Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
No, fun is not a reward.
It specifically needs to be a progressive increase in one's ability to have fun, or an advantage gained over others (which specifically converts to other people not being able to lessen your fun), to be viewed as a 'Reward'.
Also, note that the reason I even bothered to bring up that definition is because I personally don't think 'Risk vs Reward' as Steven uses it relative to Ashes has any meaning.
It's meant to be a counterpoint. When Steven says 'there is a Risk when you go out to do X', it's only true if there's some progression setback that's possible, and that progression setback often needs to be relative to the 'X'.
Consider games where you can't lose or degrade gear, but there's still PvP. A player who wants PvP, who has their PvP gear, can go out and PvP without ever having a 'Risk'. The stronger they get, the more they can do this, in some games.
Similarly for certain PvE. In some games you can PvE 'forever' against challenging things because you won't run out of ammo, or food, or resurrection items if you aren't that good, or the game has systems to prevent extreme length encounters.
In those games, no progression setback is possible.
This is also why 'griefing' is so important to stop. If you make effort to gain the ability have more fun, and others can use minimal effort to disrupt your fun that you gained, then most people feel 'unrewarded'.
"Why did I spend 3 hours farming these pop items when some random can show up and steal the boss or prevent me from being able to fight it?"
Causality of Fun is not a bijective function.
If developers can identify a source of fun does not mean the other sources are redundant.
As long as they do not oppose each other, all should be considered.
If we restrict to almost mathematical mechanics, Information plays a big role too, because risk (chance) depends on what the player knows or can know and can predict. Knowing where players or NPCs are and what they are doing can decrease the risk a lot.
That knowledge may come from using external tools to gather, process and store information.
Some players may find the game-play more rewarding when using such tools. They say "hey for me is more fun playing like that, please put it into the game as an optional feature". Then rewards should depend if players use such risk reducing means or not.
If somebody else takes the loot you call it griefing?
Edit: I agree that progression is important for many players and setbacks can be painful. I am not sure what to do with this information. I wouldn't want a PvE game with less risk of having setbacks.
No, I put 'griefing' in quotes.
You might recognize that often, the difference in what people consider 'griefing' is related to what type of fun they think the game is supposed to be about.
Ah, yes. I use the quotes the same way.
I agree that Steven or anyone should normally understand the possibility of a setback.
Yet he also mentioned the emotional response
https://forums.ashesofcreation.com/discussion/comment/464346/#Comment_464346
Not everyone reacts the same way.
The final goal are the emotional responses.
Those are definitely stronger than in games without setbacks.
Money, resources... these are means to trigger them. But not for everybody.
Some people may care more about destroying nodes or castles than collecting virtual items.
Failing to destroy is a risk.
If there was some investment that didn't match the investment on the other side, maybe.
I think it would be a bad idea to design the game in a way where we ignore economic factors and just claim that someone who 'fails to kill/disrupt/destroy a random target' is at risk.
But I have a huge bias toward economic systems, so I'd automatically prioritize that. If Ashes changes to remove or lessen the impact of economic systems, then it shouldn't matter and 'Risk vs Reward' can be defined closer to the MOBA version, or whatever Steven wants.
I think primarily with the word "increase".
Having an advantage gained over others definitely is not included in my concept of fun. Especially not in an RPG.
In an RPG, the primary fun is RPing with other players and seeing how they play their classes. Hopefully with a narrative from the devs that continues to be interesting, dynamic and... engaging.
Steven tends to mean specifically if there are other players who can prevent you from achieving the Reward and you can defeat other players in combat and achieve the Reward(s) when other players cannot.
I think that would still fit within Steven's concept of Risk v Reward.
PvP with gear loss and degradation for PKers is mostly to minimize rampant griefing.
Even without PvP, there would be risk from PvE death penalties.
For Steven, Risk = PvP. And that is what prevents everyone from being able to eventually achieve all the trophies from PvE gameplay.
Yeah. I mean. I do see the quotes around "Griefing" because it really does depend on what people perceive Grefing to be. The only Griefing I experience in MMORPGs is non-consensual PvP.
And that is definitely more a factor stolen time - where other players can steal game session time from me - doesn't really even matter to me who wins the battle or what "Rewards" might be involved. I'm going to be pissed about how much time was wasted by some other player forcing me to engage in an activity I'm not in the mood to participate in. IE forcing me into an activity that is not fun for me at that moment.
I don't really share the concept of "stealing a Boss". And, while I would spend 3 hours exploring to uncover the fog of war, I would probably not play a game where other players could literally prevent me from fighting the boss or we would be completely incapable of sharing some of the loot if we both/all participated in killing the Boss.
Because the fundamental core of RPGs should be cooperation with other players, rather than competition with other players.
All that being said...
Where non-consensual PvP only disrupts my game session goals for 10-15 minutes out of an 8 hour play session, I'm OK with it. When other players are capable of "stealing" more than 15 minutes of gameplay time, I'm going to be pissed off.
And... I'm good to go for about an hour of consensual PvP in an 8 hour play session.
Steven's concept of Griefing, with PKers repeating PKs in what he refers to as harassment, is significantly more tolerant than mine because Steven is a PvPer who loves competition, while I am not.
Of course, that's OK because he's making Ashes specifically for players with his playstyle.
Still, when he's talking about Risk - he's not really talking about the kinds of risk that could be found on a PvE-Only server.
What will do you? professions? Because those will probably require you to level your adventure class to progress.
Explore as much of the map as possible while remaining the lowest Adventurer Level possible.
I won't be doing anything to actively progress Professions.
0 Kills
My response to Steven's obsession with Risk v Reward is to ignore as much of Risk v Reward as possible.
That way, other players cannot significantly interfere with my game session goals.
As an example, if there is a given mob thst has a specific reward that is just kind of mid, you may find that very few people contest it and thus the risk isn't that high. However, make that reward a little better and suddenly more people contest it, meaning your increase in reward has also provided an increase in risk. The increase in risk here may or may not be proportional to the increased reward.
This is where discussion in regards to risk vs reward can be interesting - comparing the risk/reward ratio of different pieces of content, or even the same piece of content under different circumstances.
I thought you were doing that because you enjoy it and wanted to, not out of spite for the games design?
Well, at least EVE Online got this right, when your ship gets out of capacitor (mana) then all your active resistances shutdown and you become paper thing so your tanking simply crumbles and you die, it won't matter anymore how high your healing was
That is very true.
In single player games, a character fighting mobs may find junk items and once in a while some better items, maybe from bosses. The frequency of these special drops cannot be too high but should not be too low either. Knowing how to balance the time and frequency is important.
In mmorpgs, economy can play a role too. The game could observe players actions and auto adjust itself.
AoC world manager is supposed to maintain scarcity so there is some feedback loop. Could happen that valuable drops will decrease as players get them. Maybe they'll go to one guild's stash...
But definitely AoC should not focus only on risk vs reward through PvP or even PvE.
There are 4 node types and those could introduce variations to such concepts.
I agree, economy is important.
I think players will specialize even within a guild. PvPers will want to do more PvP, crafters more crafting ...
Somebody will pay the price and will assign the best PvPers to do what they are good for.
Their reputation will be at stake.
I don't play MMORPGs on servers that include non-consensual PvP. The Open Seas is non-consensual PvP.
Enough people have asked me to play anyway that I looked for a way to accomodate them.
And the solution I found is to ignore progression and Risk v Reward.
With the Ultimate Carebear Challenge, it's not really possible for other players to disrupt my game session and death penalties for my deaths will be irrelevant, but...
When I want to actually PLAY an MMORPG, rather than just socialize with friends, I'll be playing other games.