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Anti-Zerg/Deathball PvP aoe-mechanic

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Comments

  • KilionKilion Member, Alpha Two
    How effective/possible will zerg be in Ashes anyways? I mean characters are physical objects others cannot walk through, right? Would that mean at best there will be 2 lines of melees possible (second row being restricted to staff weapons and the like)?
    The answer is probably >>> HERE <<<
  • NiKr wrote: »
    Thokan wrote: »
    Dimitraeos' idea is interesting and well worth actual food for thought. Stop nitpicking, by the gods. Ya'll are comepletely missing the idea that smaller groups should have a fighting chance if well coordinated to fight an unorganized, lazy zerg. Numbers shouldnt be the be all, end all.
    My nitpicking comes from a desire to have better design than simply "aoes do more dmg". Especially when those aoes wouldn't even hit as many people as was presented in the OP.
    Thokan wrote: »
    Too bad there is raid groups. A lazy zerg would just organize on the level of 40 man raids.
    I'm not sure I understand what you were trying to say here.

    I think AoEs scaling up in damage when a more numerous enemy is too clumped up isn't lazy design. I think the idea actually lends itself well to giving smaller groups a fighting chance against zergs.
    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • DimitraeosDimitraeos Member
    edited December 2023
    Depraved wrote: »
    Dimitraeos wrote: »
    NiKr wrote: »
    Dimitraeos wrote: »
    If a group of 5 is facing a group of 10...and the first aoe scaling threshold is 8+...the group of 10 attacking the smaller group will not recieve the benefit of aoe damage scaling that the group of 5 would.
    So I was right and you're talking about a completely different scale of fights. I'm not interested in balancing some 5 randos against some 10 randos.

    I'm interested in guilds of 40-50 members being able to stand up against guilds of 300 members w/o getting completely demolished. And as I've already pointed out, territorial design can accomplish that and have shown to be able to accomplish that in other games (namely L2, as that is my main point of reference).

    If an aoe can only hit 10 people then your stages of benefits have 0 consequences on that aoe, because only the first stage is relevant. And if you want to have aoes that can hit 20+ people at once - I've already explained my issues with that kind of design.

    My first post I alluded to this scaling higher. I dont think you're even reading what I'm saying.

    ok so you have 40 people stacked in one place vs 300. those 40 cant kill the 300, lets say they can only hit 40...those 40 die, then the next 40 behind them hit your 40 and your 40 people die while ur aoe was on cd. thats what nikr is trying to say. you still still get extra damage done to you because you have more than one party on one side.

    if you want the game to track how many people are on each side somehow, then thats still easy ot abuse. i wont bring 300, ill bring 292. when you kill the first 40 ill trhow my 8 at you that are on a separate guild and kill your 40 cuz the game would be tracking my 8 vs your 40, using ur own suggestion against u.
    Dimitraeos wrote: »
    Depraved wrote: »
    Dimitraeos wrote: »
    Depraved wrote: »
    Dimitraeos wrote: »
    NiKr wrote: »
    Any chokepoint in the game would immediately turn this around onto the small groups as well.

    No because the in that scenario, only the smaller group of say 5 players will be able to hit the group of 10 and get the benefit of the upscaling on damage and not the other way around. The large group of 10+ will at best only have 5 players which in theory would be below the threshold for aoe abilities scaling up based on players hit (refer to my rough example above as a guide)

    The idea is that you want smaller groups to have the ability to break up and punish zergs who simply try and steamroll in a deathball.

    why? so ur telling me that after i spend months socializing, convincing people to join my guild, building a community, playing together, etc, you must be rewarded because you didnt put the same effort and u can do more damage than me for no reason other than being antisocial? plsss

    Also, im literally talking about how smaller groups of well coordinated and prepared players, utilizing better tactics can fight against poorly led or mindless zergs and stand a chance in battle. Literally the opposite of anti-social.

    ok lets look at it the other way. why not give an advantage to uncoordinated small groups over a coordinated group. groups of 5 random players who arent even in voice coms should receive some type of advantage so that they have a chance against 8 people who are in voice coms and have been playing for years.

    if you are as good and coordinated as you think, just find more coordinated people. you could probably beat a zerg with less people if oyu are better and better geared. but you shouldnt be given an advantage just because. the advantage is in being coordinated, or having good startegy or reflexes or gear, etc.

