Azherae wrote: » Trying to make this one more helpful but my thoughts are gonna be a mess so figured I'd clean them up/have others shred them here where I can get it cleared up instead of just posting straight away (my group doesn't care enough about the Node Wars as shown so...) (Vaknar just merge this in the way you normally do for threads that should count directly as the feedback if it's either clear enough ... somehow... or gets no traction and I can't therefore improve it anyway)What do you believe the perfect balance to be between PvE and PvP objectives? 30-70 PvE to PvP. This part feels singular/obvious to me right now, but I might add more stuff here based on any response. For now all I've got is... well this is the ratio that works?What are your ideal expectations when it comes to mass-player battles, and objectives oriented or best fit for small teams? So, the main thing that makes most tactical combat games work, possibly all tactical combat games work... the thing that forces a large force to be something other than a 'zerg', is simple enough, to me. Some sort of forced 'uniqueness' or 'resource' that is more than just your character. MMOs usually used the Trinity, at least for a while. Squad games use combinations of 'hard limits' and 'available combat positions'. Arena shooters with non-miserable Deathmatch modes use things like 'limited guns or ammo' and/or 'character selection'. MOBAs use combinations of 'roles', the map, and the laning phase (used to force people to optimize for a specific thing, for a certain amount of time, before they feel freer). I don't mind any combination of these, but large scale events in MMOs run into the problem of not having any actual way to enforce any of it. Everyone comes to the table with their character. You can't give or take something most of the time, you can't force the specialization most of the time, and the terrain usually isn't helpful enough. Basically, you can't 'make it so there's only one high power longbow available and you have to choose who gets it'. You can't even make it so there are only four to spread amongst 40 players, that sort of thing. Yet, this is the only thing that ever seems to affect how players approach objective-based PvP toward tactics. Nearly every time I see it happen, it's because some aspect of the game accidentally or very temporarily created this situation, but with enough people involved, it's not enough. My ideal expectation is to find a way to apply this, though, preferably as 'organic' as possible. The issue with this is the current class design, the Trinity grouping doesn't exactly work 'against' this, but the types of tradeoff people use in design to get the 'binary' effect, go against it. If Rangers have good mobility and good DPS, then it's hard to make an organic situation in PvP specifically where they hit a limit. Squad Games: Can only have one sniper on the team, or the lines of sight would make choosing all snipers easy to counter. Arena Shooters: Not enough sniper rifle ammo on the map for all the snipers or something like that. MOBAs: Laning Phase and the low mobility of most 'Carry' characters means even if you do choose 'all Carry' for max DPS, enemy can take advantage much harder. I bring up Rangers/Snipers/Carries but it applies to Healers even moreso. Tanks slightly less but that depends on AoE healing options. More Healers means more mana pools for healing means bigger effective health pools. Normally this 'loses out' in MMOs only because damage is endless given enough time and MP for healing isn't. It's like asking the question of 'why doesn't everyone in a MOBA just pile into one lane and kill the opposition there and then move on. Well, that's what they used to do. And then there was a lot of tuning to make sure this had a downside. That tuning isn't there to 'force you not to do it' or to 'ensure fairness and fun for all'. It's there to make people have to care about the laning phase and therefore specialize. You absolutely can refuse to do that, if you feel the risk is worth the reward. Like how football(soccer) teams have different numbers of defenders, midfielders, or strikers, based on their options, but even more than that. Those teams have a hard limit. Only 11 players on the field at a time each. There's probably some rule you could make up that would 'allow them to field 13+, but still create limits'. "This defender type can't move past midfield", or "This player may only dribble and shoot, no intentional passing". That sort of thing. So, lots of rambling that I need to rework, from this summary concept: You have to make objectives tied to some limited ABILITY which must be assigned/taken on by some subset of participants. Like, properly limited. Not 'on a timer' limited. Maybe economically limited could work, but I'd worry about even that. That part has to be 'fair', or at least 'predictably unfair'. After that, being outnumbered is still an entirely valid way to lose, but at least you have to put some actual tactics into it instead of just 'let's split up, gang!'What would be the ideal frequency for events like Node Wars in your opinion? What kind of impact do you want events like these to have on a larger war? I guess this question must mean the 'Node War Event' shown on the stream, not the overarching Node War where everyone's PvP flagged. I'd say three times a day, but split up in a really specific way. Once that looks like what was on the stream, only during server primetime. Once at the discretion of Side A, once at the discretion of Side B. As for overall impact, this also 'resolves' my issue with a specific aspect of the 'now we get all the rewards/exp