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Player housing/ Freehold proposal since people seem to be worried

2

Comments

  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    Dolyem wrote: »
    This sounds like a terrible idea honestly. You're exponentially increasing the amount a freehold owner can earn without really putting in much effort outside of what it takes to earn the freehold. Once that occurs you just sit on it and earn money from other players who rent a piece of a freehold yet they all still have a full sized freehold? Makes no sense to me as far as good design goes. On top of that, imagine running 4 accounts and basically leasing to yourself to literally have 3 freeholds plus whatever is left of the original for space.

    If a freehold has space for 6 buildings (I think that is correct), a leasehold that is a third the size has space for 2. If we assume that a homestead is required before placing down any profession buildings, that means a freehold can contain 5 profession buildings while a leasehold can only have one. This is a key aspect of maintaining balance, and keeping actual value in a freehold.

    The person that owns the leasehold has to pay their lease to the freehold owner, and since it is a fairly high amount based on how much land they have, that player really needs to maximize the use of their land in order to make a profit back from the leasehold.

    It’s early and I don’t want to make a ton of points, just want to assist with your theoretical freehold maths.

    It’s 6 buildings that can be in placed in addition to the homestead. So 8 technically including the shed.

    Shed builds as soon as you place the freehold, house is required to be your first building(gotta have a house), and then up to 6 other things.
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Dygz wrote: »
    Liniker wrote: »
    Ashes was always a "lesser game" for the pvp and risk vs reward design, some people are just finding that out

    And then there was the bait and switch from Meaningful Conflict (and Corruption active everywhere) to an obsession with Risk v Reward - where the rewards are basically just more loot (which is not any more meaningful than any other PvP/PvX MMORPG.)

    yea this is where we disagree, there always has been ""forced PvP""" in AoC's open world

    I just don't think you fully understand it, because if you tell me you would not be in a guild to avoid auto-flag guild wars (enemies can follow you anywhere in the world and kill you with zero penalty)

    you would not transport rescources around to avoid auto-flag caravans/ships (enemies can follow you and kill you with zero penalty)

    you would not be citizen of a node to avoid auto-flag wars with citizens of other nodes (enemies can follow you anywhere in the world and kill you with zero penalty)

    you would not defend your freehold in sieges

    you would not defend your freehold after sieges

    at that point I'll just say you wouldn't be playing the game for sure

    of course, in all the examples I listed above you could technically refuse to do it - as you could refuse to go to the open seas......

    and with all these examples you can't chose When, they all can happen or they can all Need to happen when you are not in the mood for pvp, so yea... open seas was 100% not bait and switch it was an extension of what was always in the game.


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  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Azherae wrote: »
    Dolyem wrote: »
    Azherae wrote: »
    I think this concept is solving the wrong problem and is therefore strictly speaking worse because it would lead to what I consider bad Economic design.

    This leads me to a possibly derailing counterquestion that I hope at least a few people can take seriously since I don't want to make a thread for it. If it hijacks yours, I'll remove it, so lmk @Dolyem.

    I have no idea how to interact with Ashes forums anymore. It's never been the best place for me, and my group basically noped out since the last livestream (not due to the changes nor from following the game, just from forums) and I have been 'released from duty'.

    The short version as to why is that if I were to elaborate on my first line, it would become pointless. Most people currently around didn't care to hear much reasonings in the first place. Only a few people who have a response other than 'Intrepid should do their thing and then we will test it' even seem to think it matters anymore, and of course I know there are some people who would actively prefer that I left/continued to stay away, I just don't know if that's the majority of forumers now.

    So I can answer your question in one line, refuse to elaborate, and leave (the thread), or I can run the gauntlet for no benefit, with no 'requirement', and with no recent sign that this matters to Intrepid at all.

    This design alleviates none of my concerns, as a Logistician/Econ player/whatever you want to call it. But I have a negative response toward 'trying to have a discussion about it here', so:

    1) Is this answer enough?
    2) Was it worth giving at all considering that I have switched to considering discussion 'below priority'?

    I'll admit I didn't see the point of explaining whether or not you should post on the forums anymore in a discussion about freeholds.
    And I'm not sure what your stance is on this post other than you don't agree.

    No, you know that I disagree for logistics/Econ reasons, and that I want to know if you care about that.

    You could make up almost any 'solution' to the 'problem' with the information we have. And if I disagree with it, I have to deal with the half dozen 'But Intrepid would just design it without that flaw you pointed out'.

    You could make up pretty much anything, there's always someone who will go 'yeah that will probably work' if their priors or preferences line up. And then get into a circular argument with people whose priors don't line up and refuse to adapt them.

    I don't know that you even care about the Economy aspect of this, some people are rating 'less visual clutter' higher than 'better economic state of the server' in their priorities. I believe that you're empathetic enough to see why I wouldn't want to write 9000 words to explain 'why this fucks up the Economy' to then get the 10 word answer: "They can make it work, besides, it's less visual clutter."

    If not, so it is.

