NiKr wrote: » So what would you say if there was some time limit for "player response" and if that limit runs out the NPCs take over and the event resolves itself, which then triggers the next stage of its progress? The "good" npcs would auto-spawn in this situation, so no player activity would be required. Players could still join the process if they're late, but, in theory, the game could "play itself" even w/o players.
Azherae wrote: » I'll presume you know my opinion on this already from the games I've talked about, but what specifically do you see as 'different' for Ashes, here, relative to those?
Neurath wrote: » I'm in two minds. PvP is meant to change the world, not EvE.
NiKr wrote: » Neurath wrote: » I'm in two minds. PvP is meant to change the world, not EvE. We'll have mob attacks and "winter dragons" that will influence the world in their own pve way and will have to be dealt with through pve as well. So it's not like we won't have smth similar already. But I do get your point and I agree that this kind of thing would have to be controlled properly. Maybe at some point the event's progress would be way more player-directed (or have a waaay longer timer), so that players HAVE to react to it, rather than the event resolving itself.
Neurath wrote: » We had EvE in UO and it had to be removed. The players just nuked all sides. Wasn't functional and everything went to shit.
NiKr wrote: » Azherae wrote: » I'll presume you know my opinion on this already from the games I've talked about, but what specifically do you see as 'different' for Ashes, here, relative to those? Nothing really, if I recall the crumbs that relate to this from those games correctly. Just the usual "combo of FF11 and L2" that you've mentioned before Except in this case it's way more of the ff11 and pretty much none of the L2. I don't remember if FF11 had direct mob on mob altercations. I think it did? I'd love those for Ashes, though obviously that could introduce some potential abuses of loot and stuff, so it would probably have to be presented in a controlled manner. But I was just reminded of a "living world" game and wanted to see what other people's opinion on that kind of design in AoC's context would be. Cause I don't really know how many other games have had this kind of features, and I'm fairly sure that your group is like the only lucky ones to have played 2 games with design similar to this.
Neurath wrote: » Yeah. I mean it would be nice to watch whilst I smoke but other than that I'd jump in on the losing side and try to change the outcome lol.
NiKr wrote: » Neurath wrote: » We had EvE in UO and it had to be removed. The players just nuked all sides. Wasn't functional and everything went to shit. But the "nuke all sides" is already an option in Ashes, so that's the default. Did UO's design differ in its base goal?
Azherae wrote: » So what I'm asking is, do you have anything more specific in mind, than this?
NiKr wrote: » Neurath wrote: » Yeah. I mean it would be nice to watch whilst I smoke but other than that I'd jump in on the losing side and try to change the outcome lol. But what about the cases where, say, your actions trigger an event, but right at that moment you get attacked by other players and your pvp takes you in the opposite direction. Would you want that event to be "paused" (obviously unless other players find it) or would you be ok if it progresses on its own even w/o player interaction?
Neurath wrote: » NiKr wrote: » Neurath wrote: » We had EvE in UO and it had to be removed. The players just nuked all sides. Wasn't functional and everything went to shit. But the "nuke all sides" is already an option in Ashes, so that's the default. Did UO's design differ in its base goal? The base goal was to have a living, breathing world. But everything was just slain. Thus, the only living, breathing world remained the players. Everything else was pristine, overgrown or dysfunctional because of the massacres. For example, you say the Frost Dragon will change the world but the Frost Dragon will probably be camped like the other bosses in A1.
Neurath wrote: » The base goal was to have a living, breathing world. But everything was just slain. Thus, the only living, breathing world remained the players. Everything else was pristine, overgrown or dysfunctional because of the massacres. For example, you say the Frost Dragon will change the world but the Frost Dragon will probably be camped like the other bosses in A1.
Neurath wrote: » Also, I'd be up for looting the battlefields like in real life.
NiKr wrote: » Neurath wrote: » Also, I'd be up for looting the battlefields like in real life. And just to have a fuller picture, would you be ok if this event got finished by npcs but you couldn't get any loot out of it afterwards? So, a type of risk/reward thing, where you'd have to decide whether your current distraction is more valuable than the potential loot/reward of the event.
Azherae wrote: » Neurath wrote: » NiKr wrote: » Neurath wrote: » We had EvE in UO and it had to be removed. The players just nuked all sides. Wasn't functional and everything went to shit. But the "nuke all sides" is already an option in Ashes, so that's the default. Did UO's design differ in its base goal? The base goal was to have a living, breathing world. But everything was just slain. Thus, the only living, breathing world remained the players. Everything else was pristine, overgrown or dysfunctional because of the massacres. For example, you say the Frost Dragon will change the world but the Frost Dragon will probably be camped like the other bosses in A1. Yeah, basically this. The reason I can't get my people hype for Ashes based only on promises so far, is that they've had 7-12 years to see this play out already and know all the ways in which it can be very unfun if implemented incorrectly or naively. So they have certain... expectations... but 'NPCs fighting each other' is really basic for games, so I figured you meant something more detailed, NiKr.
NiKr wrote: » Neurath wrote: » The base goal was to have a living, breathing world. But everything was just slain. Thus, the only living, breathing world remained the players. Everything else was pristine, overgrown or dysfunctional because of the massacres. For example, you say the Frost Dragon will change the world but the Frost Dragon will probably be camped like the other bosses in A1. But this would be true in the case of the entire server being 100% populated and all locations being observed/farmed, right? But what about servers with incomplete population or just deep off-hours where you have a few regions w/o players for a while?