Dripyula wrote: » daveywavey wrote: » Dripyula wrote: » Imagine the players build some kind of capitol/metropolis with the highest city type node level. And it is a HUUUUGE city that might be the absolute, most impressive looking city on the entire server. How come that the best "forge" for example isn't also there? It is THE CITY!! Why would some PLEB players private little freehold forge be better than the one inside the city? Must know the reasoning behind it. Elitism. Which would be a very lame, smug & boring reason. Finished the video for it too. [ Development Update with Freehold Preview - 11AM PT Friday, June 30, 2023 ] So there is a little bit of cosmetic freedom and they are similar to the garrison in WoW. You can process stuff there at your own workstations and also grow ressources you might otherwise find only scattered around the world in a thinner manner. Hmm, hmm, so far so farm. Yeah makes no sense that the highest level of blacksmithing, leatherworking and whatever can only take place there. I can understand if it can also take place there but trying to make such tiny country estates into something that can compete against counterparts of the same profession inside of a vastly renowned metropolis, just appears silly to me. Oh boy I just hope that freeholds are not becoming a form of timesink or cheap "PvP reason" which will always just be resolved with higher numbers or something. In Planetside 2, an 'FPS MMO' you can build tiny bases sometimes in between the innitial bases in the zones on the map. But it means nothing. The balancing is non-existent and the faction with the most players on the server can pretty much dominate everywhere they want. Given of course they all focus on the same front or continent. Now I'm thinking that people conquer or destroy an already taken freehold, hold it for the duration of reallife days needed to build their own "masterclass workshops", (if they could not conquer it without having to scorch everything to the ground), produce the goods they innitially wanted and then run off into the four winds, cause they can't be bothered to defend the freehold 24/7 or something. Or a guild having 100 members and having to put 30 of them in two shifts each day on "guard duty" to be near the guilds freehold and then switch in different timewindows, to make sure it isn't raided or conquered. And then it all breaks down if player stop playing. xD Such stuff always sound epic in theory but in praxis it is always the most unimpressive reasons why a guild or group of players dominates an area or why not.
daveywavey wrote: » Dripyula wrote: » Imagine the players build some kind of capitol/metropolis with the highest city type node level. And it is a HUUUUGE city that might be the absolute, most impressive looking city on the entire server. How come that the best "forge" for example isn't also there? It is THE CITY!! Why would some PLEB players private little freehold forge be better than the one inside the city? Must know the reasoning behind it. Elitism.
Dripyula wrote: » Imagine the players build some kind of capitol/metropolis with the highest city type node level. And it is a HUUUUGE city that might be the absolute, most impressive looking city on the entire server. How come that the best "forge" for example isn't also there? It is THE CITY!! Why would some PLEB players private little freehold forge be better than the one inside the city? Must know the reasoning behind it.
Dripyula wrote: » Caww wrote: » saying that people who keep the game alive are the casuals, carebears and the tomato farmers isnt true. people who log in everyday and play for a few hours and do a different things keep the game alive. Caww wrote saying that people who keep the game alive are the casuals, carebears and the tomato farmers isnt true. people who log in everyday and play for a few hours and do a different things keep the game alive. What is wrong with this GD forum quote system.... I NEVER WROTE THIS...
Caww wrote: » saying that people who keep the game alive are the casuals, carebears and the tomato farmers isnt true. people who log in everyday and play for a few hours and do a different things keep the game alive.
Dripyula wrote: » Caww wrote: » saying that people who keep the game alive are the casuals, carebears and the tomato farmers isnt true. people who log in everyday and play for a few hours and do a different things keep the game alive. But isn't that exactly what is done by casuals mostly? The no-lifers are always online anyway! Ah~ it already happened again and I let my hype for the game turn into a twisted worry due to stuff I've seen happening in games with similar content. Must still watch the other half of that 2 hour youtube video featuring the nodes. It was way too early for me to get paranoid and worried. The biggest part of my knowledge came from YouTube comments. What was I doing? The community there went wild already and acted like this was going to be PAX DEI for freeholds. ^^ But what surprises me the most about freeholds is that the best workstations are supposed to be there? Like WHAT? WHAT!?! Why there? How? Imagine the players build some kind of capitol/metropolis with the highest city type node level. And it is a HUUUUGE city that might be the absolute, most impressive looking city on the entire server. How come that the best "forge" for example isn't also there? It is THE CITY!! Why would some PLEB players private little freehold forge be better than the one inside the city? Must know the reasoning behind it.
Aszkalon wrote: » Depraved wrote: » or..theres enough sweatlords to fill up the 10k population with just sweatlords... Every single Player on a single Server being an absolute Sweatlord ? x'D Sounds more like i imagine a Warhammer40K MMO to run, instead of Ashes of Creation ... ... 😅
Depraved wrote: » or..theres enough sweatlords to fill up the 10k population with just sweatlords...
daveywavey wrote: » Dripyula wrote: » Must know the reasoning behind it. Balance.
Dripyula wrote: » Must know the reasoning behind it.
Dripyula wrote: » daveywavey wrote: » Elitism. Which would be a very lame, smug & boring reason.
daveywavey wrote: » Elitism.