    I honestly mostly only remember peoples stances of PvP. All that being said, while debate, discussions, and arguments are what forums are made of, you shouldn't dishesrten yourself purely because someone else lacks the empathy or similar effort into the discussion. Everything I say is less for whoever I am debating, and more for the developers to take feedback from. Unless it's means of course.

    And that all being said, I think the main solution to the economic problem is just making another path for master processing somewhere else. But this is assuming it actually becomes a problem. It obviously needs to be tested still.

    I still don't think having freeholds being exclusive is a problem, as long as static node housing and apartments manages to satisfy the housing itch. And as long as master processing isn't too bottlenecked.
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  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Noaani wrote: »
    it is an incontestable truth that such people would be playing a lesser game than if the suggested changes did go ahead.

    i contest this. not as uncontestable as you thought.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Azherae wrote: »
    Dolyem wrote: »
    Azherae wrote: »
    I think this concept is solving the wrong problem and is therefore strictly speaking worse because it would lead to what I consider bad Economic design.

    This leads me to a possibly derailing counterquestion that I hope at least a few people can take seriously since I don't want to make a thread for it. If it hijacks yours, I'll remove it, so lmk @Dolyem.

    I have no idea how to interact with Ashes forums anymore. It's never been the best place for me, and my group basically noped out since the last livestream (not due to the changes nor from following the game, just from forums) and I have been 'released from duty'.

    The short version as to why is that if I were to elaborate on my first line, it would become pointless. Most people currently around didn't care to hear much reasonings in the first place. Only a few people who have a response other than 'Intrepid should do their thing and then we will test it' even seem to think it matters anymore, and of course I know there are some people who would actively prefer that I left/continued to stay away, I just don't know if that's the majority of forumers now.

    So I can answer your question in one line, refuse to elaborate, and leave (the thread), or I can run the gauntlet for no benefit, with no 'requirement', and with no recent sign that this matters to Intrepid at all.

    This design alleviates none of my concerns, as a Logistician/Econ player/whatever you want to call it. But I have a negative response toward 'trying to have a discussion about it here', so:

    1) Is this answer enough?
    2) Was it worth giving at all considering that I have switched to considering discussion 'below priority'?

    I'll admit I didn't see the point of explaining whether or not you should post on the forums anymore in a discussion about freeholds.
    And I'm not sure what your stance is on this post other than you don't agree.

    No, you know that I disagree for logistics/Econ reasons, and that I want to know if you care about that.

    You could make up almost any 'solution' to the 'problem' with the information we have. And if I disagree with it, I have to deal with the half dozen 'But Intrepid would just design it without that flaw you pointed out'.

    You could make up pretty much anything, there's always someone who will go 'yeah that will probably work' if their priors or preferences line up. And then get into a circular argument with people whose priors don't line up and refuse to adapt them.

    I don't know that you even care about the Economy aspect of this, some people are rating 'less visual clutter' higher than 'better economic state of the server' in their priorities. I believe that you're empathetic enough to see why I wouldn't want to write 9000 words to explain 'why this fucks up the Economy' to then get the 10 word answer: "They can make it work, besides, it's less visual clutter."

    If not, so it is.

    I honestly mostly only remember peoples stances of PvP. All that being said, while debate, discussions, and arguments are what forums are made of, you shouldn't dishesrten yourself purely because someone else lacks the empathy or similar effort into the discussion. Everything I say is less for whoever I am debating, and more for the developers to take feedback from. Unless it's means of course.

    And that all being said, I think the main solution to the economic problem is just making another path for master processing somewhere else. But this is assuming it actually becomes a problem. It obviously needs to be tested still.

    The issue with saying that it needs to be tested is that we would have to decide 'tested for what'.

    Reducing Freeholds reduces Free Economic Actors in the system or Freeholds are not meaningful. They were always going to be part of the FEA count because there is no exclusivity if they are not influencing that, except 'exclusivity of certain game loops' I guess.

    But furthermore the problem comes with tying FEAs to the in-Node housing at all, because by doing so, you are largely removing them from the FEA count. The same goes for 'Crafting only in Nodes' but until we learn that you have to be a Node Citizen to use the max Tier crafting stations in the node, that's still not a true FEA limitation.
    Dolyem wrote: »
    I still don't think having freeholds being exclusive is a problem, as long as static node housing and apartments manages to satisfy the housing itch. And as long as master processing isn't too bottlenecked.

    This is basically saying 'I don't think exclusivity of Freeholds is a problem except for the two largest problems', is that right?

    "As long as Master Processing isn't too bottlenecked it's fine."
    Y'all know how Jamberry Roll.
  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    This is basically saying 'I don't think exclusivity of Freeholds is a problem except for the two largest problems', is that right?

    "As long as Master Processing isn't too bottlenecked it's fine."

    I think it’s saying that we don’t know those problems are problems yet. They could be potential problems that need adjusting.

    I feel like most people lean towards the 2000 number of freeholds, but that number could be 3000-4000 and still technically be considered “low thousands”. Upping freeholds by 1-2 thousand would cause a huge change in the math.

    Even at 2000 a 20k registered account server has the potential to have 80% player access to max level processing through family.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    This is basically saying 'I don't think exclusivity of Freeholds is a problem except for the two largest problems', is that right?

