Myosotys wrote: » In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge.
Myosotys wrote: » Regarding the PvP players, we all know how it works. A large % of those loosing a fight will come back for revenge. Especially if it takes only 1 min to come back. If it takes 5 - 10 min to come back, they will certainly go somewhere else to farm.
Ludullu_(NiKr) wrote: » So, once again, there's a higher chance of having more content per hour of gameplay if you keep the respawns closer to PoIs.
Myosotys wrote: » Walking is also content
Myosotys wrote: » Yes my mistake, I forgot the world is none static.
Noaani wrote: » Myosotys wrote: » Walking is also content This is not a statement I would want to be associated with.
Ludullu_(NiKr) wrote: » Yall are fucking wild with your numbers https://ashesofcreation.wiki/World_mapFrom one end of a Metropolis (stage 6) node to the other 2.83 minutes |1.67 minutes Mounted From the center of a node to the center of its direct neighbor 5 minutes |3.5 minutes Mounted From the northernmost to southernmost points of a continent 75 minutes |50 minutes Mounted 10 minutes would respawn you in another fucking node from your PoI Even if dungeons are truly massive and take you 2-3 minutes of mounted running to get to the bottom of - that's still way below 10 minutes of running from respawning at the nearest node center. And respawning at the nearest node center would literally mean "I looted my mobs, died in pvp on purpose and respawned right next to a storage building". Yes, the map is huge overall, but it's segmented into 85 locations (ZoIs). And even if respawn points would only exist in lvl3+ node ZoIs (can't be the case cause people will be dying at release) - that's still way shorter than 10min of running.
Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title. In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge. These unfair PvP where you can fight in loop the whole day are boring and waste time. In less interesting areas it's okay to spawn within 1 min of death because it doesn't impact gameplay and there's no reason to punish the player who's already been walking for an hour to get there. So devs need to differentiate between recognized/interesting/attractive and desolate/poor locations that are of little interest before the distribution of respawn points.
Mag7spy wrote: » Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title. In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge. These unfair PvP where you can fight in loop the whole day are boring and waste time. In less interesting areas it's okay to spawn within 1 min of death because it doesn't impact gameplay and there's no reason to punish the player who's already been walking for an hour to get there. So devs need to differentiate between recognized/interesting/attractive and desolate/poor locations that are of little interest before the distribution of respawn points. 20 minutes would be thein the deepest part of a dungeon for players that know how to kill the most minimum amount of mobs and get back to people quickly. Which would give you time to kill the boss, but more than likely it will prob be easy mode and you will spawn near where you died. Which will lead to the bdo issue where its a infinite battle beside a spawn point since there will be no point doing pve content since you have to pvp until they they stop. Also im getting annoyed people are talking about pvp deaths, like no one where is going to make a argument for corruption that is going to be les than 1% of the pvp in the game. Guild wars / node wars where you don't have penalties is what people will be dealing with. Also i feel like people that have not played pvp recently don't understand how players will be, even if you can't win so long as you are strong enough to kill them and prevent them from doing the boss is a win. ITs about who wants to waste more time.If anyone here is making a argument that the team gets wiped easily and isn't a challenge id ask why even bring that up in this disccusion as a valid point. The real core should be competitive fights in what we are referencing, not arguing this group is 10* stronger so suddenly all players wont have to worry about pvp if you wipe them fast. (0 sense in a disccusion) .
Myosotys wrote: » Walking is also content otherwise Intrepid would add some fast travel options.
Mag7spy wrote: » So if the areas are so small you get to one side to to the other in like 30 sec to two min sounds like respawns need to be on nodes only is mandatory.
Mag7spy wrote: » Though there is a difference between gameplay and hearing their rough numbers, that is most likely the more fast safe route to get to a node. And not you going towards a mob spot with enemies, and definitely not factoring if you are in a ow dungeon. All time needs to be factored in which they are talking about running not running and getting towards the content you were doing and getting pvp over. Which will include getting pass mobs and such.
