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[A2 Feedback] How, in damn near 2025, do we still have first-hit mob tagging in a brand new MMO?

KingRajeshKingRajesh Member, Alpha One, Alpha Two, Early Alpha Two
edited November 7 in General Discussion
Feels like this is one "old-school MMO" mechanic that doesn't need to be brought into the future. If the devs are worried about boosting, then give a percentage of XP based on damage dealt, damage sustained (tank), or heals generated (healer). But watching melee run around while ranged stole all the wolf tags should be left in 2005 with Vanilla WoW, not brought forward into Ashes.

Comments

  • Hutchy1989Hutchy1989 Member, Alpha Two
    its a hybrid of first hit and most damage done. I think if you do 60% damage you can get kill credit even if someone else tagged it first. I've taken a lot of kills away from people who think that just tagging it once is enough.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Hutchy1989 wrote: »
    its a hybrid of first hit and most damage done. I think if you do 60% damage you can get kill credit even if someone else tagged it first. I've taken a lot of kills away from people who think that just tagging it once is enough.

    This is correct.
  • LaetitianLaetitian Member
    edited October 28
    Also discussed in the thread linked here.

    There's really no good reason to limit mobs to one person/party when more elegant versions exist. It would be fine if it was a free for all open PVP game, but in a game with corruption, it would make more sense to give players more tools to cooperate efficiently, and only be incentivised to scalate conflict when the efficiency reaches its limits. Especially because even if XP is shared perfectly relative to damage dealt, lots of players will still escalate simply by principle.
    The only one who can validate you for all the posts you didn't write is you.
  • LudulluLudullu Member, Alpha Two
    Sounds like a skill issue. I played a tank and stole a ton of mobs from ranged archetypes, cause literally everyone has a ranged weapon. You tag and then burst the mob down. Works completely fine. And yes, as Hutchy said, it's a hybrid system, so you can steal mobs just fine.
  • DepravedDepraved Member, Alpha Two
    KingRajesh wrote: »
    Feels like this is one "old-school MMO" mechanic that doesn't need to be brought into the future. If the devs are worried about boosting, then give a percentage of XP based on damage dealt, damage sustained (tank), or heals generated (healer). But watching melee run around while ranged stole all the wolf tags should be left in 2005 with Vanilla WoW, not brought forward into Ashes.

    its an old school mechanic on an old school type of mmorpg. also, the dtes are irrelevant. tis like saying why are refrigerator doors opening the same way they did 50 years ago. its just silly.

    you have an intent, then design around that.
  • KingRajeshKingRajesh Member, Alpha One, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    stole a ton of mobs

    The point is - there shouldn't BE mob stealing if no one is engaging in PvP. Everyone (barring corrupted players) should just get XP from the mobs based on damage dealt, healing done, or damage taken, depending on architype.

    Mob "stealing" is boomer gameplay that should be left in the past.

  • LudulluLudullu Member, Alpha Two
    KingRajesh wrote: »
    Mob "stealing" is boomer gameplay that should be left in the past.
    No :)

    In Ashes you don't simply get rewarded for existing.
  • LaetitianLaetitian Member
    edited October 28
    Ludullu wrote: »
    KingRajesh wrote: »
    Mob "stealing" is boomer gameplay that should be left in the past.
    No :)

    In Ashes you don't simply get rewarded for existing.
    I think this is a little black-and-white. If you deal 90% damage against every mob in the area, the mosquito sneaking 10% damage in before every kill and getting 10% of your XP (perhaps you even get slightly more for party XP) isn't getting rewarded for existing, he's wasting his time.
    If he ramps it up to 30%, you can choose to push him out of your territory, if you're in the mood to fight.

    I am strongly in favour of people claiming territory, but I also think that tagging is a lazy way of implementing it, and it gets in the way of natural spontaneous cooperation. Without any benefit, because again, with partial XP you're still incentivised to be competitive.

    I hate having to formally party up with people in order to cooperate, because you just know that that's way too much commitment to ask from a bunch of asocial gamers.
    The only one who can validate you for all the posts you didn't write is you.
  • This works great, leave it as is. The early bird catches the worm.
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    KingRajesh wrote: »
    Mob "stealing" is boomer gameplay that should be left in the past.
    No :)

    In Ashes you don't simply get rewarded for existing.

    it's those millennials man they need their participation trophies
  • PodgnilPodgnil Member
    edited October 28
    KingRajesh wrote: »
    Ludullu wrote: »
    stole a ton of mobs

    Mob "stealing" is boomer gameplay that should be left in the past.
    Im boomer, Steven boomer, the avarage AOC waiter- boomer. Just go listen ur sh**music, watch tiktok and play smartphone. while we will pull mobs In front of each other's noses. B)

  • LudulluLudullu Member, Alpha Two
    Laetitian wrote: »
    I hate having to formally party up with people in order to cooperate, because you just know that that's way too much commitment to ask from a bunch of asocial gamers.
    Then they shouldn't be playing a god damn mmo. I'm asocial as fuck. I don't speak with people, I don't check up on friends, and the first like 5h of my gameplay in Ashes I didn't even look at player names cause they were just npcs to me.

    But you know what happened later? I was doing a quest that required a specific mob with rare spawn and buggy quest mechanics. Other people in the location were doing it as well. I got invited into a party to make the process easier and faster and we cleared out the location and did the quest.

    Then later the same happened with another quest mob that had an even longer respawn and was a one-off. I got invited into a party and got the quest thx to that.

    Nearly every event I join I got a party invite almost instantaneously and we did the event way faster and easier.

    If someone is so fucking anti-social that they can't even accept a party - fuck them, don't play mmos. I do not want Ashes to become a soloable mmo. I don't want people to powerlvl for free by just going to a high lvl location and siphoning xp from others.

    3* mobs on lvl12 gives 2-5k xp and have 15-20k hp. If you do even just a few % of the mobs hp in damage - that's a few hundred of completely free xp w/ 0 risk to yourself, while the party that was farming the spot did all the work. And considering how long it takes for even a party to farm a mob like that - solo can definitely do more than just a few % of dmg, which means even more xp.

    I do not want that in the game. You want to progress? Party up or take it slow solo.
  • Ludullu wrote: »
    Sounds like a skill issue. I played a tank and stole a ton of mobs from ranged archetypes

    Waaaw what a virtuoso and dexterous guy with so much skill :D
    More seriously, corruption should be given to those stealing mob, especially to those thinking it's a skill.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    KingRajesh wrote: »
    Ludullu wrote: »
    stole a ton of mobs

    The point is - there shouldn't BE mob stealing if no one is engaging in PvP. Everyone (barring corrupted players) should just get XP from the mobs based on damage dealt, healing done, or damage taken, depending on architype.

    Mob "stealing" is boomer gameplay that should be left in the past.

    For some games, yes, but not for Ashes. In Ashes, mobs are intended to be something you fight over.
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