    "As long as Master Processing isn't too bottlenecked it's fine."

    I think it’s saying that we don’t know those problems are problems yet. They could be potential problems that need adjusting.

    I feel like most people lean towards the 2000 number of freeholds, but that number could be 3000-4000 and still technically be considered “low thousands”. Upping freeholds by 1-2 thousand would cause a huge change in the math.

    Even at 2000 a 20k registered account server has the potential to have 80% player access to max level processing through family.

    The problem people I have discussed this with have, is not that there are only enough Freeholds for 1 in 8 people to get them. This is probably fine, if not ideal.

    It's who those 1 in 8 are.

    I've stayed out of the discussions on this because we lack information and half the arguments don't make sense, but there is definitely a flaw and we know that flaw is the point as of now.

    You do not limit Free Economic Actors unnecessarily in an MMORPG unless you don't want its Economy to be something that most players experience as anything other than a slave or serf (and possibly just not work but that's unknown here). Any design in which a Freehold is a Reward that does not literally bleed money is one in which you have purposely limited the FEA count.

    Any alternate design wouldn't involve gated Processing. So we know that Processing has some gate, the game has trading for unset values, and the gate has an exclusivity. Steven even talked explicitly about having situations where someone wants to buy access to your family in order to upgrade their Economic Actor status.

    The math is not what is 'wrong' here, the design is what is 'wrong'.
    Y'all know how Jamberry Roll.
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Limiting is the core design of the game. It creates supply in demand. It creates the need for armies to rise and overthrow other armies that possibly are hording. This game is designed for conflict and scarcity creates conflict. Co operative game play is by design and it will help people to join a guild, or citizen of a node. Solo players are going to have a hard time. Solo does not equal casual. Casual can still join a guild/family/citizen to be able to use the recources a freehold can offer. So the economy will be a vaccume, not a bloatation.
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  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Ravicus wrote: »
    Limiting is the core design of the game. It creates supply in demand. It creates the need for armies to rise and overthrow other armies that possibly are hording. This game is designed for conflict and scarcity creates conflict. Co operative game play is by design and it will help people to join a guild, or citizen of a node. Solo players are going to have a hard time. Solo does not equal casual. Casual can still join a guild/family/citizen to be able to use the recources a freehold can offer. So the economy will be a vaccume, not a bloatation.

    None of this is relevant in the context we are discussing. You cannot simply argue that 'any limit Intrepid feels like applying to players is valid' because we're talking about 'will the Economy be good?'

    Then again, would you like them to remove Player to Player Trading? This would be more limiting and it would create and even codify Supply and Demand.

    Would that be a good change that improves and aligns with the Core Design?
    Y'all know how Jamberry Roll.
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Limits can be adjusted during Alpha 2 during testing and further tweaking during the beta. I have not formed an opinion of player to player trading. I know it can be good or bad. Speculation on the economy in a game that has not even played or tested is really just theorycrafting. Sure your opinion is that it is bad, but in reality we really do not know. I am sure there has been internal testing and people that deal with economics have put effort into it so until I see it in action I am just going to state what the core values are. No doom and gloom, no speculation. It just breeds despair and negativity on the forums.
    vmw4o7x2etm1.png
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Ravicus wrote: »
    Limits can be adjusted during Alpha 2 during testing and further tweaking during the beta. I have not formed an opinion of player to player trading. I know it can be good or bad. Speculation on the economy in a game that has not even played or tested is really just theorycrafting. Sure your opinion is that it is bad, but in reality we really do not know. I am sure there has been internal testing and people that deal with economics have put effort into it so until I see it in action I am just going to state what the core values are. No doom and gloom, no speculation. It just breeds despair and negativity on the forums.

    It begins.
    Y'all know how Jamberry Roll.
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Actually, I backed the Kickstarter because I was interested in the Meaningful Conflict PvP: Sieges and Caravans.

    And then there was the bait and switch from Meaningful Conflict (and Corruption active everywhere) to an obsession with Risk v Reward - where the rewards are basically just more loot (which is not any more meaningful than any other PvP/PvX MMORPG.)

    You keep insisting you are not angry, have no animosity at all, just a passionate curious soul, hoping everything works out for everyone... then, you say things like "car salesman" "bait and switch", repeated insinuations that the game is falling apart since Jeff Bard left and Steven is a buffoon.

    You angry, bro. Embrace it.

    Also, there is tons of meaningful conflict. You fight for your node... not just because you care about it or its people, but so that certain services are available to you. If you lose, you need to find a new crafting station in the world. You fight for your caravan because it represents the materials to improve your node and upgrade services... it is a means to an end that you want to achieve.

    In the open world, there will be meaningful conflict, for example, when another node or group is intentionally overharvesting in your node to make things more scarce for you (or maybe just so they dont wreck there land management).

    Meaningful conflict is caused by scarcity. You need to want something badly enough to fight for it.

    It doesnt have to be loot from a 1v1 pvp encounter (you over focus on that imo, I think because you dont like it so much), it is at a larger scale.

