Ludullu_(NiKr) wrote: » Dolyem wrote: » I even have ran this by several people as a scenario where they are being attacked, and almost every one of them said theyd likely disengage remaining a non-combatant, heal, and re-engage before the player lost their combat status and open up on them with full CCs. Which is the point of "greens can't be CCed". It makes the encounter fair to both sides. The attacker gets the first hit, the defender gets the first CC. If you, as the attacker, stand around waiting for your victim to heal up - what the hell are you doing? If your goal was not to PK your target - you can still keep attacking them, so that they don't heal back up. And if your goal WAS to PK them - you can succeed at that easily.
Dolyem wrote: » I even have ran this by several people as a scenario where they are being attacked, and almost every one of them said theyd likely disengage remaining a non-combatant, heal, and re-engage before the player lost their combat status and open up on them with full CCs.
Ludullu_(NiKr) wrote: » Dolyem wrote: » This is also not about suffering corruption, rather it is more about a sort of terms of engagement issue being exploitable. It's not an exploit. It's an intended interaction. You just dislike that you don't have a huge of an advantage w/o also gaining as huge of a penalty for said advantage.
Dolyem wrote: » This is also not about suffering corruption, rather it is more about a sort of terms of engagement issue being exploitable.
Ludullu_(NiKr) wrote: » Dolyem wrote: » My suggestion above for players committing to non-combatant to acquire CC immunity addresses your concerns of protecting greens. Except it changes nothing in the context of this discussion. If your goal was not to PK the person - CCs don't matter. If your goal is to PK a person - CCs only matter if a green player who didn't even know they're about to be attacked can then somehow easily escape the attacker. But even with a longer ttk, it'd be quite difficult to escape someone who has already dealt some burst dmg and is still doing dmg to you, while you're trying to figure out your best way of retreat. As Lae said above, I'm not sure what the core of your issue is. If it's simply unfairness towards the attackers - tough luck
Dolyem wrote: » My suggestion above for players committing to non-combatant to acquire CC immunity addresses your concerns of protecting greens.
Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons.
Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile.
daveywavey wrote: » Dolyem wrote: » Long time no see everyone. Figured I may as well toss another topic out since its been so long. Its a simple idea. Seeing as traditionally rogues are all about openers and getting the jump on players in PvP, will this simply disincentivize players being attacked by rogues to fight back when Rogues get the jump on them, pushing said rogues to gain corruption or disengage? Would this pretty much nullify the classic rogue mechanic of stealth attacks in PvP? Will the potential loss of materials be enough to push back against a rogue doing this? I plan to test this in alpha 2 quite a bit but any feedback or suggestions to test are welcome. This is also just theory, seeing as we dont know anything about ashes rogues, its just speculation using what rogues have been in mmorpgs traditionally. Erm, I think you're in the wrong thread. The Memes thread is over 'there'......
Dolyem wrote: » Long time no see everyone. Figured I may as well toss another topic out since its been so long. Its a simple idea. Seeing as traditionally rogues are all about openers and getting the jump on players in PvP, will this simply disincentivize players being attacked by rogues to fight back when Rogues get the jump on them, pushing said rogues to gain corruption or disengage? Would this pretty much nullify the classic rogue mechanic of stealth attacks in PvP? Will the potential loss of materials be enough to push back against a rogue doing this? I plan to test this in alpha 2 quite a bit but any feedback or suggestions to test are welcome. This is also just theory, seeing as we dont know anything about ashes rogues, its just speculation using what rogues have been in mmorpgs traditionally.
Texas wrote: » I don't know what rogue will look like, but I do know that there's not going to be only 1 way to rogue. If you don't want to be a glass-cannon, stealth-burst rogue, you don't have to be. Btw, rogue-tanks, dot specs, and sustained dps are quite common around the genre.
Azherae wrote: » I don't see any issue here unless the concept is that Rogues are solitary. All this does is change it so that a Rogue needs to work with another person. The Rogue is hidden, allowing their visible partner to engage (or be engaged, even better) at any time. As soon as the enemy flags up expecting a 'fair fight', the Rogue then moves in and acts. In my own (probably not 'traditional') experience this is what you want a Rogue for in a group game/MMO. That allows them to be 'flanker' even without true stealth, assuming enough mobility. A source of sudden burst damage that you cannot ignore and tactically shouldn't necessarily try to kill. Does this work in Ashes? Who knows, I wouldn't bet on it personally right now, but it is an MMO, and 'killing people in specifically unfair fights' is probably not one of the things that should be 'soloable'.
Dolyem wrote: » The only "fair" fight there should ever be are in duels. And going off by what it looks like you're calling fair, that's just agreed upon combat.