Depraved wrote: » daveywavey wrote: » Dripyula wrote: » Must know the reasoning behind it. Elitism. i agree with you
daveywavey wrote: » Dripyula wrote: » Must know the reasoning behind it. Elitism.
Dripyula wrote: » This was a 100% explanation with 0% insults. Facts aren't insults. No-lifers think they are all the rage when in fact barely anyone cares about them. Games have to attract mostly people who want to relax if they wanna stay relevant for a long time. If there is too much sweatlord content in the game and not enough chill content, people jump off fast. How about just saying yes you wanna show off and feel like the King of the literal hill. Nothing wrong about that. But do not act like it wouldn't be all for ego and me pointing it out is bullying or insulting or something around the lines. But I admit that I do not know much about freeholds yet and from what I've read here... I come to more & more doubt they will be tha~t exciting. Only time will tell.
Isth3reno1else wrote: » To me, seeing people want a safe space in a no safe space game is like me going to palia and asking for full loot, always on pvp. It makes zero sense.
TydinSol wrote: » Isth3reno1else wrote: » To me, seeing people want a safe space in a no safe space game is like me going to palia and asking for full loot, always on pvp. It makes zero sense. I really dont think that Ashes is a no safe space game. If that worst that happens in most instances is you lose some XP and gathering materials, thats not really a set back. Ashes is really more of a middle of the road you can always be in PvP and you might be inconvienced, but you arent losing all of your gear and everything on you. You arent losing entire levels. You might not get to finish the dungeon, but you still have all the stuff you started with.
Isth3reno1else wrote: » Dripyula wrote: » This was a 100% explanation with 0% insults. Facts aren't insults. No-lifers think they are all the rage when in fact barely anyone cares about them. Games have to attract mostly people who want to relax if they wanna stay relevant for a long time. If there is too much sweatlord content in the game and not enough chill content, people jump off fast. How about just saying yes you wanna show off and feel like the King of the literal hill. Nothing wrong about that. But do not act like it wouldn't be all for ego and me pointing it out is bullying or insulting or something around the lines. But I admit that I do not know much about freeholds yet and from what I've read here... I come to more & more doubt they will be tha~t exciting. Only time will tell. The facts are people are complaining about a system that hasn't even been tested yet because of {insert fear of some sweat lord/rmt/large guilds}. The goal of Ashes is to be immersive, instanced group based freeholds are the antithesis of that. To me, seeing people want a safe space in a no safe space game is like me going to palia and asking for full loot, always on pvp. It makes zero sense. If people are going on the forums to get the core value of a game changed instead of playing a "relevant game" that already appeals to a casual audience, then perhaps that game isn't as relevant as they're implying.
TydinSol wrote: » If you were to make them instanced, like Islands in Albion, the whole game will need to be redesigned. Economy, nodes, conflict, caravans, artisan classes and skills, the whole thing or it falls apart.
Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away?
TydinSol wrote: » Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away? You are making a ton of assumptions based on your views. Also, if you ever listen to game designers about game theory, they frequently say that people don't really know or understand what they want. GGG or Path of exile develpers are very open about design and share the pitfalls of letting players push design too much.
Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away? You are making a ton of assumptions based on your views. Also, if you ever listen to game designers about game theory, they frequently say that people don't really know or understand what they want. GGG or Path of exile develpers are very open about design and share the pitfalls of letting players push design too much. The 1m players is not my assumption.The developers are hoping for over a million concurrent users at launch.[6]https://youtu.be/rrD4RCTbxds?t=37m10s And the fact that on the release day / month many people rush to start playing is normal. And they'll stop playing for various reasons. Servers will have to be merged eventually.There are two options for player owned land and property depending on the difference in size of the two servers.[3] For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[3] For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[3] And players will not happy to lose freeholds and lower chance to get new ones.
TydinSol wrote: » Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away? You are making a ton of assumptions based on your views. Also, if you ever listen to game designers about game theory, they frequently say that people don't really know or understand what they want. GGG or Path of exile develpers are very open about design and share the pitfalls of letting players push design too much. The 1m players is not my assumption.The developers are hoping for over a million concurrent users at launch.[6]https://youtu.be/rrD4RCTbxds?t=37m10s And the fact that on the release day / month many people rush to start playing is normal. And they'll stop playing for various reasons. Servers will have to be merged eventually.There are two options for player owned land and property depending on the difference in size of the two servers.[3] For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[3] For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[3] And players will not happy to lose freeholds and lower chance to get new ones. You are again making assumptions that not everyone will be happy. If done correctly, it will be a good thing. Servers that are half filled have a half filled economy. The resources to craft are only half available. Merging servers will be a good thing. Having a freehold in a place that is sparsely populated is a bad thing. Merging servers will create a new dynamic. Instanced freeholds will never be the answer in the current design of AoC. You will never be albe to sell it to the developers without also giving them a redesign of the whole system.
Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away? You are making a ton of assumptions based on your views. Also, if you ever listen to game designers about game theory, they frequently say that people don't really know or understand what they want. GGG or Path of exile develpers are very open about design and share the pitfalls of letting players push design too much. The 1m players is not my assumption.The developers are hoping for over a million concurrent users at launch.[6]https://youtu.be/rrD4RCTbxds?t=37m10s And the fact that on the release day / month many people rush to start playing is normal. And they'll stop playing for various reasons. Servers will have to be merged eventually.There are two options for player owned land and property depending on the difference in size of the two servers.[3] For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[3] For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[3] And players will not happy to lose freeholds and lower chance to get new ones. You are again making assumptions that not everyone will be happy. If done correctly, it will be a good thing. Servers that are half filled have a half filled economy. The resources to craft are only half available. Merging servers will be a good thing. Having a freehold in a place that is sparsely populated is a bad thing. Merging servers will create a new dynamic. Instanced freeholds will never be the answer in the current design of AoC. You will never be albe to sell it to the developers without also giving them a redesign of the whole system. It will feel bad if resources will be harder and harder to harvest as players gradually leave the server.
Depraved wrote: » Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away? You are making a ton of assumptions based on your views. Also, if you ever listen to game designers about game theory, they frequently say that people don't really know or understand what they want. GGG or Path of exile develpers are very open about design and share the pitfalls of letting players push design too much. The 1m players is not my assumption.The developers are hoping for over a million concurrent users at launch.[6]https://youtu.be/rrD4RCTbxds?t=37m10s And the fact that on the release day / month many people rush to start playing is normal. And they'll stop playing for various reasons. Servers will have to be merged eventually.There are two options for player owned land and property depending on the difference in size of the two servers.[3] For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[3] For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[3] And players will not happy to lose freeholds and lower chance to get new ones. You are again making assumptions that not everyone will be happy. If done correctly, it will be a good thing. Servers that are half filled have a half filled economy. The resources to craft are only half available. Merging servers will be a good thing. Having a freehold in a place that is sparsely populated is a bad thing. Merging servers will create a new dynamic. Instanced freeholds will never be the answer in the current design of AoC. You will never be albe to sell it to the developers without also giving them a redesign of the whole system. It will feel bad if resources will be harder and harder to harvest as players gradually leave the server. how will they be harder to harvest? they will still be there o.o also, less players in a server, less supply sure, but also less demand the whole server could even gear up faster lol
Vaknar wrote: » How do you feel when it comes to rare loot? Do you prefer when rare mobs and boss mobs drop something interesting often or less often?
Roshen wrote: » How predictable do you like the spawn rate for general and rare mobs in open-world, dungeons, and raid settings?
Raven016 wrote: » Depraved wrote: » Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » TydinSol wrote: » Raven016 wrote: » There will be pressure onto Steven at release. Let's say he achieves the target of hyping 1 000 000 players at launch. They level up and at max level they see the resource scarcity and start leaving. Steven will have to decide to merge servers or not, to create scarcity again. If Steven will merge the servers where players were getting freeholds comfortably because competition was low, they'll be upset and leave faster. Merging servers is like nerfing the currency value because the price of a freehold will increase. What will Steven do when he sees that merging servers drives players away? You are making a ton of assumptions based on your views. Also, if you ever listen to game designers about game theory, they frequently say that people don't really know or understand what they want. GGG or Path of exile develpers are very open about design and share the pitfalls of letting players push design too much. The 1m players is not my assumption.The developers are hoping for over a million concurrent users at launch.[6]https://youtu.be/rrD4RCTbxds?t=37m10s And the fact that on the release day / month many people rush to start playing is normal. And they'll stop playing for various reasons. Servers will have to be merged eventually.There are two options for player owned land and property depending on the difference in size of the two servers.[3] For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[3] For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[3] And players will not happy to lose freeholds and lower chance to get new ones. You are again making assumptions that not everyone will be happy. If done correctly, it will be a good thing. Servers that are half filled have a half filled economy. The resources to craft are only half available. Merging servers will be a good thing. Having a freehold in a place that is sparsely populated is a bad thing. Merging servers will create a new dynamic. Instanced freeholds will never be the answer in the current design of AoC. You will never be albe to sell it to the developers without also giving them a redesign of the whole system. It will feel bad if resources will be harder and harder to harvest as players gradually leave the server. how will they be harder to harvest? they will still be there o.o also, less players in a server, less supply sure, but also less demand the whole server could even gear up faster lol TydinSol said "The resources to craft are only half available." I was thinking to the currently pinned thread ... Vaknar wrote: » How do you feel when it comes to rare loot? Do you prefer when rare mobs and boss mobs drop something interesting often or less often? ... which is just an extension to the previous question Roshen wrote: » How predictable do you like the spawn rate for general and rare mobs in open-world, dungeons, and raid settings? Steven tries to create scarcity and seems to check what players expect and where the pain level is. So it can happen that we may not see bosses often or if we see them they'll not always drop valuable resources. 200 raiders might end up working more and more as population drops, assuming they are the only ones controlling access to a certain end game raid. So on a 25% populated server some players will get a freehold easier, assuming their number is constant to the map size, but might not process often resources. After a server merge, they'll lose access to freeholds and might see more resources in the world.