    I think that you are having a hard time with some of this because you don't strike me as a "joiner"... you most likely prefer to hang alone, never getting too attached (not grouping for more than one hour, for example). This game is shaping up so that the loner may to not get to do everything. That is why the game doesn't appeal to you, at least in my opinion. The open world pvp is the most visible thing that gets in the way of you just going into Verra as an 'observer', but so are the politics and large scale strategy.

    I did not join/buy in to Ashes during kickstarter, i was one of alot of lazypeon video awakeners. but, i have gone back and watched everything (literally everything I believe) publicly available about this game and I do not feel the direction has changed. Not even a tiny bit. Specifics have changed... no crossbow <gasp>, freehold size, map size, etc. These are changes they felt were required to preserve the essence of the game, not change it. At least that is my opinion.

    You focus is so much on open world pvp, you are not seeing the meaningfulness of being able to shape the world around you.

    My bartle score is 67% Explorer, 60% Killer, 40% Socialiser, 33% Achiever. (EKSA)
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    "It begins. " Cryptic, very cryptic......
    vmw4o7x2etm1.png
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »

    No, you know that I disagree for logistics/Econ reasons, and that I want to know if you care about that.

    We all care about the economy.

    Before we get too far into this... do you mind, briefly, stating how you are qualified to understand 'logisitcs/Econ' issues so much better than Intrepid Stuidos and the economist they hired to help them create a balanced, controllable economy?
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Abarat wrote: »
    Azherae wrote: »

    No, you know that I disagree for logistics/Econ reasons, and that I want to know if you care about that.

    We all care about the economy.

    Before we get too far into this... do you mind, briefly, stating how you are qualified to understand 'logisitcs/Econ' issues so much better than Intrepid Stuidos and the economist they hired to help them create a balanced, controllable economy?

    It's probably better than letting the thread derail further:

    My experience is only in playing strong economy games for many years. I submitted a paper once in college about it for a course, but the course was about Math and not Economics since I'm accredited as a Programmer/Software Engineer not an Economist.

    I currently mainly make money through stock market investment only and continue to attempt to study game economies and historical economies in detail, but, again, I have zero accreditation in the matter, my degree is in Software.

    I am not aware of who Intrepid's current Economy Designer is, afaik they didn't have a Lead one yet, so I can't make any comparisons there.

    The games I have been liaisoned/involved in the development of, that actually released, do not generally have this aspect. The only other thing I can think of is that my software job was in designing and maintaining Business Intelligence search engines for large companies that would be explicitly used to track their own trends and economic data.

    Since this was a bait question ("qualified to understand so much better than") I will simply ask others to not derail too much. i.e. please don't read my response as 'here's why I am right and Intrepid is wrong'. I similarly ask that you don't use it the opposite way: 'You don't have an Economics degree so you shouldn't act like you know anything'.

    As usual, this post was not brief. I can't tell if it will prevent the derail or not, so go, dice roll!
    Y'all know how Jamberry Roll.
  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    I think you are correct @Azherae in that there are still too many things we do not know, which is why I think it is important to have nuanced discussions regarding this and all of the systems.

    We don’t know how bound currencies will effect this entirely. We don’t know the level of trade off acquiring bound currencies will have with other progression paths. If I hop in the game and my main goal is getting to that high end pve content, or leveling yourself or your guild up is going after that bound currency worth it if it slows that progress I want down more? For all we know the solo player who really wants to do animal husbandry can focus heavily on doing tasks that award favor and could potentially be so far ahead in that second currency race that no one could put bid them.

    We also don’t know how the tiers of artisan classes work with each other, and how each tier will affect our gearing. With gear sitting at roughly 40% of our power there is a potential to not see a huge amount of disparity between each tier.

    Even though I know some others disagree I think it’s pretty good game design to have lower tiers relevant to max level. I have always hoped that the higher tier gear may give you an edge with maybe more stat modifiers present on it and/or some higher ranges you can achieve, the usual, but also not something that makes you unbeatable if you have that gear. If someone in tier 3 gear never has a chance to beat someone in tier 5 without that tier 5 person going afk then I personally think they missed the mark.

    If you just lose an edge by not having tier 5 gear, that makes lower tiers viable options, which means tier 3 processing is more viable, because again, that tier 3 crafting is still viable.

    This also isn’t even taking into consideration gear degradation. Just that upkeep could cause tier 3 to be more viable to maintain then tier 5.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »
    I disagree for logistics/Econ reasons, and that I want to know if you care about that.
    I don't know that you even care about the Economy aspect of this, some people are rating 'less visual clutter' higher than 'better economic state of the server' in their priorities. I believe that you're empathetic enough to see why I wouldn't want to write 9000 words to explain 'why this fucks up the Economy' to then get the 10 word answer: "They can make it work, besides, it's less visual clutter."

    If not, so it is.
    Great answer!
    Thanks!
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Azherae wrote: »

    My experience is only in playing strong economy games for many years. I submitted a paper once in college about it for a course, but the course was about Math and not Economics since I'm accredited as a Programmer/Software Engineer not an Economist.