Dolyem wrote: » OWPvP is meant to provide that whole risk to reward aspect, and removing the initial engagement lessens that risk. You're supposed to be ready to be attacked any time you're out in the world, and you either run away or defend yourself. Halving your losses on death or winning become your outcomes for choosing to fight back, and you shouldnt get an advantage backing those risks. Attackers risk dying or gaining corruption when attacking, and they shouldn't be put at a disadvantage for those risks. It just comes down to the engagement.
Dolyem wrote: » If you can't initially CC me, I will run, disengage, and heal up once I've lost you, and then push the attack using full CCs on you before you lose your combatant flag. That's a flawed system. And even if you catch me and kill me without me fighting back at first, you're now corrupted and I'll try to hunt you down and be able to CC you off the rip as well. How does that sound like fair gameplay? I'll be sure to test it a lot and record each encounter during the alpha for this thread either way, and hopefully I'm wrong.
Dolyem wrote: » An initial advantage would likely only be a slight to moderate advantage in a balanced system. You're stuck in this mindset that I'm begging to be able to one-shot people when I'm simply saying that not allowing parts of a players kit to be used because they're attacking first will feel awful. And then from doing so making themselves able to have that exact advantage used on them instead.
Dolyem wrote: » As I've said several times, let the players who commit to running activate their CC immunity at the cost of staying green.
Dolyem wrote: » If I intend to PK a person and they don't want to fight back, they should have the option to run instead of just standing there and dying. But if they want to fight back, they better be having to fight against me at 100% of my capabilities, and not 70%, 80% or 90% just because I attacked first.
Dolyem wrote: » And imagine if I were to say "tough luck" to green players and wasn't even offering an active ability to them. I don't remember you being this toxic.
Depraved wrote: » Jhoren wrote: » Depraved wrote: » Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons. so basically turn them into warriors? No. but that's your suggestion...
Jhoren wrote: » Depraved wrote: » Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons. so basically turn them into warriors? No.
Depraved wrote: » Jhoren wrote: » Dolyem wrote: » Its really just looking at the idea of a class that is focused on getting an upper hand by striking first causing players to potentially default to not fighting back because there is no point to when it could be futile. If that happens, the first strike capability needs to be nerfed. Simple as that. No class should have an IWIN button like that, especially from not from stealth, but really just in general. The fix to that problem is to lower first strike damage for all classes to an acceptable level, and for rogues, make them more sustained DPS with CC, debuffs and DOTS, rather than making them burst DPS glass cannons. so basically turn them into warriors?
abc0815 wrote: » The whole point about OpenWorld Player vs Player is the unfair part. Trying to balance this (or w/e) is pointless. At least to me this was not supposed to be a another arena / theme park game.
Dolyem wrote: » Seeing as traditionally rogues are all about openers and getting the jump on players in PvP, will this simply disincentivize players being attacked by rogues to fight back when Rogues get the jump on them, pushing said rogues to gain corruption or disengage? Would this pretty much nullify the classic rogue mechanic of stealth attacks in PvP? Will the potential loss of materials be enough to push back against a rogue doing this? I plan to test this in alpha 2 quite a bit but any feedback or suggestions to test are welcome. This is also just theory, seeing as we dont know anything about ashes rogues, its just speculation using what rogues have been in mmorpgs traditionally.
Noaani wrote: » abc0815 wrote: » The whole point about OpenWorld Player vs Player is the unfair part. Trying to balance this (or w/e) is pointless. At least to me this was not supposed to be a another arena / theme park game. This is very much missing the point of what a sandbox MMO is.
abc0815 wrote: » Noaani wrote: » abc0815 wrote: » The whole point about OpenWorld Player vs Player is the unfair part. Trying to balance this (or w/e) is pointless. At least to me this was not supposed to be a another arena / theme park game. This is very much missing the point of what a sandbox MMO is. This game is going to have very little sand box content IMHO. You want a fair fight you make content/arena instanced. From CS to Dota2 to WoW Arena (Raiding and Dungeon) it is the same. Good luck with "scripted" RP fights.
Aszkalon wrote: » Stealth versus Corruption ?
Ludullu_(NiKr) wrote: » Dolyem wrote: » The only "fair" fight there should ever be are in duels. And going off by what it looks like you're calling fair, that's just agreed upon combat. Yes, because that's the only fair owpvp fight there can be (though even then it's never fair, cause RPS balancing and all that). I want all owpvp to be as fair as possible to both sides, because I want both sides to WANT to participate, rather than attackers running around tagging every damn person and not a single green fighting back.