    Because this entire post is about why lazy zergs and deathballs in pvp are boring. Its...literally in the title, brother.

    yeah sure but that sets a precedent. what you are doing is you are classifying (arbitrarily) players then giving one side an advantage. there are multiple ways you can classify players. how about players who are 40-50 years old get a damage and defense bonus vs players who are 15-20 years old to make up for lack of reflexes.
    or low level players geta bonus vs players 20 levels than them, etc, etc...

    I genuinely don't think you understand even slightly what this post is about. Not even sure how else to explain this to you at this point.

    In pvp AoEs should be more effective against deathballs and zeros. The more people caught in the AoE, the more damage potential there is, hence: punishing zergs and deathballs who are careless. Its very simple.
    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • LudulluLudullu Member, Alpha Two
    Dimitraeos wrote: »
    I think AoEs scaling up in damage when a more numerous enemy is too clumped up isn't lazy design. I think the idea actually lends itself well to giving smaller groups a fighting chance against zergs.
    So you DO want aoes to just be bigger. Should've just said so from the very start.
  • NiKr wrote: »
    Dimitraeos wrote: »
    I think AoEs scaling up in damage when a more numerous enemy is too clumped up isn't lazy design. I think the idea actually lends itself well to giving smaller groups a fighting chance against zergs.
    So you DO want aoes to just be bigger. Should've just said so from the very start.

    z2y94vty47x6.png
    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • Are you my wife by any chance NiKr? :D
    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • LudulluLudullu Member, Alpha Two
    Dimitraeos wrote: »
    Are you my wife by any chance NiKr? :D
    If you explain your points as bad to her as you do to me - I might as well be.

    You keep saying "aoes should do more dmg if there's more people in them", but there's gonna be a physical limit on how many people can be in an aoe. I'd imagine that limit will be relatively low (probably less than 16 people), so your suggestion will in no way have the effect you want it to have.

    And you only other suggestion so far has been this:
    Another idea could be having crafted bombs/explosives or devices players can employ that specifically work with this aoe damage scaling for better prepared players to take advantage of and help level the playing field in large scale fights.

    Ashes won't have gunpowder, so no explosives or bombs, but there could be potions or kegs with potion-like substances that could be shot and exploded, though this would simply be a yet another aoe. And a zerg of people would have a much bigger number of these as well, so it's not like it would be a panacea against large groups.

    In other words, any "do more dmg" balancing will simply be turned around onto the very groups you're trying to boost. Body collision and good territorial design will already make it harder for zergs to act optimally. Current aoes will make their lives even harder. Overcomplicating mechanics or overtuning them before even seeing how the current design works will only lead to huge overcorrections that might've not been required in the first place.
  • DimitraeosDimitraeos Member
    edited December 2023
    NiKr wrote: »
    Dimitraeos wrote: »
    Are you my wife by any chance NiKr? :D
    If you explain your points as bad to her as you do to me - I might as well be.

    You keep saying "aoes should do more dmg if there's more people in them", but there's gonna be a physical limit on how many people can be in an aoe. I'd imagine that limit will be relatively low (probably less than 16 people), so your suggestion will in no way have the effect you want it to have.

    And you only other suggestion so far has been this:
    Another idea could be having crafted bombs/explosives or devices players can employ that specifically work with this aoe damage scaling for better prepared players to take advantage of and help level the playing field in large scale fights.

    Ashes won't have gunpowder, so no explosives or bombs, but there could be potions or kegs with potion-like substances that could be shot and exploded, though this would simply be a yet another aoe. And a zerg of people would have a much bigger number of these as well, so it's not like it would be a panacea against large groups.

    In other words, any "do more dmg" balancing will simply be turned around onto the very groups you're trying to boost. Body collision and good territorial design will already make it harder for zergs to act optimally. Current aoes will make their lives even harder. Overcomplicating mechanics or overtuning them before even seeing how the current design works will only lead to huge overcorrections that might've not been required in the first place.