    Thank you.

    I have read your post several times and I am not sure I even understand what you think is bad design.

    You are saying that freeholds will be such a wealth generator and making it so only a few will have one is going to create have and have nots in the economy?

    If that is right, please explain what you mean by "if freeholds dont bleed money"? that is the part I got lost
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Abarat wrote: »
    Azherae wrote: »

    My experience is only in playing strong economy games for many years. I submitted a paper once in college about it for a course, but the course was about Math and not Economics since I'm accredited as a Programmer/Software Engineer not an Economist.

    Thank you.

    I have read your post several times and I am not sure I even understand what you think is bad design.

    You are saying that freeholds will be such a wealth generator and making it so only a few will have one is going to create have and have nots in the economy?

    If that is right, please explain what you mean by "if freeholds dont bleed money"? that is the part I got lost

    A Freehold is desirable for some reason. In this case, we could assume that it generates some value to the player, that doesn't have to be ingame currency, it could just be fun, but we do know and expect that it has a cost of some type to maintain.

    If a Freehold costs more to maintain than it produces, I have no issues with this system.

    If it produces more value in general than it takes to maintain it through any vector, then it is a Reward for action. If it is a Reward for action that then provides a specific economic option and is then limited with no equivalent vector, then it is a limit on Free Economic Actors.

    I am aware that I haven't yet explained why limiting Free Economic Actors in an MMORPG precisely is a problem. This is because it would take a very very long time to explain and I'd prefer to establish if others can agree or understand on whether or not the design is even limiting them before I spend time on that.
    Y'all know how Jamberry Roll.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Liniker wrote: »
    there always has been ""forced PvP""" in AoC's open world

    I just don't think you fully understand it, because if you tell me you would not be in a guild to avoid auto-flag guild wars (enemies can follow you anywhere in the world and kill you with zero penalty)
    You don't fully understand it...
    Prior to the Open Seas, there were no permanent zones that were auto-flag, (Corruption-free) FFA PvP. And non-consensual PvP was punishable by Corruption across the entire map.

    My Bartle score is Explorer 87; Socializer 73; Achiever 47; Killer 0
    Obviously, I have zero interest in guild wars.
    I don't need to be in a guild to explore the entire map.
    Also, I don't need to be in a guild to help my friends who are in a guild.
    So, yes, I have no problen with not being in a guild if I don't like the PvP flagging associated with belonging to a guild.
    The guilds I join are super-casual, so, I might quit the guild when I’m not in the mood to be flagged for guild wars and rejoin after the war is over.
    Also, seems like, for some reason, you cannot understand the concept of "permant zone that is auto-flag (Corruption-free) FFA PvP".


    Liniker wrote: »
    you would not transport rescources around to avoid auto-flag caravans/ships (enemies can follow you and kill you with zero penalty)
    Caravans are temporary.
    Which means I can explore all areas of the map with Corruption active when Caravans are not around.
    The most important part is that there are no permanent zones that are Corruption-free.


    Liniker wrote: »
    you would not be citizen of a node to avoid auto-flag wars with citizens of other nodes (enemies can follow you anywhere in the world and kill you with zero penalty)
    Nodes are not permanent zones with auto-flag (Corruption-free) FFA PvP.
    Which means I can explore those areas of the map when a war is not present.
    The most important part is that there are no permanent zones that are Corruption-free.


    Liniker wrote: »
    you would not defend your freehold in sieges
    you would not defend your freehold after sieges
    Sieges are not permanent zones with auto-flag (Corruption-free) FFA PvP.
    And again, I can explore those areas when Sieges are not active.
    The most important part is that there are no permanent zones that are Corruption-free.


    Liniker wrote: »
    at that point I'll just say you wouldn't be playing the game for sure
    What you are telling me here is that you are incapable of understanding my playstyle so you are trying to predict what I would do or think from the biased perspective of your playstyle.


    Liniker wrote: »
    of course, in all the examples I listed above you could technically refuse to do it - as you could refuse to go to the open seas......
    I might refuse to go to the Open Seas if the playstyle reflected by my Bartle score where different.
    If my Bartle Score was: Socializer 87; Achiever 73; Explorer 47; Killer 0 ---
    Maybe I would be OK with just exploring the Mainland.

    If my Bartle Score was: Killer 87; Explorer 73; Achiever 47; Socializer 0 ---
    If my Bartle Score was: Explorer 87; Killer 73; Achiever 47; Socializer 0 ---
    I might travel to the Open Seas and revel in the auto-flag (Corruption-free) FFA PvP.


    Liniker wrote: »
    and with all these examples you can't chose When, they all can happen or they can all Need to happen when you are not in the mood for pvp, so yea... open seas was 100% not bait and switch it was an extension of what was always in the game.
    In all the examples, I actually would be choosing when I'm in the game auto-flagged and could choose not to participate in any of those when I'm not in the mood for PvP. Because those are all temporary and none of them are as important to me as being able to explore the entire map without advertsing that I'm in the mood for PvP when I actually am not in the mood for PvP.
    Obviously, in your examples, if I was not in the mood for PvP, I would either not participate in the Siege (of course we know when Sieges are scheduled weeks in advance) or I would choose not to do a Caravan run.
    Or, if a guild war left me flagged when I didn't want to be flagged I would quit the guild during the war and still help them in other was while not being a formal member.
    And... I would be free to explore the entire map without being auto-flagged for (Corruption-free) FFA PvP.


