Dygz wrote: » You are the one who said that.
Dygz wrote: » Well, I mean... also if the raid is fighting that boss as Non-Combatants, it's normal death penalties. If the raid is fighting that boss as Combatants, it's half-normal death penalties. So... it's more "Risk" attempting to complete that dungeon as Non-Combatants than it is as Combatants. I think Noaani doesn't want to waste more time being distracted from defeating the boss by other players who love PvP.
Dygz wrote: » The Devil is in the details.
Abarat wrote: » Dygz wrote: » The Devil is in the details. Dygz have you been part of a fight with an open world raid boss while engaging in pvp?
Noaani wrote: » Killed the boss with 400 people and PvP from two other factions. Took a few hours. Killed the same boss the next spawn with no PvP, 15 or so players and it took less than 10 minutes. This is why I dont consider these encounters to be PvE content. With PvP, they are great. Without PvP, they are shit.
Dygz wrote: » It's realizing after 5 years... that PvP is intended to be inextricably tied to everything. Because, for Steven, PvE is not fun without the adrenaline rush PvP provides.
Noaani wrote: » Abarat wrote: » Dygz wrote: » The Devil is in the details. Dygz have you been part of a fight with an open world raid boss while engaging in pvp? I doubt many regular posters here havent. I have a question for you though, have you taken on a fight with an open world raid boss designed for PvP to be a factor, but when there was no PvP? I have. Killed the boss with 400 people and PvP from two other factions. Took a few hours. Killed the same boss the next spawn with no PvP, 15 or so players and it took less than 10 minutes. This is why I dont consider these encounters to be PvE content. With PvP, they are great. Without PvP, they are shit.
Dygz wrote: » Yes. What's the real question?
Abarat wrote: » Noaani wrote: » Abarat wrote: » Dygz wrote: » The Devil is in the details. Dygz have you been part of a fight with an open world raid boss while engaging in pvp? I doubt many regular posters here havent. I have a question for you though, have you taken on a fight with an open world raid boss designed for PvP to be a factor, but when there was no PvP? I have. Killed the boss with 400 people and PvP from two other factions. Took a few hours. Killed the same boss the next spawn with no PvP, 15 or so players and it took less than 10 minutes. This is why I dont consider these encounters to be PvE content. With PvP, they are great. Without PvP, they are shit. sounds awesome. what game?
NiKr wrote: » Noaani wrote: » Killed the boss with 400 people and PvP from two other factions. Took a few hours. Killed the same boss the next spawn with no PvP, 15 or so players and it took less than 10 minutes. This is why I dont consider these encounters to be PvE content. With PvP, they are great. Without PvP, they are shit. And that's why I hope Intrepid manage to design their bosses with this in mind in such a way where both situations are fun and difficult for everyone involved.
Leonerdo5 wrote: » I don't know why I'm still paying attention to this game after 6 years, honestly... I guess the class system holds a lot of promise, for unique and flavorful gameplay. And the story arcs sound interesting. I wanna see how they unfold according to the whims of the community. Maybe it's the promise of a complete and complex game, more than just two gimmick mechanics stapled onto a generic "RPG". Same reason people have been enamored with Baldur's Gate 3. There's so much potential and creativity surrounding it. Also, I've done enough quests, looted enough gear, and grinded enough levels for a lifetime already (and I'm not that old). It sounds nice to work towards other goals like node progression or a freehold. Especially since those things aren't just meaningless numbers or decorations. I'll admit, it's not healthy, but I play MMOs partially for the sense of pride in accomplishing dumb video game tasks. And AoC offers a lot of opportunities for that. Pride in your character/build (since it's supposedly not cookie-cutter). Pride in your node/guild/community. Pride in your artisan mastery and products (since it's so important to the economy). Pride in the player/community stories you help create. Not to mention all the PvP-focused "prides". But anyways, despite all that wishful thinking, I'll probably burn-out on the game pretty fast because of the heavy PvP and competition. Hopefully it'll still be fun to watch content creators. Ya know, the ones who will have all the power and sway over most of the features in the game.
Kotter wrote: » i'm mostly a PvE player, but it's nice there's some PvP to jump into also.
Dygz wrote: » But, again... no... Steven has not always clearly stated that Ashes is inspired by EvE Online and ArcheAge.
Dygz wrote: » I specifically asked Steven about Ashes PvP compared to EvE and ArcheAge PvP and he said the PvP for Ashes was not like those games. And then Steven announced a year ago that they recently changed that.
Dygz wrote: » I would say that a PvP server in any MMORPG is PvX.
Noaani wrote: » The more I think about this, the more I come to the conclusion that the way to achieve both groups being happy is to give them different encounters. That said, calling then different groups isnt quite accurate. Everyone that I know that wants the content I want to see in Ashes also wants encounters like the one described above. They are just different types of content, and should be treated as different types of content rather than trying to have one piece of content attempt to fulfill both sets of desires.