    Maybe the aoe scaling would start at 2 targets then, forgrt 8 or whatever arbitrary number I forwarded initially. Immediately ramping up the more targets there are. Like I said, don't worry about specific numbers. Just in general: the more targets concentrated within an AoE, the greater potential to break them up and counter deathballs.

    And you're right, maybe I didnt explain it well (I overexplain things sometimes), but you still managed to somehow completely miss the point when plenty others, especially in the discord, understood it perfectly.
    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • NiKr wrote: »
    Dimitraeos wrote: »
    Are you my wife by any chance NiKr? :D
    If you explain your points as bad to her as you do to me - I might as well be.

    You keep saying "aoes should do more dmg if there's more people in them", but there's gonna be a physical limit on how many people can be in an aoe. I'd imagine that limit will be relatively low (probably less than 16 people), so your suggestion will in no way have the effect you want it to have.

    And you only other suggestion so far has been this:
    Another idea could be having crafted bombs/explosives or devices players can employ that specifically work with this aoe damage scaling for better prepared players to take advantage of and help level the playing field in large scale fights.

    Ashes won't have gunpowder, so no explosives or bombs, but there could be potions or kegs with potion-like substances that could be shot and exploded, though this would simply be a yet another aoe. And a zerg of people would have a much bigger number of these as well, so it's not like it would be a panacea against large groups.

    In other words, any "do more dmg" balancing will simply be turned around onto the very groups you're trying to boost. Body collision and good territorial design will already make it harder for zergs to act optimally. Current aoes will make their lives even harder. Overcomplicating mechanics or overtuning them before even seeing how the current design works will only lead to huge overcorrections that might've not been required in the first place.

    "It's not meant to be a panacea"

    Correct, it's not. Just another measure against zergs and deathballs to help stem the tide.
    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • LudulluLudullu Member, Alpha Two
    Dimitraeos wrote: »
    Maybe the aoe scaling would start at 2 targets then, forgrt 8 or whatever arbitrary number I forwarded initially. Immediately ramping up the more targets there are. Like I said, don't worry about specific numbers. Just in general: the more targets concentrated within an AoE, the greater potential to break them up and counter deathballs.
    So you'd just have an aoe with a huge dmg value. This not only leads to massive benefits in pve farming, which then creates certain metas that people will be pushed into, but, as I've been saying from the start, works directly against your goal.

    Small guilds will still have parties of 8 people running around as a singular unit. If aoes do a ton of dmg against that amount of characters - the zerg will simply use a few aoes and outdmg the smaller groups.

    Your suggestion only works if the game's aoes are smth like 200m in diameter and ramp up to crazy dmg if there's over a hundred people in them. But at that point you have a completely broken OP skill on your hands.
    Dimitraeos wrote: »
    And you're right, maybe I didnt explain it well (I overexplain things sometimes), but you still managed to somehow completely miss the point when plenty others, especially in the discord, understood it perfectly.
    I did not miss any point. I've simply criticized your suggestion. If people on discord said "ah yes, dmging zerg is good", then yeah, no shit - we agree on that. Except your suggestion will not accomplish that, which is exactly what I've been critiquing throughout this entire thread.

    I've both been the zerg in an owpvp game and have fought against it. I know how impactful aoes can be and how much more impactful a good play around a corridor with a few turns can be, considering those aoes.

    Simply saying "let's make aoes kill zerg really fast" is just a poor suggestion, that, btw, has been suggested several times in the past already.
  • LudulluLudullu Member, Alpha Two
    edited December 2023
    Also, I read the discord replies. Are yall talking about smth like channeled aoes that have a long duration? Cause I'd be all for if those had a ramp up, especially if more people go through them, but you didn't have any implication of this being the case.

    And on Solvryn's point of Albion (I didn't see that response initially), that shit literally stops at 9+ players :D that's a fucking start in Ashes. So whichever dmg Albion's boosted aoe does to 9+ players - that'd be the default dmg in Ashes.

    And I already explained the physical limitation of having way more people in an aoe.

    There was also some talk of Disarray from Albion, but I didn't see any indication of what constitutes "a group" in Albion. Is it "people from the same guild"? Is it "people in literally one group"? "In one raid"? @Solvryn which one is it?

