Azherae wrote: » "Mu" - the question is wrong.
Azherae wrote: » An Open World Fantasy MMORPG, imo, does not reach what I personally consider true PvX, it can, at best, achieve 'a balance between the two'. By contrast, something like EVE Online can achieve true PvX, where 'allied NPC forces' can 'easily' show up on both sides of a PvP conflict and force all players involved to engage with both the other player(s) and the NPCs as an interactive goal. So since it's generally not like that, and the interaction is moreso 'PvE interrupted by PvP' or 'just PvP' or 'PvE, no interruption', I think there's no way to view content as 'just PvX' for me on anywhere near the level I consider 'worthy of the term' as a separate term. PvX probably refers to 'attempt to define X however you want but sometimes X will be the other thing, get used to it'. From that perspective, there's no way not to divide it, sometimes PvP is happening, sometimes PvE is happening, sometimes both are happening at the same time. When you're at the point of coordinating with Allied NPCs for strategy against enemy Players and NPCs as a meaningful thing, then we can talk about 'a different view of PvX'.
Azherae wrote: » Personally I feel we should go all the way to XvX, for real advancement in the genre.
Kilion wrote: » @Azherae I don't see how any of your answers are even remotely "toxic". They are made within the frame of the posed questions - as good or bad as that frame might be - and make good, conclusive points without any uneccessary drama on the side. On my book, that's a 10 out of 10 answer.
Nerror wrote: » Azherae wrote: » Personally I feel we should go all the way to XvX, for real advancement in the genre. Eliminating the player and just running simulations is certainly a solution I joke, I think I understand what you mean, but we need better tech for that yet probably for it to be any good, at least on a large scale like would be required for an MMORPG.
Azherae wrote: » The reason it doesn't work in Open World Fantasy MMORPGs is because of the setting's flow and purpose. I agree that it can be done with lots of work (making it similar to the Military Style RTS) but then it won't feel like a Fantasy MMO to most people, it will be closer to that Military RTS. Though I guess this is me defining a term I shouldn't define. So for anyone reading, 'Fantasy MMORPG' is probably the wrong label for the aspect of game that I view Ashes as, but note that the 'Open World' part is important so to answer Nerror's question, yes, they have to be able to act and show up whenever, within reason.
Kilion wrote: » view content as "just PvX"
Caww wrote: » Conceptually, a well done PvX environment will attract and retain more than enough players " to keep the game profitable, relevant and active". AoC appears to be on the right path to provide that player balance. 500,000 paying monthly accounts seems like a big ask, an annual amount of $90 million in base revenue, not including cosmetics. It would seem even a third of that amount would be considered a success for an independent developer.
Chaos_Legion wrote: » AFAIK no endgame content is locked behind PVP so just like any normal MMO we have known so far PVE is the main timesink and PVP is the main resource sink I believe. Sieges are pretty rare after all.
NiKr wrote: » Azherae wrote: » The reason it doesn't work in Open World Fantasy MMORPGs is because of the setting's flow and purpose. I agree that it can be done with lots of work (making it similar to the Military Style RTS) but then it won't feel like a Fantasy MMO to most people, it will be closer to that Military RTS. Though I guess this is me defining a term I shouldn't define. So for anyone reading, 'Fantasy MMORPG' is probably the wrong label for the aspect of game that I view Ashes as, but note that the 'Open World' part is important so to answer Nerror's question, yes, they have to be able to act and show up whenever, within reason. What if mobs had a separate aggro range for flagged players (waaay higher than their standard range)? Any pvp encounter would have a much higher chance to aggro some mobs into the fight and, if both sides are flagged, mobs might attack either player. In a way this would be like players fighting near a neutral camp in Dota2 and that camp clapping both players (love when that happens ). Have some patrolling guards that have an even higher "aggro", and you have yourself a situation where quite a lot of pvp fights would involve npcs too. And if guards are meant to deal with PKers (at least to some extent), then I'd assume they'll be powerful enough to not just stand around in that fight and instead present a danger to either side of the player conflict. And as for it being a scope creep, I'd imagine that having a second aggro check that just scans for flagged players wouldn't require all that much work. Balancing would obviously do, but that's always the case.
Azherae wrote: » tl;dr having mobs aggro Flagged players from further away than normal is carebear talk and will ruin the game... or something.
Kilion wrote: » the game to gain and retain enough players to keep the game profitable, relevant and active. ... ~ Do you think that based on what has been shown so far Ashes will be able to retain a sizeable player base - let's say 500'000 active players?
Raven016 wrote: » Kilion wrote: » the game to gain and retain enough players to keep the game profitable, relevant and active. ... ~ Do you think that based on what has been shown so far Ashes will be able to retain a sizeable player base - let's say 500'000 active players? 500 000 is quite a large number. Does it need so many to stay profitable? What if the number will only be 20 000?