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We have to gate raiding and pvp content by node levels and arena ranks.

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Comments

  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dhaiwon wrote: »
    To be honest, I'm not sure I'd bet money on the fact that the majority of players see the connection between levelling their skills and acquiring gear. For large swathes of people it's probably more akin to which mini-game they want to enjoy while they are playing the game.

    And if they know they can't "finish it", chances are they will not even start it. Whether this means a complete loss of players, or high end-processors being stuck processing every tier of material because most people avoid processing skills altogether, even if they originally wanted to do them, I cannot really guess.

    If by finishing it, you mean hitting max level in that profession, I don't know if we know if processing the highest level of materials is required to hit max level. Most of the games I've played make it relatively easy to hit max level in a profession and then start gating you with materials. Ashes will just add an extra gate with your access to the processing stations.
  • DhaiwonDhaiwon Member
    edited July 2023
    That is a very good point, and that will probably make a huge difference on suspension of disbelief. If you can reach the end of the skill, even if you might not currently be able to fully utilise it due to lack of other resources, that will probably change the narrative significantly.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Liniker wrote: »
    Nerror wrote: »
    It's his money to lose, so obviously he can do what he wants here. I have made plenty of constructive feedback in the official thread and a few others.

    Name 1 MMORPG that failed because of having a "bad" housing system.

    @Liniker

    Perhaps this is the part you are not understanding.

    Freeholds are not housing. Freeholds are the primary means by which players will interact with the games economy.

    The games economy was originally stated to be as important as PvP (moreso, there was mention of the games economy on the kickstarter page, but literally no mention at all of PvP).

    So essentially, what this is to many people is a gateway to the primary aspect of Ashes that they were told to get excited about.

    Imagine if that happened to PvP.

    That is the point of this thread. Sure, it's a bit of a joke, but it isnt actually wrong.

    If Steven doesnt see that, then Intrepid - let alone Ashes - is doomed.
  • pyrealpyreal Member, Warrior of Old, Alpha Two, Early Alpha Two
    edited July 2023
    Just so you know freeholds aren't gated or made exclusive just for the sake of being exclusive. They're made exclusive because they know how MUCH people want them(and the entire community has confirmed that very shortly after the livestream this month) and because they give people a reason to siege.

    Before there was no reason to siege hardly at all, and the vast majority of MMO players either hate pvp or prefer not to.

    Sieging in AoC is fundamental, the games built around it from the ground up, from the very first concepts of what Steven wanted before a single person was hired, I grantee you. It's required to keep the world alive, living and breathing, to keep things fresh, to keep the tension. All of this greatly lessens the need for what all other MMOs do to retain players, timegating.

    I want to counter that idea based on what I feel I know of people and the objective facts, such as they are:

    If a player KNEW that s/he would get a freehold after a successful siege, it would definitely be a draw. The problem is that isn't the case.

    Issues:
    • After a successful siege (assuming everyone within that node loses their Freehold) you have to fight a bidding war with no guarantee you'll win.
    • The siege also de-levels the node, so there are now less Freeholds in its ZoI.
    • You need to complete a quest in the newly redrawn zone to be eligible to bid.
    • You have to wait for the Freeholds to reenter the 'real estate market', since they are incrementally released.

    So a successful siege only gives you a what, 1 in a 100, 1 in 500 chance?

    Its too much of an uncertainty to put that much effort in.
    Focused and diligent people usually don't waste time on small chances, they want results that equal their effort, and this system doesn't do that.

    Are you going to spearhead this expensive and effort intensive operation with the goal of having a chance at getting a Freehold? All this effort only to compete with your comrades in the siege?

    I don't see that playing out.


    I only say this as a student of people. Folks with drive don't waste effort on a small chance.

    Disclaimer: Freeholds are neat but I wasn't aiming for one.

  • pyrealpyreal Member, Warrior of Old, Alpha Two, Early Alpha Two
    Nerror wrote: »
    I like consistency in my game systems, and with the current freehold system, where only around 10% of the playerbase will be able to own one (if we are being generous), I think we need to expand this concept that Intrepid has introduced to the rest of the game as well. It's not a new concept really. They do like their exclusivity, like only flying mounts for metro mayors and kings and a lucky few drops, and exclusive cosmetics and such, but until now it hasn't been implemented in a way that blocks a large majority of players from major and vital content.

    So I propose the following systems, to keep things fair and consistent for all players.

    1. Boss Raids
    Players who want to partake in raids have to be citizens of a node. The level of the node determines the level of the boss they have access to. If you are a citizen of a lvl 3 node you get access up to lvl 30 bosses, including world bosses. They will simply be invulnerable to you if you don't meet the criteria, and you'll get auto-kicked from raids that start attacking a boss.

    As the node level increases, you gradually get access to higher level bosses and dungeons. In order to access the lvl 50 content you need to be a citizen of a metropolis. If you ever lose citizenship, you simply can't participate in raiding until you find a new home, and then only up to the level the node allows.

    There is a cap on how many citizens can live in a metropolis of course, and citizenship gets progressively more expensive the more people already live in the node, but that's just the way it is. Land isn't infinite after all.


