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Current PvP TTK design is bad for the game

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Comments

  • kadimirkadimir Member, Alpha Two
    edited December 2024
    Azherae wrote: »
    I totally understand why you listed Lineage II in the 'PvE focused' part of your sig now...

    Yes, TERA combat structure changed.

    Because lineage II is 0 skill all wealth. Was a fun grinder and the potential of getting ganked added to it, but let's be real, there are no big plays being made in L2, sorry. Doesn't mean you couldn't, just means it wasn't my focus playing it.

    I'd argue wildstars PvP was a lot more accessible though, more forgiving. The skillgap in tera at upper levels basically means the first person to make a mistake gets starched in a 1v1. You could have a player who's like 95% as good as you and you would beat them with barely getting touched. That said, no reason to focus hard on those games, AoC will never have combat like them(and no games coming out do?)
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    kadimir wrote: »
    Solvryn wrote: »
    kadimir wrote: »
    Solvryn wrote: »
    Short TTK is for Ungabunga players, even if they think they have a high PvP IQ.

    Long TTK also has to be accompanied by well thought out kits that require tactical and strategical acumen.

    Ashes has a start on that, but if the combat structure remains as is, itll never reach its true potential. TERA and Predecessor are good examples of what the current kits could be used with and make a much more worthwhile combat experience.

    ???

    1st this ungabunga player actually explained why long ttk is bad

    Then you list tera as if it's a long ttk, when I could absolutely delete someone for going behind the pillar with no peels.

    If you like long ttk go watch arena tourneys when every match dipped well into dampening (a mechanic created because of the harmful effects of increasing ttk by whiney players)

    Healing is a non-issue when the class kits are proper. TERA/Pred combat structure is way better suited for tactical and strategic gameplay Ashes is going for.

    WoW arena isn't it.

    And just like that, still nothing of value added to the conversation.

    You made conflicting statements, wide swats at people who disagree with you(which id say is fine if you can put your money where your mouth it, but you cant).

    Healing wasn't a problem in tera because TTK was short - exactly the argument I made. Wow is the best example because by far there is more data and footage for a an mmorpg with pvp. I actually don't like Wow pvp, but I've played in both good seasons and bad seasons where TTK fluctuated wildly depending on the expansion/patch.

    Again if you can explain how TERA was a long TTK, given 1.) You could get globalled by lancer or warrior when arena was first added to the game and 2.) Whats the TTK when I literally hit someone with 60-70k HP for 120k with evasive smash?

    Wallop used to hit for over half an HP bar.

    In all of those cases the player deserved to get that kinda damage for losing position/errors/lack of situational awareness - but how in the world do you think TERA is a long TTK???? Is that something that happened after they added a bunch of silly space bar GG classes??? Because I played the game on Korean servers years before the game even launched in the US and played a bit after the wonderholme patch, and more importantly, when they added the equalized BG I leveled every single class through pvp. Dude you're just listing games you liked but have no idea why you liked them or why they worked so stop.

    I mentioned the structure of TERAs combat, you missed it or deliberately ignored it. The "how" TERA was designed... TTK can always be tweaked, that's just numbers, but the structure and design of the combat system is what I actually stated. Along with Predecessors..

    That along with the kits of Ashes would make for a better combat experience. I was incredibly concise and didn't leave room for much misinterpretation, I don't know how you managed to confused "structure" with "TTK in TERA".

    What I said was concise and didn't leave much room for misinterpretation.

    Start there, first. Before you talk about TERAs TTK when I never mentioned TERAs TTK. Or prattle on about "offering nothing of substance".






  • kadimirkadimir Member, Alpha Two
    edited December 2024
    Solvryn wrote: »
    I mentioned the structure of TERAs combat, you missed it or deliberately ignored it. The "how" TERA was designed... TTK can always be tweaked, that's just numbers, but the structure and design of the combat system is what I actually stated. Along with Predecessors..

    Okay so let's review your first post.
    Solvryn wrote: »
    Short TTK is for Ungabunga players, even if they think they have a high PvP IQ.

    Long TTK also has to be accompanied by well thought out kits that require tactical and strategical acumen.

    Ashes has a start on that, but if the combat structure remains as is, itll never reach its true potential. TERA and Predecessor are good examples of what the current kits could be used with and make a much more worthwhile combat experience.

    So basically you make a bunch of broad statements and then name drop TERA in the context that its a supportive statement, which you are now trying to say that TERA wasn't brought up for its TTK now that you got called out on it.

    You should focus on writing clear coherent thoughts on literally the topic, rather than typing cringe like "strategical acumen" in a shallow attempt to seem like you know what you're talking about. Then maybe you wouldn't be trying to reframe why you brought up TERA in a thread about TTK while also saying short TTK is for "ungabunga players".

    I'm waiting for you to actually support a single thing you say, one ungabunga player to another.
    Solvryn wrote: »
    , I don't know how you managed to confused "structure" with "TTK in TERA".

    . Before you talk about TERAs TTK when I never mentioned TERAs TTK.

    I don't know how you confused this thread for "combat structure". Before you talk about "combat structure" why dont you pay a little attention to the actual thread.
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    kadimir wrote: »
    Solvryn wrote: »
    I mentioned the structure of TERAs combat, you missed it or deliberately ignored it. The "how" TERA was designed... TTK can always be tweaked, that's just numbers, but the structure and design of the combat system is what I actually stated. Along with Predecessors..