    Cause a scaling debuff on ever-bigger groups is fun and all, but it all depends on how the game views a group. Want a low Disarray score? Just split your zerg into several guilds and/or parties. EZ

    p.s. I don't use any translators. I've known english for over 20 years, even if it's my second language.
  • LudulluLudullu Member, Alpha Two
    edited December 2023
    Also also, for some context for where I'm coming from. When I hear "zerg" this is where that word would even begin its meaning (144 members in 17 parties from just one side of the conflict, with probably same or bigger amount on the other side).
    https://www.youtube.com/watch?v=yLrccSBRG_w
    I saw you mention "40 people attacking 10-20". To me that's a fucking tuesday and nowhere near a "zerg". And definitely nowhere near a headless-chicken-zerg of 300+++ people just running around attacking anything that moves.
  • DepravedDepraved Member, Alpha Two
    Dimitraeos wrote: »
    Depraved wrote: »
    Dimitraeos wrote: »
    NiKr wrote: »
    Dimitraeos wrote: »
    If a group of 5 is facing a group of 10...and the first aoe scaling threshold is 8+...the group of 10 attacking the smaller group will not recieve the benefit of aoe damage scaling that the group of 5 would.
    So I was right and you're talking about a completely different scale of fights. I'm not interested in balancing some 5 randos against some 10 randos.

    I'm interested in guilds of 40-50 members being able to stand up against guilds of 300 members w/o getting completely demolished. And as I've already pointed out, territorial design can accomplish that and have shown to be able to accomplish that in other games (namely L2, as that is my main point of reference).

    If an aoe can only hit 10 people then your stages of benefits have 0 consequences on that aoe, because only the first stage is relevant. And if you want to have aoes that can hit 20+ people at once - I've already explained my issues with that kind of design.

    My first post I alluded to this scaling higher. I dont think you're even reading what I'm saying.

    ok so you have 40 people stacked in one place vs 300. those 40 cant kill the 300, lets say they can only hit 40...those 40 die, then the next 40 behind them hit your 40 and your 40 people die while ur aoe was on cd. thats what nikr is trying to say. you still still get extra damage done to you because you have more than one party on one side.

    if you want the game to track how many people are on each side somehow, then thats still easy ot abuse. i wont bring 300, ill bring 292. when you kill the first 40 ill trhow my 8 at you that are on a separate guild and kill your 40 cuz the game would be tracking my 8 vs your 40, using ur own suggestion against u.
    Dimitraeos wrote: »
    Depraved wrote: »
    Dimitraeos wrote: »
    Depraved wrote: »
    Dimitraeos wrote: »
    NiKr wrote: »
    Any chokepoint in the game would immediately turn this around onto the small groups as well.

    No because the in that scenario, only the smaller group of say 5 players will be able to hit the group of 10 and get the benefit of the upscaling on damage and not the other way around. The large group of 10+ will at best only have 5 players which in theory would be below the threshold for aoe abilities scaling up based on players hit (refer to my rough example above as a guide)

    The idea is that you want smaller groups to have the ability to break up and punish zergs who simply try and steamroll in a deathball.

    why? so ur telling me that after i spend months socializing, convincing people to join my guild, building a community, playing together, etc, you must be rewarded because you didnt put the same effort and u can do more damage than me for no reason other than being antisocial? plsss

    Also, im literally talking about how smaller groups of well coordinated and prepared players, utilizing better tactics can fight against poorly led or mindless zergs and stand a chance in battle. Literally the opposite of anti-social.

    ok lets look at it the other way. why not give an advantage to uncoordinated small groups over a coordinated group. groups of 5 random players who arent even in voice coms should receive some type of advantage so that they have a chance against 8 people who are in voice coms and have been playing for years.

    if you are as good and coordinated as you think, just find more coordinated people. you could probably beat a zerg with less people if oyu are better and better geared. but you shouldnt be given an advantage just because. the advantage is in being coordinated, or having good startegy or reflexes or gear, etc.