from this area/thing', and opens up some risk/reward play. If you can fight for control of Node Exp or Gathering Bonuses or PvE boss Access or something, but your control only lasts until the other side activates their daily 'event trigger', I feel like we'd see more proper scheming happen. e.g. if someone knows that the stronger members of Node A are currently attacking a boss or engaged in another fight over something else, they could trigger their At-Discretion daily event (with a timer, ofc, like 30m to start) to force a response, or maybe even to get some people to risk coming straight to the war zone with their materials still in their inventory, or to misdirect from a Caravan run, or something.What event rewards do you think would be cool? I don't like the idea of 'cool' rewards for Node War events other than Node Currency/reputation. I feel this isn't really a system where 'cool' should be factored very much. Direct rewards of any kind as large scale PvP incentives, even those that have to be shared out after the fact, just don't strike me as 'good'. Maybe something like 'Invade the Carphin Mythril Mines' as an event option where the rewards are tied to the location naturally, but only in the case where it's either disrupting the 'current control' or both sides are trying to get away with a certain amount of predetermined loot and the battle outcome only determines the distribution thereof, like everything else. I'm not sure that's much of a 'Node War' when everyone's PvP flagged already, but if you can't declare Node War in order to go 'kill miners and take their stuff without corruption'(because they don't drop their stuff due to being flagged as a PvP event ... 'participant'?), then maybe the event could change that temporarily, so that you drop your stuff. But it sounded like you already can just do that? I don't feel like making another thread about it so I hope that gets discussed a little bit here too. Anyway I just don't like tying reward incentives to conflict events, even in a game as heavily PvP focused as Ashes. Sure it's a pain to 'have to defend something just for maintenance', but all the more interesting political/intrigue stuff seems to stop pretty fast when people have some reward they want, and then when they have it, the incentive fades anyway. Also can we get a Mayoral 'ceasefire' style decree/option thing that similarly has a buy-in, maybe on both sides, that removes the autoflagging part for the Citizenry for, idk, 2 ingame days or something? I expect Node Wars to last for 3-5 days (whether directly 'Best of 5' or not) and probably happen twice a month or so, but any system for 'protection' so that less combat-focused citizens of the Node can log in and do stuff 'more safely' will get abused, so I feel a 'full ceasefire for a period' is the only option. Lots of edits to come... I hope. We'll see.
NiKr wrote: » I guess Dygz and Noaani have been correct all along. Ashes is a pvp game rather than a pvx. Cause if "doing pve is pvp, as long as the final goal is to win against another player" is the argument people are using, then the game overall is most definitely just pvp. Any pve in the game serves the goal of winning against other players. Rip Steven's dream of having a pvx game
Depraved wrote: » your condition to level up isn't to beat the other player, its to kill mobs.
Mag7spy wrote: » The PvX means there is PvE included as well and not just players.
CROW3 wrote: » It would be awesome if the outcome of a node war was more PvX heavy. For instance, a new story arc is unlocked to advance the node or discover some clue to an ancient relic deep beneath the mountains over the horizon. But as I’m reading it now - node rep - seems much more PvP oriented.
CROW3 wrote: » I don’t remember hearing the boss deal, so yes that would be great. Did he mention whether the luck buff extends to resource collection?
Garrtok wrote: » Why you don't post that in the feedback thread?
Azherae wrote: » @Depraved - Thanks, but tackling your addition one bit at a time... The golden words are Intrepid's not mine, so I might not interpret them right. So for this one:What do you believe the perfect balance to be between PvE and PvP objectives? I'm not the one defining 'PvE' here, and I did make some assumptions, yes. Is it that you think the 'correct' answer is 0-100, because all Node War events are (or should be) PvP?
Depraved wrote: » Azherae wrote: » @Depraved - Thanks, but tackling your addition one bit at a time... The golden words are Intrepid's not mine, so I might not interpret them right. So for this one:What do you believe the perfect balance to be between PvE and PvP objectives? I'm not the one defining 'PvE' here, and I did make some assumptions, yes. Is it that you think the 'correct' answer is 0-100, because all Node War events are (or should be) PvP? I just checked vaknar's node thread, and you are right. those are his words, not yours. in that case, I believe vaknar's question is flawed (or incorrectly phrased?). node wars are pvp by default, since the win condition is to beat other players and other players are also an obstacle. the way he Is asking seems that he is trying to say that there will be some separation of activities where the players have to fight other players or fight the cpu/ai without playing interference. but even then, you are fighting the cpu/ai to win the war vs players, not to win the war vs the cpu/ai. if we are just talking about activities with or without the potential player interference, id prefer player interference 100% of the time. then I can strategize and decide to fight the players or be sneaky and gather those rubies, etc.