Myosotys wrote: » You thought the debate was the High School diploma in Philosophy ?
Noaani wrote: » Myosotys wrote: » You thought the debate was the High School diploma in Philosophy ? Not at all, if anything it is basic economics.
Myosotys wrote: » Noaani wrote: » Myosotys wrote: » You thought the debate was the High School diploma in Philosophy ? Not at all, if anything it is basic economics. But if risk vs reward is all about time as some of you say in this post, then we can tell the same about life and return in our courses of philosophy.
Otr wrote: » Risk exists in other form too. PvP is just very important because that hurts PvE players the most.Economic node mayors are elected via a blind-bid auction where the citizen bidding the most money wins.[13][89][90][3] Tavern games if added, will have risk too. There will be jumping puzzles. You can fall and die without anyone pushing you.
Otr wrote: » But you dislike adrenaline rush so no matter how the risk manifests itself, you will not like it. If is not PvP then you will call it bad balancing and you will blame Steven anyway.
Aika wrote: » For me Risk vs Reward is [PvP]...
Dygz wrote: » Aika wrote: » For me Risk vs Reward is [PvP]... TL;DR
Azherae wrote: » Unfair at best, incorrect at worst. Though the mention of 'gear durability loss' definitely implies PvP, one also can't simply fixate on it. In a game with economy and politics intertwined, you can be risking something just by doing it. If your faction and my faction have an agreement about who can log in a specific forest, and you decide to risk sneaking in to gather from that forest when you aren't supposed to, and you get caught by some newbie who would never even THINK to challenge you in PvP, you still cause a political response. You Risked the political situation being upset for the Reward of getting materials. Surely even you can agree that politics and change that results from it is at least not the same type of 'PvP', unless you are labeling any and all conflict of any kind as PvP (wouldn't surprise me, but I'm not assuming it).
Aika wrote: » Dygz wrote: » Aika wrote: » For me Risk vs Reward is [PvP]... TL;DR I mean yeah haha that's the whole premise of the game :kekw: where else do you see risk vs reward ? possible in some aspects of crafting but the more controversial topic around it is pvp Azherae wrote: » Unfair at best, incorrect at worst. Though the mention of 'gear durability loss' definitely implies PvP, one also can't simply fixate on it. In a game with economy and politics intertwined, you can be risking something just by doing it. If your faction and my faction have an agreement about who can log in a specific forest, and you decide to risk sneaking in to gather from that forest when you aren't supposed to, and you get caught by some newbie who would never even THINK to challenge you in PvP, you still cause a political response. You Risked the political situation being upset for the Reward of getting materials. Surely even you can agree that politics and change that results from it is at least not the same type of 'PvP', unless you are labeling any and all conflict of any kind as PvP (wouldn't surprise me, but I'm not assuming it). Why is it unfair ? also you made several idealistic assumptions that prolly aren't true. 1- I might be wrong but probably only 1 guild / alliance will be governing at least 1 node if not the node and vassaling those around it, so it's hard for me to imagine 2+ guilds sharing a forest for example 2- Idk if you played other pvp MMOs, but what you said might only hold true for static resources, for example a boss that usually spawns there or a forest like you said, and usually guilds / alliances have exceptions for particularly dynamically spawned rare resources unless the other group pays for it and/or for protection to farm it 3- You assumed only 2 factions would have a political agreement on that forest. What would stop me, a rogue group or solo player or a 3rd faction to contest it ? I wouldn't have any agreement and am free to contest it afaik 4- what if the wood I need is not in that forest ? And I need to go log in a forest I don't have a political agreement to log into ? It would be risky for me to do so still
Dygz wrote: » I mean... Aika agreed with my interpretation, so... I don't understand what was unfair.
Dygz wrote: » Otr wrote: » Risk exists in other form too. PvP is just very important because that hurts PvE players the most.Economic node mayors are elected via a blind-bid auction where the citizen bidding the most money wins.[13][89][90][3] Tavern games if added, will have risk too. There will be jumping puzzles. You can fall and die without anyone pushing you. That is true. But... 90% of the time when Steven uses the term Risk v Reward - he starts talking about PvP. And he very rarely associates Risk v Reward with activities that don't involve PvP. Especially since Steven wants all activities to be intrinsically tied to PvP as much as posibble. Because Ashes is PvX.
Dygz wrote: » Otr wrote: » But you dislike adrenaline rush so no matter how the risk manifests itself, you will not like it. If is not PvP then you will call it bad balancing and you will blame Steven anyway. Mmmn. No. Instead it's that Steven seems to not acknowledge arenaline rush from anything that does not include PvP. When he talks about Reward - he tends to state that nothing really has meaning without the adrenaline rush from PvP, specifically. I don't play MMORPGs for the adrenaline rush, but my playstyle includes plenty of PvE risk. My main in EQ2 leveled (mostly Solo) to 80 only wearing starting rags. Her GS came from Weapons and Jewelry. So, combat encounters with mobs her Level, or slightly above, were risky. I frequently play the Carebear challenge of leveling to max with 0 Kills. I sometimes play the Perma-Death Carebear challenge of leveling as far as possible: 0 Kills, 0 Deaths I don't want other players to decide for me - when I must engage in PvP. I have 0 interest in playing on servers with non-consensual PvP. That's not the same thing as dislking adrenaline rush. Adrenaline rush can be OK sometimes. But, sure, I typically will attempt to minimize adrenaline rush - even when I'm doing things that involve risk. I am a Casual Challenge player.
Ace1234 wrote: » If you are a crafter providing goods for other players, a lot of the fun is through the crafting gameplay loop and the satisfaction of watching others succeed and compete using your crafted goods.
Otr wrote: » People who like to be mayors... every month will have nightmares about voting results.
Azherae wrote: » I wasn't talking about you being unfair, I was addressing Dygz' 'interpretation' of your point. But I guess that's what I get... My bad for being unclear.
Otr wrote: » He has to be sure people don't have illusions, like hoping to get PvE servers and then game content to compete with other PvE mmos. So let him talk and remind about them.
Otr wrote: » There will be corruption which will protect to some degree.
Otr wrote: » But to find out if the other player wants to PvP or not, one must attack and flag up. And players will lose just a little bit of resources.
Otr wrote: » Adrenaline will not be as high as it could be in a full PvP game. Might end up closer to a PvE experience while the PvP-ers are busy with the caravans, sieges, deep ocean, guild wars...
Otr wrote: » Adrenaline will not be as high as it could be in a full PvP game.
Dygz wrote: » The Open Seas adds too much non-consensual PvP to Ashes for my playstyle. Great for people with Steven's and Margaret's playstyle. I'm not sure why you mention that here, though. "Protection" is irrelevant to this topic.