    Because this entire post is about why lazy zergs and deathballs in pvp are boring. Its...literally in the title, brother.

    yeah sure but that sets a precedent. what you are doing is you are classifying (arbitrarily) players then giving one side an advantage. there are multiple ways you can classify players. how about players who are 40-50 years old get a damage and defense bonus vs players who are 15-20 years old to make up for lack of reflexes.
    or low level players geta bonus vs players 20 levels than them, etc, etc...

    I genuinely don't think you understand even slightly what this post is about. Not even sure how else to explain this to you at this point.

    In pvp AoEs should be more effective against deathballs and zeros. The more people caught in the AoE, the more damage potential there is, hence: punishing zergs and deathballs who are careless. Its very simple.

    sure thats right. using an aoe on 10 people will do more damage in total than using it on 5 people, but each individual player will still take the same damage (assuming same defense). you already have ur scaling right there. you just want additional scaling.

    you still didnt address what i said tho. you have your coordinated little group and i have my zerg, then guess what? now i just send an even smaller group than yours to aoe you, boom your death. its a dumb idea. not all ideas are good and not all good ideas are applicable to every game. you just want an advantage because you think you are good enough to beata zerg and you complain that you cant because they have numbers, but you are better than each one of their players. lol...

    they are already giving smaller guilds an advantage. you either increase guild size or you get passives. and you want more advantages on top of that because you probably have anxiety and dont wanna join a big guild? well sucks to suck.
  • So you'd just have an aoe with a huge dmg value.

    Based on what? Youre acting like this is something concrete and not just a concept. Theres nothing about specific numbers here.
    If aoes do a ton of dmg against that amount of characters - the zerg will simply use a few aoes and outdmg the smaller groups.

    Theyre already going to do that by virtue of them having more numbers anyway. At least if they do it and concentrate their forces in one area, the smaller group can force them to take more damage if they play their cards right, and hence have a chance of breaking that zerg up.
    Your suggestion only works if the game's aoes are smth like 200m in diameter and ramp up to crazy dmg if there's over a hundred people in them.

    Nope, the scaling can start at any number of targets making that point superfluous.
    I've both been the zerg in an owpvp game and have fought against it

    As have I, and most of the time, being in the deathball is incredibly boring.

    "Divinity is not just Love, Devotion or Purpose. Divinity is the hammer which we use to crush Corruption."
    l4nvaryf9xpf.png
  • LudulluLudullu Member, Alpha Two
    Dimitraeos wrote: »
    Based on what? Youre acting like this is something concrete and not just a concept. Theres nothing about specific numbers here.
    If aoe does 100 dmg to one person/mob and, say, 150 dmg to a full party (as it would in Albion) - that's 50% more dmg against every party for the same cost. Any bigger scaling means even more dmg by default, because Ashes is built around full parties (class balancing, majority of mob balancing, etc).

    You're not suggesting a tool against zerg. You're suggesting a tool for solo players to fight against parties, which would then be used by the very zerg you want to counter, because the headless zergs are almost always comprised of solo players.
    Dimitraeos wrote: »
    Theyre already going to do that by virtue of them having more numbers anyway. At least if they do it and concentrate their forces in one area, the smaller group can force them to take more damage if they play their cards right, and hence have a chance of breaking that zerg up.
    What, in your opinion, would be the dmg value that would suddenly make a hundred headless chickens disperse instead of just keep hitting the smaller group?

    Would it have to be 20% of HP per hit? More? Because your scenario doesn't work in practice. It's either so damn OP that a single aoe can almost one-shot a party (which kills the small guilds in just the same way) or it is simply not enough to overpower the zerg, because that's the entire point of the zerg - overcome that dmg through sheer numbers.
    Dimitraeos wrote: »
    Nope, the scaling can start at any number of targets making that point superfluous.
    I was talking about it being effective and/or noticeable. A few aoes from a small group will do nothing to the zerg. And if you tune those aoes to a point where it DOES do smth - you've overtuned aoes to such an extent that they break the game.

    You keep saying to disregard numbers, but your suggestion is built on them. You want bigger numbers. You want huge numbers, otherwise your suggestion simply doesn't work.

    This is why I keep saying that changing skills is a bad way of achieving your goal.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Also, I read the discord replies. Are yall talking about smth like channeled aoes that have a long duration? Cause I'd be all for if those had a ramp up, especially if more people go through them, but you didn't have any implication of this being the case.