Dolyem wrote: » Mag7spy wrote: » Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title. In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge. These unfair PvP where you can fight in loop the whole day are boring and waste time. In less interesting areas it's okay to spawn within 1 min of death because it doesn't impact gameplay and there's no reason to punish the player who's already been walking for an hour to get there. So devs need to differentiate between recognized/interesting/attractive and desolate/poor locations that are of little interest before the distribution of respawn points. 20 minutes would be thein the deepest part of a dungeon for players that know how to kill the most minimum amount of mobs and get back to people quickly. Which would give you time to kill the boss, but more than likely it will prob be easy mode and you will spawn near where you died. Which will lead to the bdo issue where its a infinite battle beside a spawn point since there will be no point doing pve content since you have to pvp until they they stop. Also im getting annoyed people are talking about pvp deaths, like no one where is going to make a argument for corruption that is going to be les than 1% of the pvp in the game. Guild wars / node wars where you don't have penalties is what people will be dealing with. Also i feel like people that have not played pvp recently don't understand how players will be, even if you can't win so long as you are strong enough to kill them and prevent them from doing the boss is a win. ITs about who wants to waste more time.If anyone here is making a argument that the team gets wiped easily and isn't a challenge id ask why even bring that up in this disccusion as a valid point. The real core should be competitive fights in what we are referencing, not arguing this group is 10* stronger so suddenly all players wont have to worry about pvp if you wipe them fast. (0 sense in a disccusion) . Where are you getting 1% from? Corruption is said to be rare but also there is an entire bounty system that depends on corrupt activity to be relevant. This can mean less common than mutual pvp but enough to keep systems viable. 1% would make bounty hunter a pointless endeavor
Ludullu_(NiKr) wrote: » Myosotys wrote: » Walking is also content otherwise Intrepid would add some fast travel options. It's only content if you don't have a precise goal already. If you were farming a location - that was your goal. If you die there - it's still your goal, so anything that you come across while walking towards that goal is not content, it's obstacles on the way to your content. Mag7spy wrote: » So if the areas are so small you get to one side to to the other in like 30 sec to two min sounds like respawns need to be on nodes only is mandatory. Which would remove the risk of going back with your loot. And maybe that's what Steven wants, but I'd imagine he would've simply said "you respawn in the node center" rather than "closest respawn point". Mag7spy wrote: » Though there is a difference between gameplay and hearing their rough numbers, that is most likely the more fast safe route to get to a node. And not you going towards a mob spot with enemies, and definitely not factoring if you are in a ow dungeon. All time needs to be factored in which they are talking about running not running and getting towards the content you were doing and getting pvp over. Which will include getting pass mobs and such. I don't believe we've seen even a single mob that can't be outrun so far. And I highly doubt Intrepid will have endless leashes on mobs (even if I want that). So you just run past those mobs on your mount and zoom towards your death location. And yes, this does include ow dungeons, because this is literally how L2 worked.
Mag7spy wrote: » Dolyem wrote: » Mag7spy wrote: » Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title. In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge. These unfair PvP where you can fight in loop the whole day are boring and waste time. In less interesting areas it's okay to spawn within 1 min of death because it doesn't impact gameplay and there's no reason to punish the player who's already been walking for an hour to get there. So devs need to differentiate between recognized/interesting/attractive and desolate/poor locations that are of little interest before the distribution of respawn points. 20 minutes would be thein the deepest part of a dungeon for players that know how to kill the most minimum amount of mobs and get back to people quickly. Which would give you time to kill the boss, but more than likely it will prob be easy mode and you will spawn near where you died. Which will lead to the bdo issue where its a infinite battle beside a spawn point since there will be no point doing pve content since you have to pvp until they they stop. Also im getting annoyed people are talking about pvp deaths, like no one where is going to make a argument for corruption that is going to be les than 1% of the pvp in the game. Guild wars / node wars where you don't have penalties is what people will be dealing with. Also i feel like people that have not played pvp recently don't understand how players will be, even if you can't win so long as you are strong enough to kill them and prevent them from doing the boss is a win. ITs about who wants to waste more time.If anyone here is making a argument that the team gets wiped easily and isn't a challenge id ask why even bring that up in this disccusion as a valid point. The real core should be competitive fights in what we are referencing, not arguing this group is 10* stronger so suddenly all players wont have to worry about pvp if you wipe them fast. (0 sense in a disccusion) . Where are you getting 1% from? Corruption is said to be rare but also there is an entire bounty system that depends on corrupt activity to be relevant. This can mean less common than mutual pvp but enough to keep systems viable. 1% would make bounty hunter a pointless endeavor Its being realistic when you compare the the amount of pvp from other content vrs amount of corruption pvp. The most modern example would be BDO, and AoC has a much more server penalty than that game. IT happens but it wasn't entirely common everyone was pvping everywhere or would stop based on their karma until they had a guild dec going. Looking at modern examples its going to paint a picture, and factoring in AoC shows the direction it will be going. IT wouldn't be a surprise for most people not to be experiencing pvp with corruption for days potentially or even at all if the content they are doing isnt as competitive. Mainly when people really understand the game and the consequences * the popularity.