NiKr wrote: » Noaani wrote: » The more I think about this, the more I come to the conclusion that the way to achieve both groups being happy is to give them different encounters. That said, calling then different groups isnt quite accurate. Everyone that I know that wants the content I want to see in Ashes also wants encounters like the one described above. They are just different types of content, and should be treated as different types of content rather than trying to have one piece of content attempt to fulfill both sets of desires. I was talking more about the situations themselves. I hope Intrepid can make an adaptable AI/boss design where the fight w/o additional/flagged people is super hard, while a fight with a ton of people near the boss is hard due to the amount of people rather than purely due to the boss itself. I realize that it's very very hard to design correctly with as few abuses as possible, but I hope they can pull it off.
Raven016 wrote: » Can they not make both kind of AI separately and player presence and behavior to trigger a change of the AI too?
Noaani wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP. I'm not sure what you mean. You seem to be implying that the more time it takes to get something, the more value it has which is false. Yes, more valuable things usually take longer to acquire but the more time it takes to acquire something doesn't increase it's value. If i auto-attack a boss to death, it's not going to drop more valuable loot because i took longer to kill it. While this is true, it is also true that if I fight you for a boss, it isnt going to drop better gear. It may be that if I fight you for it, you dont get any gear and I do, but if you just auto attack a boss you wont get any either. Again, time is the only thing players put in to an MMO, this is the baseline. You need to put time in to getting geared up, time in to learning your class, your role in a raid, and the encounter itself, then you can spend time working to kill the encounter. If I am working on an open world encounter and you are trying to stop me, you are spending your time in order to prevent me getting the rewards I was after by spending my time on that boss. If I go out harvesting and you attack me, you are risking your time via PvP and potential corruption in order to take the results of the time I spent harvesting. Spending time on something isnt always a guarantee, but time is the only thing we have to spend. If I take something from you in PvP, you have three options to get it back. Spend time fighting me for it, spend time earning gold to buy it, or spend time to get a new one. It literally all comes down to spending time. That doesnt mean we can increase our rewards for time spent by working slowly, all that amounts to is an inefficient use of time.
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP. I'm not sure what you mean. You seem to be implying that the more time it takes to get something, the more value it has which is false. Yes, more valuable things usually take longer to acquire but the more time it takes to acquire something doesn't increase it's value. If i auto-attack a boss to death, it's not going to drop more valuable loot because i took longer to kill it.
Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP.
mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP.
Liniker wrote: » I'm sorry man, I need to call you out on that, theres literal quotes from 2017 and 2018 where they say the game is inspired by AA, L2 and EVE, I don't know why you are saying that..
Liniker wrote: » But Dygz... what did you expect him to say? if you ask him that same question today in 2023 he will give the same answer - PvP in Ashes will Not be like it was in EVE or AA they are different systems man.... AA is faction based theres literally no penalties to murdering the opposite faction countless times, EVE is based on outlaw regions
Liniker wrote: » I don't why you hold on to this narrative it makes no sense they are different systems Steven would be factually incorrect if he said "oh yea Ashes open world PvP will be the same as EVE or AA" when they are Not.
Dygz wrote: » TL:DR I think it's obvious that I tried to get Steven to very clearly place Ashes in the same category as PvP-centric MMORPGs, like EvE Online and ArcheAge. Steven purposefully chose to dodge that question and make it appear that his goal was for Ashes to be in a different PvP category from those games.
Liniker wrote: » Not when the endgame is based around PVE-only raids or PVP-only battlegrounds...
Liniker wrote: » sure you can try to emulate PvX with having open world pvp but if all your meaningful content is PVE only or PVP only your game is Not PvX by design in WoW, for PvE you have is DGs, Raids and for PvP you have Battleground/Arenas, and that's the real "content" the game is simply not a PvX game, it offers both and that's about it
Liniker wrote: » the open world pvp in WoW means absolutely nothing in a WoW PvP server, its pointless, irrelevant, useless, and that's why they can have PVE servers because the game by design doesn't need that PVP to work - a PvX game would/should NOT work with PvP/PvE servers
Liniker wrote: » removing open-world/non-consensual PvP from L2, AA, EVE, would fundamentally break those games, because PvP is a core part of it, they can not work without it - that's what makes them PvX
Liniker wrote: » saying a WoW PvP server is PvX when the game itself is not - makes no sense, and maybe thats why these conversations are stuck in an endless loop
Liniker wrote: » your whole definition of PvX is confusing, but using your words, yes a PvX game is/should be "symbiotic" and not "reciprocal"
mcstackerson wrote: » The system is almost a copy of L2's with some changes to fix what he saw were issues with its system. If you want a comparison, it's going to be like L2. Why are you asking if it's going to be like other games when there is one it's copying?