    And on Solvryn's point of Albion (I didn't see that response initially), that shit literally stops at 9+ players :D that's a fucking start in Ashes. So whichever dmg Albion's boosted aoe does to 9+ players - that'd be the default dmg in Ashes.

    And I already explained the physical limitation of having way more people in an aoe.

    There was also some talk of Disarray from Albion, but I didn't see any indication of what constitutes "a group" in Albion. Is it "people from the same guild"? Is it "people in literally one group"? "In one raid"? @Solvryn which one is it?

    Cause a scaling debuff on ever-bigger groups is fun and all, but it all depends on how the game views a group. Want a low Disarray score? Just split your zerg into several guilds and/or parties. EZ

    p.s. I don't use any translators. I've known english for over 20 years, even if it's my second language.

    Point of posting Albion scaling is to support the thread because it AoE scaling absolutely can function well when designed properly. Proximity Det also scales up in damage the more people it hits.

    AoE damage scaling does work, it prevents one or two people from getting nuked into orbit while doing massive damage to clumped people (there’s no justification for an AoE to hit as hard as a single target ability against one person) There’s versions of it in a few MMORPGs. It’ll work in Ashes when applied to AoEs, it just needs to be designed for this game.

    It stops balling and encourages line/formation fighting and actually emphasizes movement and positioning.

    I can go into mass depth to how to design it for Ashes too. But most of all as a mechanical function of an AoE it can absolutely punish disorganized play abs mindless zerging, while encouraging organized grouping and rewarding calculated, strategic, and tactical play.
  • LudulluLudullu Member, Alpha Two
    Solvryn wrote: »
    I can go into mass depth to how to design it for Ashes too. But most of all as a mechanical function of an AoE it can absolutely punish disorganized play abs mindless zerging, while encouraging organized grouping and rewarding calculated, strategic, and tactical play.
    Same question to you then:
    What, in your opinion, would be the dmg value that would suddenly make a hundred headless chickens disperse instead of just keep hitting the smaller group?

    If it's so impactful in Albion, what kind of dmg does it do there? Is it 20% of hp of the entire group from a single aoe? Is it more?

    Also, you didn't answer how Albion counts people in a group. Cause scaling of Disarray went into the hundreds, but it still just said "in one group". Dafuck do they mean by "group"?
  • LudulluLudullu Member, Alpha Two
    edited December 2023
    Judging by this video, a strong aoe into a clumped group does ~50% hp to several people at once. Imo that's insane dmg and is way too high for the pace of battle that Ashes if going for.
    https://www.youtube.com/watch?v=disxYM9i6uY

    But even then, disregarding that Albion is a non-collision game - the territorial design has a WAY bigger impact on any group movement than any given aoe. There's constantly small chokepoints, corridors, bridges, trees, mountains and rocks.

    If anything, Albion is the best argument for my side of this discussion. A smaller group can be more mobile around those chokepoints and use them to turn the fight to their favor from time to time. And with AoC's body collision the path through rate will be even lower than it is in Albion, so those small groups will be able to hit more people with aoes before receiving a shitton of aoes back (as opposed to the zerg just rushing through onto the other side and outside the aoes).

    And as I said in another comment here, I'd be all for a few channeled aoes that ramp up in dmg the more people walk through them. But randomly scaling a aoes to 40-50%HP dmg is silly imo.
  • LudulluLudullu Member, Alpha Two
    And another huge example of "territory is key against zerg" from Albion. Even disregarding the huge difference in ttk and non-collision - territory was the thing that let them live for that long, because zerg couldn't just overwhelm them easily.
    https://www.youtube.com/watch?v=8d8J2PVo6zo

    In other words, I've been correct from the start B)
  • BarabBarab Member, Alpha One, Alpha Two, Early Alpha Two
    Solvryn wrote: »
    It’s called escalation in Albion its a good mechanic.

    https://wiki.albiononline.com/wiki/AoE_Escalation

    It promotes formation and line fighting instead of the low BIQ mageball.

    Albion has a few really good anti-zerg mechanics. I really like the red blob on the map showing large clusters of players as well.