Dolyem wrote: » Mag7spy wrote: » Dolyem wrote: » Mag7spy wrote: » Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title. In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge. These unfair PvP where you can fight in loop the whole day are boring and waste time. In less interesting areas it's okay to spawn within 1 min of death because it doesn't impact gameplay and there's no reason to punish the player who's already been walking for an hour to get there. So devs need to differentiate between recognized/interesting/attractive and desolate/poor locations that are of little interest before the distribution of respawn points. 20 minutes would be thein the deepest part of a dungeon for players that know how to kill the most minimum amount of mobs and get back to people quickly. Which would give you time to kill the boss, but more than likely it will prob be easy mode and you will spawn near where you died. Which will lead to the bdo issue where its a infinite battle beside a spawn point since there will be no point doing pve content since you have to pvp until they they stop. Also im getting annoyed people are talking about pvp deaths, like no one where is going to make a argument for corruption that is going to be les than 1% of the pvp in the game. Guild wars / node wars where you don't have penalties is what people will be dealing with. Also i feel like people that have not played pvp recently don't understand how players will be, even if you can't win so long as you are strong enough to kill them and prevent them from doing the boss is a win. ITs about who wants to waste more time.If anyone here is making a argument that the team gets wiped easily and isn't a challenge id ask why even bring that up in this disccusion as a valid point. The real core should be competitive fights in what we are referencing, not arguing this group is 10* stronger so suddenly all players wont have to worry about pvp if you wipe them fast. (0 sense in a disccusion) . Where are you getting 1% from? Corruption is said to be rare but also there is an entire bounty system that depends on corrupt activity to be relevant. This can mean less common than mutual pvp but enough to keep systems viable. 1% would make bounty hunter a pointless endeavor Its being realistic when you compare the the amount of pvp from other content vrs amount of corruption pvp. The most modern example would be BDO, and AoC has a much more server penalty than that game. IT happens but it wasn't entirely common everyone was pvping everywhere or would stop based on their karma until they had a guild dec going. Looking at modern examples its going to paint a picture, and factoring in AoC shows the direction it will be going. IT wouldn't be a surprise for most people not to be experiencing pvp with corruption for days potentially or even at all if the content they are doing isnt as competitive. Mainly when people really understand the game and the consequences * the popularity. Being realistic would be correlating to how many bounty hunters there can be at any given time. And seeing as there would be 25% military nodes, it'd make sense to maybe balance out potential corruption to half the amount of potential bounty hunts. So roughly 12.5% at any given time so there is a healthy population for bounty hunters to contend with without having corruption be rampant.
Mag7spy wrote: » Dolyem wrote: » Mag7spy wrote: » Dolyem wrote: » Mag7spy wrote: » Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title. In a PvE area claimed by hundreds of players for legendary materials with spots to defend. Winning a PvP in this area should at least offer the reward of being able to farm on your spot for 20 minutes before the guy comes back for revenge. These unfair PvP where you can fight in loop the whole day are boring and waste time. In less interesting areas it's okay to spawn within 1 min of death because it doesn't impact gameplay and there's no reason to punish the player who's already been walking for an hour to get there. So devs need to differentiate between recognized/interesting/attractive and desolate/poor locations that are of little interest before the distribution of respawn points. 20 minutes would be thein the deepest part of a dungeon for players that know how to kill the most minimum amount of mobs and get back to people quickly. Which would give you time to kill the boss, but more than likely it will prob be easy mode and you will spawn near where you died. Which will lead to the bdo issue where its a infinite battle beside a spawn point since there will be no point doing pve content since you have to pvp until they they stop. Also im getting annoyed people are talking about pvp deaths, like no one where is going to make a argument for corruption that is going to be les than 1% of the pvp in the game. Guild wars / node wars where you don't have penalties is what people will be dealing with. Also i feel like people that have not played pvp recently don't understand how players will be, even if you can't win so long as you are strong enough to kill them and prevent them from doing the boss is a win. ITs about who wants to waste more time.If anyone here is making a argument that the team gets wiped easily and isn't a challenge id ask why even bring that up in this disccusion as a valid point. The real core should be competitive fights in what we are referencing, not arguing this group is 10* stronger so suddenly all players wont have to worry about pvp if you wipe them fast. (0 sense in a disccusion) . Where are you getting 1% from? Corruption is said to be rare but also there is an entire bounty system that depends on corrupt activity to be relevant. This can mean less common than mutual pvp but enough to keep systems viable. 1% would make bounty hunter a pointless endeavor Its being realistic when you compare the the amount of pvp from other content vrs amount of corruption pvp. The most modern example would be BDO, and AoC has a much more server penalty than that game. IT happens but it wasn't entirely common everyone was pvping everywhere or would stop based on their karma until they had a guild dec going. Looking at modern examples its going to paint a picture, and factoring in AoC shows the direction it will be going. IT wouldn't be a surprise for most people not to be experiencing pvp with corruption for days potentially or even at all if the content they are doing isnt as competitive. Mainly when people really understand the game and the consequences * the popularity. Being realistic would be correlating to how many bounty hunters there can be at any given time. And seeing as there would be 25% military nodes, it'd make sense to maybe balance out potential corruption to half the amount of potential bounty hunts. So roughly 12.5% at any given time so there is a healthy population for bounty hunters to contend with without having corruption be rampant. I really don't see a huge amount of pvp around corruption because of the consequences. Its not realistic to run around red with chance to drop loot and having tons of people around you where you just auto die from people zerging. Guess we will see in the coming test, and how niche they plan to make the game with the amount of pvp. I see corruption again and minimal to the pint BH doesn't do much but counter out people who plan to wild out on pvp just cause (which is way below the 1%).