Ludullu_(NiKr) wrote: » Dolyem wrote: » OWPvP is meant to provide that whole risk to reward aspect, and removing the initial engagement lessens that risk. You're supposed to be ready to be attacked any time you're out in the world, and you either run away or defend yourself. Halving your losses on death or winning become your outcomes for choosing to fight back, and you shouldnt get an advantage backing those risks. Attackers risk dying or gaining corruption when attacking, and they shouldn't be put at a disadvantage for those risks. It just comes down to the engagement. But the greens don't get an advantage though. They get a fair fight. A reason to fight back. If you can CC greens, this means that you'd be able to CC them then do a ton of dmg w/o their ability to fully defend themselves. This drastically lowers the chance of them ever fighting back, because, for them, the fight will begin at such a disadvantage that the only reason to hit the attacker is to simply reduce your death penalty. To me, this is not pvp. This is simply an attacker preying on a weak opponent.
Ludullu_(NiKr) wrote: » Dolyem wrote: » If you can't initially CC me, I will run, disengage, and heal up once I've lost you, and then push the attack using full CCs on you before you lose your combatant flag. That's a flawed system. And even if you catch me and kill me without me fighting back at first, you're now corrupted and I'll try to hunt you down and be able to CC you off the rip as well. How does that sound like fair gameplay? I'll be sure to test it a lot and record each encounter during the alpha for this thread either way, and hopefully I'm wrong. Again, you're somehow assuming that your target will be able to outrun you easily, while also saying that your target doesn't flag back up to CC you. We don't have teleports and we know that mounts can be summoned in combat, so you're as free as your target to mount up and chase them. And you can do this until your flag state runs out, so your target won't be able to retaliate freely. The only reason a green player could ever escape me in L2 was the quick teleport scroll, which TPed them out instantly. And, in L2, you couldn't even attack people while running, so it wasn't as easy to keep someone at low hp, while they were trying to get away. You WILL be able to do that in Ashes. All of this is more than fair to both sides.
Ludullu_(NiKr) wrote: » Dolyem wrote: » An initial advantage would likely only be a slight to moderate advantage in a balanced system. You're stuck in this mindset that I'm begging to be able to one-shot people when I'm simply saying that not allowing parts of a players kit to be used because they're attacking first will feel awful. And then from doing so making themselves able to have that exact advantage used on them instead. The pvp only begins when the target player fights back. And as soon as they do - your entire kit is fully viable. Before then you're simply attacking a passive target - not pvping. And several classes will not be able to use their abilities properly in a situation where their target is passive.
Ludullu_(NiKr) wrote: » Dolyem wrote: » As I've said several times, let the players who commit to running activate their CC immunity at the cost of staying green. How exactly do you foresee this working? This button would serve as a CC break out of any effect? Or would the victim have to wait until the initial CC effect stops? And if it's the latter, then what about classes that might have several immobilizing abilities, like stuns/anchors/freezes/roots/etc, where the victim can't even press their button?
Ludullu_(NiKr) wrote: » Dolyem wrote: » If I intend to PK a person and they don't want to fight back, they should have the option to run instead of just standing there and dying. But if they want to fight back, they better be having to fight against me at 100% of my capabilities, and not 70%, 80% or 90% just because I attacked first. So, as others have said, you simply want an easier way to kill your green targets. That's a great desire, but it doesn't match what the design is going for.
Ludullu_(NiKr) wrote: » Dolyem wrote: » And imagine if I were to say "tough luck" to green players and wasn't even offering an active ability to them. I don't remember you being this toxic. I'm 95% sure I'm replying in the exact same way I always have. It just so happens that now I'm disagreeing with you, so you're on the other end of my replies.
Aszkalon wrote: » Dolyem wrote: » Seeing as traditionally rogues are all about openers and getting the jump on players in PvP, will this simply disincentivize players being attacked by rogues to fight back when Rogues get the jump on them, pushing said rogues to gain corruption or disengage? Would this pretty much nullify the classic rogue mechanic of stealth attacks in PvP? Will the potential loss of materials be enough to push back against a rogue doing this? I plan to test this in alpha 2 quite a bit but any feedback or suggestions to test are welcome. This is also just theory, seeing as we dont know anything about ashes rogues, its just speculation using what rogues have been in mmorpgs traditionally. Stealth versus Corruption ? I heard Bountyhunters will more or less "know" where corrupted Individuals are. It would be a HUGE (lol) kick into the Balls of a corrupted Rogue if his/her Location on the Minimap for Example is shown all the time, even while said Rogue is in Stealth. So maybe Mechanics need to be matched here for a bit. Like : Bountyhunters get to know "about where" a corrupted Target might be, but only as in that for Example the Minimap shows them with a Marker the "Direction" in which they need to move. And like that Marker vanishes, as soon as the Bountyhunters are like "less" a full Minimap away from the Target. But maybe that again would be a bit to weak for an efficient Hunt of corrupted Folks. Hmmm ... ...
Texas wrote: » The CC immunity is so that someone can't CC grief you in the open world. The escape immunity ability doesn't actually help that situation as someone could still trip you off the rock you are mining or interrupt your cast on a mob. Aszkalon wrote: » Stealth versus Corruption ? Giving certain classes the ability to utterly evade a core game system would not be ideal.