    2. PvP content
    Anyone can participate in random open world PvP, but your arena-level determines which other types of PvP content you can join. So in order to prove you are worthy to attack a caravan or join a node or castle siege, you need to prove your mettle in the arena first.

    In order to be able to attack a caravan, you need to be in the top 70% of players in the arena ranks. That shouldn't be too hard to achieve if you really set it as your goal. To join a node siege, I think top 20% in the arena is fair, and if you want a shot at a castle, you need to be in the top 10% arena players on the server. Then there's guild and node wars, and we can say top 50% and 30% for those respectively.

    So basically around 10% of the player-base has access to all the PvP content, and the rest have it to some lesser degree, if at all.

    3. Crafting
    Just like processing requires a freehold, crafting should require in-node housing (not apartments) in order to reach Master and Grandmaster content.

    To make things consistent, Intrepid should increase the sizes of the in-node houses and reduce the numbers, to really make us feel the exclusivity. Like with Freeholds, you can invite your entire family to live with you, and they can set up their own beds and redecorate your house and such. And obviously gain access to your amazing crafting stations.

    4. Other
    I am not quite sure what to do about gathering yet, but we clearly need some gatekeeping there as well. Maybe you guys can help me?

    The same goes for naval content. We can't have a bunch of landlubbers out on the open seas. That's just too dangerous for them. They could drown and what-not. So see if you can come up with a system that stops around 90% of players from ever sailing on the big ships.

    <3

    You have a point. The freehold system limits Processing, that's not disputed.

    I work at a dept lead at a hardware store and I had a bear of time during the supply chain crisis. Putting a big kink in the supply chain for Crafting just doesn't seem like a good idea.

    One thing that makes me wonder is, why limit Processing? Its the midlayer of the Crafting journey.

    And why wrap Animal Husbandry and Farming into it? Anyone who devotes their Freehold to any one specific area increases the load on the others.

    It feels like a City limiting the amount of business licenses they allow, and the car dealership and the hot dog vendor needs the same license.
  • DepravedDepraved Member, Alpha Two
    Neurath wrote: »
    A freehold is like a mini guild city and I'd rather build a freehold than a node. Families are there to help too. You could cover 6 types of processing on 1 freehold.

    6? so u can put 6 processing buildings now? o.o
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Neurath wrote: »
    A freehold is like a mini guild city and I'd rather build a freehold than a node. Families are there to help too. You could cover 6 types of processing on 1 freehold.

    6? so u can put 6 processing buildings now? o.o

    Well, I think you would put a house or warehouse too but 5 or 6 covers the whole items a character can use.
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  • DepravedDepraved Member, Alpha Two
    Neurath wrote: »
    Depraved wrote: »
    Neurath wrote: »
    A freehold is like a mini guild city and I'd rather build a freehold than a node. Families are there to help too. You could cover 6 types of processing on 1 freehold.

    6? so u can put 6 processing buildings now? o.o

    Well, I think you would put a house or warehouse too but 5 or 6 covers the whole items a character can use.

    well since the size of the fh increased, it might be possible now.. i think you could only have 2 before
  • LegendaryIIILegendaryIII Member
    edited July 2023
    Veeshan wrote: »
    I feel that free holds are one of those thing everyone thinks they want to have but when it gets down to it they realy dont want one :P

    From what ive seen free hold take a huge and i mean huge amount of investment to get going looking at the resource costs to upgrade on the screenshots is expensive as lumbermill for example 10k gold, 12000 stone, 1000 arcane dust, 8000 ingots on the T5 upgrades and each harvest gives single digits. Comparison crafted weapons currently take 10 ingots and 10 wood and each node gather drops single digits on resources (With a supposable maxed out gathering)
    of course all these numbers are subjected to change but currently i see it as for the majority of players a hassle most wont want to deal with if they can help it

    Stop making sense.

    And that's one building. Plus maintenance fees.
    And of course it can be Destroyed.

    I'm gonna just live out of an Inn...
    Deep into that Darkness peering. Long there I stood; Wondering, Fearing, Doubting...
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Veeshan wrote: »
    I feel that free holds are one of those thing everyone thinks they want to have but when it gets down to it they realy dont want one :P

    From what ive seen free hold take a huge and i mean huge amount of investment to get going looking at the resource costs to upgrade on the screenshots is expensive as lumbermill for example 10k gold, 12000 stone, 1000 arcane dust, 8000 ingots on the T5 upgrades and each harvest gives single digits. Comparison crafted weapons currently take 10 ingots and 10 wood and each node gather drops single digits on resources (With a supposable maxed out gathering)
    of course all these numbers are subjected to change but currently i see it as for the majority of players a hassle most wont want to deal with if they can help it

    Stop making sense.
    But that doesn't make sense.

    People want the gameplay that comes with a freehold.

    That gameplay is inherently solo in nature.

    Intrepid put it behind a group based entry requirement.

    The issue isn't that people think they want it but really don't - the issue is the entry requirements to that gameplay.
  • Raid bosses, PvP content, and crafting will all be gated by guilds and sweaty neckbeards already. There is no need for the game to gatekeep these features.
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