    Would love to test AoE friendly fire outside of raid / guild in a2.
    The Dünir Hold Mithril Warhammers,Thanes of the Keelhaul, Dünir scourge of the oceans, Warhammer First Fleet Command of The Dünzenkell Nation, friends to the Dünir Dwarves of the Dünhold. Hammers High!
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  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2023
    NiKr wrote: »
    Solvryn wrote: »
    I can go into mass depth to how to design it for Ashes too. But most of all as a mechanical function of an AoE it can absolutely punish disorganized play abs mindless zerging, while encouraging organized grouping and rewarding calculated, strategic, and tactical play.
    Same question to you then:
    What, in your opinion, would be the dmg value that would suddenly make a hundred headless chickens disperse instead of just keep hitting the smaller group?

    If it's so impactful in Albion, what kind of dmg does it do there? Is it 20% of hp of the entire group from a single aoe? Is it more?

    Also, you didn't answer how Albion counts people in a group. Cause scaling of Disarray went into the hundreds, but it still just said "in one group". Dafuck do they mean by "group"?

    What in my opinion would make a hundred headless chickens disperse? You'll have that answer in A2 when we're able to see exactly how many hotboxes we can stuff into an AoE.

    That link I shared should have a chart to what it's calculations are for Albion.

    Keep in mind, I also said Prox Det in ESO, so don't ignore the fact that as a mechanic its adapted to several IPs and not just one. That's just how Albion handles it.

    NiKr wrote: »
    Judging by this video, a strong aoe into a clumped group does ~50% hp to several people at once. Imo that's insane dmg and is way too high for the pace of battle that Ashes if going for.
    https://www.youtube.com/watch?v=disxYM9i6uY

    Algorithms can always be adjusted Nik.
    NiKr wrote: »
    NiKr wrote: »
    But even then, disregarding that Albion is a non-collision game - the territorial design has a WAY bigger impact on any group movement than any given aoe. There's constantly small chokepoints, corridors, bridges, trees, mountains and rocks.

    The AoE works in conjunction with territorial design though and it's not adversarial.
    NiKr wrote: »
    If anything, Albion is the best argument for my side of this discussion. A smaller group can be more mobile around those chokepoints and use them to turn the fight to their favor from time to time. And with AoC's body collision the path through rate will be even lower than it is in Albion, so those small groups will be able to hit more people with aoes before receiving a shitton of aoes back (as opposed to the zerg just rushing through onto the other side and outside the aoes).

    I can if I choose to point out where your argument isn't adversarial to AoE scaling at all. I just haven't, yet.
    NiKr wrote: »
    And as I said in another comment here, I'd be all for a few channeled aoes that ramp up in dmg the more people walk through them. But randomly scaling a aoes to 40-50%HP dmg is silly imo.

    It's not random, there's a calculation that has been linked to you that tells you what the scaling percentage is per body in the AoE for this particular game. Did you read it? Judging by your response, you have not.
    NiKr wrote: »
    And another huge example of "territory is key against zerg" from Albion. Even disregarding the huge difference in ttk and non-collision - territory was the thing that let them live for that long, because zerg couldn't just overwhelm them easily.
    https://www.youtube.com/watch?v=8d8J2PVo6zo

    In other words, I've been correct from the start B)

    Seems to me you're on the side for AoE scaling.

    As I said before, it promotes line/formation fighting movement. It promotes calculated strategic and tactical gameplay, which using the terrain is. What you're describing is exactly why AoE scaling works, not why it doesn't work.

    Be correct all you want because your argument is the result of AoE scaling working as intended.

  • LudulluLudullu Member, Alpha Two
    edited December 2023
    Solvryn wrote: »
    It's not random, there's a calculation that has been linked to you that tells you what the scaling percentage is per body in the AoE for this particular game. Did you read it? Judging by your response, you have not.
    I read both that link and the Disarray mechanic someone mentioned on discord.

    Albion's ttk is way shorter than AoC's, which is why highly scaled (only 56% stronger btw) aoes deal half an HP bar to several people. And Albion has no body collision so it's way easier to move through its terrain, which makes those aoes even more effective.