    Might be that if you aren't an ESAK, you won't be able to understand my mindset and why the OpEn Seas is a dealbreaker for me.
    But, I fully understood the game design. Steven made a significant change that was a dealbreaker.
    Might not be a signifcant change to playstyles that are not ESAK.
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Dygz wrote: »
    In all the examples, I actually would be choosing when I'm in the game auto-flagged and could choose not to participate in any of those when I'm not in the mood for PvP. Because those are all temporary and none of them are as important to me as being able to explore the entire map without advertsing that I'm in the mood for PvP when I actually am not in the mood for PvP.

    I get what you are saying - the thing is, based on your arguments, you would also be OK with playing games like L2 because they technically don't have Corruption-free FFA PvP zones, but you say you don't play those games, and even in WoW you would go to PVE only realm,

    so I honestly can't believe if Intrepid announced that open seas would only happen during certain times of the day - making them not permanent zones pvp - that you would suddenly be ok with playing the game, if the games you usually enjoy are mostly PVE with optional instanced PVP - I can't see someone that doesn't like EVE, L2, AA, enjoying playing AoC based on the corruption system's protection when there is a lot more to it.

    I might be wrong, but based on what you say I don't see you as the target audience for a pvp-centric game regardless of the open sea pvp thing,

    Dygz wrote: »
    Might be that if you aren't an ESAK, you won't be able to understand my mindset and why the OpEn Seas is a dealbreaker for me.

    I don't know what that means :D
    img]
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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dolyem wrote: »
    Noaani wrote: »
    Dolyem wrote: »
    All I see from this is giving bigger guilds even more power honestly.
    But you're also providing instanced freeholds for the ones leasing, which itself is a problem for how freeholds are designed to be part of the open world.
    They aren't instanced.

    When you get a deed to a freehold, you have a whole estate that you can then pick a location within where you place your freehold. The estate is fairly large, the freehold is fairly small in comparison to the whole estate. The leasehold is even smaller than the freehold.

    The idea of the leasehold is that it can be also placed on that same estate, but somewhere other than where the freehold is. Thus, both exist in the world at the same time, in different locations, but within the same estate.

    They may, for example, be right next to each other. Or, one may be at one end of the estate, while the other is at the other end. Or it may be something in between. Essentially, think of it more like houses on a street. Just because the houses (freeholds and leaseholds) are on the same street (estate), that doesn't mean they are all in the same location.

    As for how the taxes would be determined, without more information on taxes it is impossible to give specifics. All that needs to be said is that the tax increase should be enough to make sure that if you have added leasehold plots to your estate, you will want to make sure they are always full. This is because the additional tax exists in part as an incentive to keep these freeholds full.

    As to whether leaseholds can hire guards - that is so besides the point that I personally don't actually care. I may care about things like that when (when, not if) a system like this is in the game, but right now it really is immaterial to the discussion.
    The only way I can think of to make your idea more feasible is just to allow players the option to allow other players to purchase services to use their freehold buildings.
    This only addresses a part of the issue. It is a major part, to be fair, but only a part.

    As to your comments about preventing freehold owners getting too waelthy - if a server has 1000 freeholds, the top 1000 people will own them. This is almost a guarantee, as they will generate wealth for their owner in addition to what ever other means other players have for generating wealth.

    I don't hate it. From the way you originally worded it it sounded like you were saying to have each lease grant a full plot.
    I would.be concerned with visual clutter, unless it consequently made the original freehold smaller.

    I would place a leasehold size as being that of the original freehold. That makes them a third the size of a current freehold.

    As to clutter - I agree it could be an issue.

    My assumption though is that an estate with a freehold and as many leasehold as possible would still only be about 10% used. Even if it is more than that, since the number of leasehold you can have on an estate is tied to the node level, as you are moving around Verra it will simply appear as if the closer you are to larger population, the more intense the land use is.

    This will, in my opinion, add character and realism to the game world.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Liniker wrote: »
    I get what you are saying - the thing is, based on your arguments, you would also be OK with playing games like L2 because they technically don't have Corruption-free FFA PvP zones, but you say you don't play those games, and even in WoW you would go to PVE only realm,
    This is exactly what the L2 players tell me.
    So…for that I would need to test Corruption to know if it is a sufficient enough deterrent.

    I was playing EQ/EQ2/WoW/AO.
    And I usually have 8-hour play sessions.
    I don’t play a ton of games. When I find one I like - I play all day.
    I played some DAoC. I played some AC.
    I played some DDO.
    L2 was not really on my radar. I paid no attention to it until Steven started talking about it.
    I was kind of interested in a Sci-Fi MMORPG, so I looked into EvE Online, but determined it’s too PvP-centric for me. Lots of EQNext fans were excited over ArcheAge, but the moment I saw Naval combat, I lost interest.