Myosotys wrote: » Noaani wrote: » Myosotys wrote: » Walking is also content This is not a statement I would want to be associated with. No this is a fact. Walking in Ashes is a content otherwise there would be fast travel. Walking = discovery = immersion. You gonna hate this game if a 5 min itinerary is too long for you.
Noaani wrote: » This is another situation where you decided to skip several layers of logic, and jump from "walking isn't content" to "5 minutes of walking is too much". That isn't at all what I said - I said wouldn't want to be associated with the statement that walking is content.
Noaani wrote: » If you believe walking is content, then I would ask if you would ever consider playing a game that was "only" walking around. If not, then I don't consider it content at all, and consider your definition of what content is to be absurd.
Myosotys wrote: » As the subject has largely deviated on the time of return to the point of death, I edited the the discussion title.
Myosotys wrote: » Corrupted players will have the same PvP conditions after respawn ? I am not talking about the fact they respawn in a random location. But maybe we will be able to kill them right after they respawn ? According to me the best option would be a kind of sanctuary spell that make you invisible and impossible to attack for 30 seconds and you also cannot attack no one and no mobs. To avoid to be killed at the respawn point or to be followed if you are visible. What is the best average time after you died to return to your death location ?
Myosotys wrote: » So you deliberately selected the high end of my comments to better support your own. So I'm choosing the low end to answer you.
Noaani wrote: » To me, 5 minutes seems about as long as you would want it to be.
Also, you lack the intellectual honesty to interpret what I said
In the context of AOC, this means that moving is an important part of the content, even if the content does not lie in the simple act of walking. Here, it means that the content lies in the exploration that encompasses the act of walking.
Intrepid's decision to significantly limit the means of fast Travels confirms that walking wants to be put forward and included as a central element of the content.
This would be a statement if the player had the choice of walking or using another method. But since he has no choice, statement is irrelevant and walking becomes a fact.
Noaani wrote: » Myosotys wrote: » So you deliberately selected the high end of my comments to better support your own. So I'm choosing the low end to answer you. Cool, if you are now using the low end, that means you are talking about a max 5 minute travel time to get back to where you died. If you are now talking about a cap of 5 minutes as opposed to your original thoughts of up to 20 minutes, here are my thoughts on that Noaani wrote: » To me, 5 minutes seems about as long as you would want it to be. So, cool - my issue with your 5 - 20 minute comment wasn't with the 5 minute end of it, it was with the 20 minute end of it. That is why that is what I argued against. Those arguments were not "deliberately selected" to support my argument as you suggest, rather, my argument was specifically with those comments (ie, my argument was against the top end of your range, so I argued against the top end of your range). Also, you lack the intellectual honesty to interpret what I said Unless I feel I know you well, I will not attempt to interpret your words. The only poster currently on these forums that I will do that with is NiKr - and I will do that by stating how I am interpretting their words so they have the opportunity to correct me. Rather, I assume the words you use are the words you mean - as is the case for me. If that is not the case, if you post in a way that need interpretation, then I'm not sure what to say other than select your words better. In the context of AOC, this means that moving is an important part of the content, even if the content does not lie in the simple act of walking. Here, it means that the content lies in the exploration that encompasses the act of walking. So, now you are saying walking is not content - much as I originally said. If what you are now trying to say is that exploration is content (not really an interpretation, you did say that content lies in the exploration), then perhaps, but this is a different statement. However, even if so, that only applies to exploring new or vastly changed areas. In the context of this discussion where we are talking about traveling from a known spawn point to a known location we were previously at, along a known path (if someone is harvesting in an area, they have almost definately been killed there many times before), then this is not exploration, it is walking. Intrepid's decision to significantly limit the means of fast Travels confirms that walking wants to be put forward and included as a central element of the content. Tell you what, with the next developer QA, how about you ask Steven if he considers walking to be content. In the same way that your commute to work is not actually work until you get there, your trip to the store is not actually shopping until you get there, or your drive to the theater is not a part of the show, walking in an MMORPG is not content, it is travel, or commuting. This would be a statement if the player had the choice of walking or using another method. But since he has no choice, statement is irrelevant and walking becomes a fact. No one is arguing that there will be a lot of walking in Ashes - we are stating that it is not content.
Myosotys wrote: » If you assume that you can't read between the lines and understand a basic figure of speech, that's a terrible admission of weakness. I understand better why discussing with you leads to sterile debates, you don't even do it on purpose.