    Ashes will have a longer ttk and body collision, which means that a huge zerg group won't just drop dead from 2 aoes, especially if they're going through a chokepoint in an almost single file manner.

    Solvryn wrote: »
    Seems to me you're on the side for AoE scaling.
    No, I'm on the side of good territorial design, which Albion seems to have. I got no clue what Prox Det is, but I will go check out a few vids of ESO mass pvp to see its presumed effects.

    I'm fine with channeled aoes growing in strength because they'd be a tradeoff and a risk/reward-based action. I don't want AoC's single-cast aoes to do the same 50%HP dmg as Albion's do.
  • LudulluLudullu Member, Alpha Two
    Any mass battles on youtube in eso seem to be from years ago (and I dunno if that's even relevant to this discussion) and the latest mention of people clumping up is "ballgroups" that are literally annihilating everyone, but I don't think they'd fall under the definition of "zerg" (even if eso seems like a super soloable mmo).

    Either way it's hard to see if eso's antizerg is in any way effective. But I doubt it would magically change my opinion on this point, cause unless it has some smart mechanic/design to counter zergs - I ain't really interested in it.

    ESO's mass pvp also seems to be mainly located around forts/castles, which are full of chokepoints, so this still plays into what I've been saying from the start. We already have aoes in the game, so just having good territorial design will resolve majority of zerg issues.
  • I think this is a good idea. AOE builds should definitely be a thing to combat zergs/ads in PvE. Just like how some single target abilities in games get bonus damage when the target is below 30-50% hp or an 'execute' function. This could be the AOE version for certain abilities.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Any mass battles on youtube in eso seem to be from years ago (and I dunno if that's even relevant to this discussion) and the latest mention of people clumping up is "ballgroups" that are literally annihilating everyone, but I don't think they'd fall under the definition of "zerg" (even if eso seems like a super soloable mmo).

    Either way it's hard to see if eso's antizerg is in any way effective. But I doubt it would magically change my opinion on this point, cause unless it has some smart mechanic/design to counter zergs - I ain't really interested in it.

    ESO's mass pvp also seems to be mainly located around forts/castles, which are full of chokepoints, so this still plays into what I've been saying from the start. We already have aoes in the game, so just having good territorial design will resolve majority of zerg issues.

    I'm not trying to sway someone's opinion, yours or anyone elses, scaling AoEs work and are proven effective in several titles. I came here to bump and support the OP.

    They do exactly what the OP wants them to do, they turn a ballgroup into mulch and reward organized gameplay.

    Using the terrain to someone's advantage is good gameplay and neither AoE scaling nor proper movement are adversarial to each others design, they compliment it.

    It doesn't matter to me if someone believes it or not, what matters is that its working in several titles and it works better than anything else I've seen anyone suggest.

  • XuriXuri Member, Alpha One, Alpha Two, Early Alpha Two
    This topic only makes me remember Warhammer Online's uncapped aoe pull+snare straight into 2-3 Sorcs killing you and everyone else in that cluster 2-3 seconds later. Contributed to the death of that game sadly.
  • LudulluLudullu Member, Alpha Two
    Solvryn wrote: »
    It doesn't matter to me if someone believes it or not, what matters is that its working in several titles and it works better than anything else I've seen anyone suggest.
    In both Albion and ESO they seem to be OP as fuck. I'm personally against that kind of OPness in Ashes, so that's my feedback for Intrepid.

    Also, from what I've seen, both ESO and Albion still had way smaller fights than what I've had in L2, where such aoes would simply turn any and all mass pvp into "who got their aoe off first", which would be dumb beyond belief imo.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Xuri wrote: »
    This topic only makes me remember Warhammer Online's uncapped aoe pull+snare straight into 2-3 Sorcs killing you and everyone else in that cluster 2-3 seconds later. Contributed to the death of that game sadly.

    So you're telling me Warhammer players didn't have good strategy/tactics?
  • edited December 2023
    player collision and flagging system.
  • Arya_YesheArya_Yeshe Member
    edited December 2023
    Who has more numbers win, that's fair.

    There isn't much to do, since Intrepid never thought of creating interesting PvP systems
    PvE means: A handful of coins and a bag of boredom.
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