    Liniker wrote: »
    I honestly can't believe if Intrepid announced that open seas would only happen during certain times of the day - making them not permanent zones pvp - that you would suddenly be ok with playing the game
    If Corruption were active on the Open Seas for a few hours per day - it would not be a dealbreaker for me.
    I play Hardcore Time. I would explore the Open Seas when Corruption is active.


    Liniker wrote: »
    If the games you usually enjoy are mostly PVE with optional instanced PVP - I can't see someone that doesn't like EVE, L2, AA, enjoying playing AoC based on the corruption system's protection when there is a lot more to it.
    I haven’t played L2. The only thing I know about L2 is that the L2 players who want me to play Ashes tell me that I would probably feel OK playing that game and that Corruption is even harsher, so they believe I should feel comfortable playing Ashes.
    That’s what the L2 gamers, including Steven, told me before the reveal of the Open Seas. And I said - OK, I kinda doubt it, but I will test it.

    Again, you will see that the very first questions I asked Steven on The Ashen Forge in 2018 was to compare Ashes PvP to EvE Online and ArcheAge.
    I tried to get him to confirm that if EvE and ArcheAge are too PvP-centric Ashes would be too PvP-centric for me too.
    He said that it’s not. It’s like L2.
    And Corruption should work well enough for me to feel comfortable.
    Because non-consensual PvP can be punished by Corruption across the entire map.


    Liniker wrote: »
    I might be wrong, but based on what you say I don't see you as the target audience for a pvp-centric game regardless of the open sea pvp thing.
    I don’t disagree with you but, Steven says Ashes is not PvP-centric; it’s PvX.
    And then the Ashes fans parrot the same language, "Ashes is not PvP-centric; it's PvX."

    The kind of PvP I like falls under Meaningful Conflict: Castle Sieges; Node Sieges; Caravans
    And those could be Open World.
    Meaningful Conflict was originally what was in the Kickstarter.
    I'm not particularly motivated by Risk v Reward. And the more Steven obsesses over Risk v Reward, the less interested I am to pursue progression paths.


    Liniker wrote: »
    Dygz wrote: »
    Might be that if you aren't an ESAK, you won't be able to understand my mindset and why the Open Seas is a dealbreaker for me.
    I don't know what that means :D
    Explorer/Socializer/Achiever/Killer :wink:

  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited July 2023
    Noaani wrote: »
    Dolyem wrote: »
    Noaani wrote: »
    Dolyem wrote: »
    All I see from this is giving bigger guilds even more power honestly.
    But you're also providing instanced freeholds for the ones leasing, which itself is a problem for how freeholds are designed to be part of the open world.
    They aren't instanced.

    When you get a deed to a freehold, you have a whole estate that you can then pick a location within where you place your freehold. The estate is fairly large, the freehold is fairly small in comparison to the whole estate. The leasehold is even smaller than the freehold.

    The idea of the leasehold is that it can be also placed on that same estate, but somewhere other than where the freehold is. Thus, both exist in the world at the same time, in different locations, but within the same estate.

    They may, for example, be right next to each other. Or, one may be at one end of the estate, while the other is at the other end. Or it may be something in between. Essentially, think of it more like houses on a street. Just because the houses (freeholds and leaseholds) are on the same street (estate), that doesn't mean they are all in the same location.

    As for how the taxes would be determined, without more information on taxes it is impossible to give specifics. All that needs to be said is that the tax increase should be enough to make sure that if you have added leasehold plots to your estate, you will want to make sure they are always full. This is because the additional tax exists in part as an incentive to keep these freeholds full.

    As to whether leaseholds can hire guards - that is so besides the point that I personally don't actually care. I may care about things like that when (when, not if) a system like this is in the game, but right now it really is immaterial to the discussion.
    The only way I can think of to make your idea more feasible is just to allow players the option to allow other players to purchase services to use their freehold buildings.
    This only addresses a part of the issue. It is a major part, to be fair, but only a part.

    As to your comments about preventing freehold owners getting too waelthy - if a server has 1000 freeholds, the top 1000 people will own them. This is almost a guarantee, as they will generate wealth for their owner in addition to what ever other means other players have for generating wealth.

    I don't hate it. From the way you originally worded it it sounded like you were saying to have each lease grant a full plot.
    I would.be concerned with visual clutter, unless it consequently made the original freehold smaller.

    I would place a leasehold size as being that of the original freehold. That makes them a third the size of a current freehold.

    As to clutter - I agree it could be an issue.

    My assumption though is that an estate with a freehold and as many leasehold as possible would still only be about 10% used. Even if it is more than that, since the number of leasehold you can have on an estate is tied to the node level, as you are moving around Verra it will simply appear as if the closer you are to larger population, the more intense the land use is.

