Caww wrote: » I would trade bag space for the ability to lock several items from the loot list and at-least prevent the most valuable stuff from loss.
NiKr wrote: » Random respawn only happens for Red deaths. Other players will respawn at the nearest point. We don't currently know where those points will be or how close/far they'll be from potential points of interest for players. In theory, if you die 10 seconds away from a respawn point - you'll be able to run back super fast. I still highly doubt that Ashes will be like Tarkov where it takes players a good minute to go through their victim's inventory, but maybe Steven's wording is a hint at exactly that. If that is the case, I'm not quite sure how I feel about it. On one hand it's fine, because it adds more time to the BH's timer of "you gotta catch the PKer", but on the other side this means that cleaning a field of dead players after a huge battle could take fucking hours This is one of the reasons I'm still on the fence about the whole "players always drop something on death" thing, but this can only be tried and felt during testing, so I can't really make my mind either way before that.
Depraved wrote: » well if you die from a mob, and no one picks up the loot, you could go back and pick it up also it could be that certain bags give some sort of protection to items dropped form that bag, so they will take longer to disappear or people wont be able to loot them right away.
Vaknar wrote: » Depraved wrote: » well if you die from a mob, and no one picks up the loot, you could go back and pick it up also it could be that certain bags give some sort of protection to items dropped form that bag, so they will take longer to disappear or people wont be able to loot them right away. Interesting to think of different ways the system could be built upon or mitigated. Would you want things like this to be something you could achieve? Or is this more of a blanket suggestion for the system?
HazardNumberSeven wrote: » ... By the time you get there whoever killed you would absolutely have looted your body and be long gone, and you also won't be able to call on your discord group to convene there because travel time and distance is so great that unless they happen to already be nearby there's just no way they're getting there in time. What did he mean, "Giving you time to reach it and take back your belongings" because it doesn't make sense in the context of what is realistically possible in the game, as I understood it.
NiKr wrote: » ... but on the other side this means that cleaning a field of dead players after a huge battle could take fucking hours
Raven016 wrote: » Huge battle between players loaded with resources? How this can happen? Huge number of gatherers ambushed?
NiKr wrote: » Raven016 wrote: » Huge battle between players loaded with resources? How this can happen? Huge number of gatherers ambushed? Alchemy and cooking are both processing, so I'd imagine their results (food and potions) will be processed goods that drop on death. Plus any potential certificates (cause we don't know how they're distributed in a party). Plus any potential mats (unless every group has their "pick-upper", but then you gotta find them in a see of bodies). All of that is the spoils of the battle so I'd assume people would want to grab it. And in a huge top lvl battle people would have top lvl pots/food on them and some of them would have top lvl mats (especially in dungeons). So either way you'd want to go through all the bodies to make sure you haven't missed a thing. And this will take time even if you have several people going through them (well, in the context of it taking a damn minute to loot a body). Hell, I could see a strat of "delayed bags", if they are a thing. Even if it's kinda inconvenient to have them during the farm itself, it would be beneficial to have these kinds of bags on you if you want to make the looting process way harder for your enemy.
Raven016 wrote: » Potions will not drop on death. I remember Steven said that in a Q&A. Probably food will have the same property.
Raven016 wrote: » Certificates come from farming mobs so it is normal to drop but why would you have them in inventory if you go into a huge battle?
Raven016 wrote: » If corruption allows huge battles then maybe corruption is not important in the game.
NiKr wrote: » Raven016 wrote: » Certificates come from farming mobs so it is normal to drop but why would you have them in inventory if you go into a huge battle? Huge battles can happen even w/o a plan. A guild might be "controlling" a dungeon for a few hours, farming a ton of stuff. Then their enemy guild gathers up players and goes to attack them and manages to wipe them out. That would be a ton of mats and certificates to collect and would also involve dozens and dozens of people. Raven016 wrote: » If corruption allows huge battles then maybe corruption is not important in the game. As you pointed out yourself, there's node wars and also guild wars. Those will be the main sources of the biggest fights in the game and they have nothing to do with corruption.
Raven016 wrote: » I think they should use guildless low level alts to do transports to nodes, to prevent mules in the dungeon to become full with 2-3 hours worth of work.
Raven016 wrote: » will this be the end game loop?
HazardNumberSeven wrote: » Hey, Something in one of the latest podcasts had me curious and a little worried, but not for the same reasons much of the discussion about it was centred around. It was mentioned by Steven as an example that certain bags will have certain interaction speeds perhaps at the cost of inventory space/size, allowing you to choose whether you want more space or a quicker loot speed that might buy you some time and be more likely to let you loot a body before the player can get back to it. ... This has a me a little confused. I was under the impression that it would be impossible to run back to your body and re-engage in PvP/loot your own body, because the world is so big and there's no fast travel, and that respawning would be somewhat random and far. By the time you get there whoever killed you would absolutely have looted your body and be long gone, and you also won't be able to call on your discord group to convene there because travel time and distance is so great that unless they happen to already be nearby there's just no way they're getting there in time. Has something changed? Will people just be respawning and running back in an endless cycle of PvP, or have I misunderstood? Can anyone clear this up for me? What did he mean, "Giving you time to reach it and take back your belongings" because it doesn't make sense in the context of what is realistically possible in the game, as I understood it. Thanks.