    This will, in my opinion, add character and realism to the game world.

    to address the clutter, you could treat it as turning the freehold into a compound. So basically neighbors in close proximity, just quarter up the estate, reserving 1 quarter to the owner. You may have to limit the size of building to medium and small if you want each quarter to be able to have more than a house though

    Edit: this would also make defending against sieges more viable
    GJjUGHx.gif
  • DepravedDepraved Member, Alpha Two
    you can log in on l2 and explore the whole map without worrying about getting pked tbh. most people wont pk you for no reason
  • willsummonwillsummon Member, Alpha Two
    Given the size of the world map and number of city nodes, with the number of apartments, guild housing, and freeholds, when severs are matured with several cities of different levels built, player house might not be that big an issue.

    For example, a metropolis, with a metropolis' vassal cites and guild halls there will easily be hundreds of instanced apartments, several dozen freeholds and likely a couple of dozen guild halls.

    There can be up to five metropolis level cities, times that with the required number of vassal cities each metropolis has, along with likely small city and town level nodes that have their own smaller vassal city system, this all adds up very quickly in number of apartments and houses there are for players.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I mean... I think most people are not expecting to be content with an instanced apt.
    Having an open world Home is a decent-sized carrot.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dolyem wrote: »
    Noaani wrote: »
    Dolyem wrote: »
    Noaani wrote: »
    Dolyem wrote: »
    All I see from this is giving bigger guilds even more power honestly.
    But you're also providing instanced freeholds for the ones leasing, which itself is a problem for how freeholds are designed to be part of the open world.
    They aren't instanced.

    When you get a deed to a freehold, you have a whole estate that you can then pick a location within where you place your freehold. The estate is fairly large, the freehold is fairly small in comparison to the whole estate. The leasehold is even smaller than the freehold.

    The idea of the leasehold is that it can be also placed on that same estate, but somewhere other than where the freehold is. Thus, both exist in the world at the same time, in different locations, but within the same estate.

    They may, for example, be right next to each other. Or, one may be at one end of the estate, while the other is at the other end. Or it may be something in between. Essentially, think of it more like houses on a street. Just because the houses (freeholds and leaseholds) are on the same street (estate), that doesn't mean they are all in the same location.

    As for how the taxes would be determined, without more information on taxes it is impossible to give specifics. All that needs to be said is that the tax increase should be enough to make sure that if you have added leasehold plots to your estate, you will want to make sure they are always full. This is because the additional tax exists in part as an incentive to keep these freeholds full.

    As to whether leaseholds can hire guards - that is so besides the point that I personally don't actually care. I may care about things like that when (when, not if) a system like this is in the game, but right now it really is immaterial to the discussion.
    The only way I can think of to make your idea more feasible is just to allow players the option to allow other players to purchase services to use their freehold buildings.
    This only addresses a part of the issue. It is a major part, to be fair, but only a part.

    As to your comments about preventing freehold owners getting too waelthy - if a server has 1000 freeholds, the top 1000 people will own them. This is almost a guarantee, as they will generate wealth for their owner in addition to what ever other means other players have for generating wealth.

    I don't hate it. From the way you originally worded it it sounded like you were saying to have each lease grant a full plot.
    I would.be concerned with visual clutter, unless it consequently made the original freehold smaller.

    I would place a leasehold size as being that of the original freehold. That makes them a third the size of a current freehold.

    As to clutter - I agree it could be an issue.

    My assumption though is that an estate with a freehold and as many leasehold as possible would still only be about 10% used. Even if it is more than that, since the number of leasehold you can have on an estate is tied to the node level, as you are moving around Verra it will simply appear as if the closer you are to larger population, the more intense the land use is.

    This will, in my opinion, add character and realism to the game world.

    to address the clutter, you could treat it as turning the freehold into a compound. So basically neighbors in close proximity, just quarter up the estate, reserving 1 quarter to the owner. You may have to limit the size of building to medium and small if you want each quarter to be able to have more than a house though

    Edit: this would also make defending against sieges more viable

    In my opinion, if initiating leaseholds as an option is something that lessens the size of a freehold, it will almost never be undertaken. That is a part of the reason why I'd prefer leaseholds as a new in game entity completely.

    In regards to defending after a failed node siege, placing leaseholds near a freehold would indeed assist in defending the entirety. This isn't something I had put much thought in to, but to me, I see this as being an aspect of giving players the choice as to where on the estate the leaseholds are located. I'd like to see the freehold owner be able to deside whether they dictate where the leaseholds go, or leave it up to the player that is taking on the lease. I'd actually like to see an entire range of options that can be selected to form what would essentially amount to different clauses in a contract, with things like first right to buy should the owner of the freehold wish to sell it (or abandon it).
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Dygz wrote: »
    I mean... I think most people ........

    "I mean... I think most people " There it is again!!
    Well I think most people want and love open world pvp and 99.9% of the people love hardcore pvp. (see how that works)
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  • willsummonwillsummon Member, Alpha Two
    The penalty system will likely keep most PVP in check.

    Depending on how well players get along with each other, each server could range pvp battlefield to a wonderland for crafters. Given the world map size, one area could be at constant war and another area be at peace.

    That being said. Freeholds are looking to be high-maintenance/high-risk with medium rewards. They are design so Freehold owners will need friends to get the most out of and protect their Freeholds.
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