    Okay so let's review your first post.
    Solvryn wrote: »
    Short TTK is for Ungabunga players, even if they think they have a high PvP IQ.

    Long TTK also has to be accompanied by well thought out kits that require tactical and strategical acumen.

    Ashes has a start on that, but if the combat structure remains as is, itll never reach its true potential. TERA and Predecessor are good examples of what the current kits could be used with and make a much more worthwhile combat experience.

    So basically you make a bunch of broad statements and then name drop TERA in the context that its a supportive statement, which you are now trying to say that TERA wasn't brought up for its TTK now that you got called out on it.

    You should focus on writing clear coherent thoughts on literally the topic, rather than typing cringe like "strategical acumen" in a shallow attempt to seem like you know what you're talking about. Then maybe you wouldn't be trying to reframe why you brought up TERA in a thread about TTK while also saying short TTK is for "ungabunga players".

    I'm waiting for you to actually support a single thing you say, one ungabunga player to another.
    Solvryn wrote: »
    , I don't know how you managed to confused "structure" with "TTK in TERA".

    . Before you talk about TERAs TTK when I never mentioned TERAs TTK.

    I don't know how you confused this thread for "combat structure". Before you talk about "combat structure" why dont you pay a little attention to the actual thread.

    I see why you have replied, you're stuck on the first sentence. It makes sense seeing your disposition and dismissiveness towards others in this thread.

    Once you manage to work past that we can actually address the other statements.























  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    edited December 2024
    kadimir wrote: »
    I hate longer TTK, turns into healer tug of wars, and pve rotations on players instead of counter play.
    You cannot have much counter-play if people die in few, really quick hits. There is a reason why Intrepid applied that band-aid fix to the power levels you could have gained from gear alone. I played first person shooters with longer time to kill than AoC with the pre-nerf gear.
    My lungs taste the air of Time,
    Blown past falling sands…
  • kadimirkadimir Member, Alpha Two
    edited December 2024
    kadimir wrote: »
    I hate longer TTK, turns into healer tug of wars, and pve rotations on players instead of counter play.
    You cannot have much counter-play if people die in few, really quick hits. There is a reason why Intrepid applied that band-aid fix to the power levels you could have gained from gear alone. I played first person shooters with longer time to kill than AoC with the pre-nerf gear.

    there absolutely is time for counter play, outside of some of the silly mage burst which no one here is arguing for someone to die in 3 globals. If you can't deal with ~10 second TTK then here is the list of problems

    1.) You paid no attention to your surroundings, then you've never played a game where grinding isn't safe. Either learn or move on, these players WILL get the jump on you, but that should only cost you 1-2 GCDs in the grand scheme of things.

    2.) If it takes 3+ attacks for you to realize someone is hitting you, then you don't deserve the extra time counter playing anyways - you were going to lose, pop everything you can and try to run to maybe reset.

    I think the ideal TTK is between 8 and 10 seconds, but I even listed the dangers of 10 second TTKs. 8-10 seconds means in real life you're probably going to have a 20-40 second fight - 8-10 seconds TTK is only if you're standing still and just dpsing each other as fast as you can, but any actual kiting/CC/CD management is going to see longer than this.

    People were asking for 20+ second TTKs around these forums like they have any idea how terrible that experience would be for anyone with 6 braincells. I explained exactly why high TTKs cause a ripple of problems that turn into PvE tug-o-wars - which suprisingly, makes gear matter even more than picking your 8-10 seconds worth of skill choices :)

    That said, I'm done bothering unless someone wants to actually show the napkin math of what their vision of TTK should look like - I've done the lords' work here on this topic. My delivery is that of smugness - as if my opinion is fact, but I'll stand by my 'opinion' that it is fact here. I've seen the full gambit of TTKs and I've seen how devs try to fix them, I've seen when players were actually engaged and PvP was interesting - and I've seen times that you might as well be fighting a boss instead of a player, and I've seen times that you had no chance to even see what was hitting you before you were dead. 7-10 seconds is actually fast paced and fun, in fact I looked at videos from games that are/were fun and that's how I came to the approximation of 8-10 seconds. If noboby else is actually going to take the time to make an informed opinion and support it, then I have no reason to value it, and I hope I make the case for the sake of the rest of this players in this game that the devs' will hopefully find my side of the argument more appealing and thought out than random players being reactionary because they died in a game that they don't even know how to play yet.(None of us truly do)
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited December 2024
    Even if you say that, this game's original direction involved the use of Auto-Attacks/Basic Attacks as a meaningful part of gameplay.

    That means that it was 'pitched' as being closer to what Predecessor is now, from the beginning. I've definitely heard from people who think that game is too slow, and those people should express their opinion, but it's not like fans of Predecessor/TL 1v1/That Period Where TERA TTK was good, don't have a reason for their expectation.

    Intrepid originally told us we were going to get that style/direction of game, so when they go away from that, we tell them they're going away from it.

    EDIT: Also, that Healer Tug of War thing happens almost entirely because of bad Healing design, which nearly no modern game has. Ashes could definitely manage to do better TTK without it becoming a total healing-slog. We shouldn't expect that outcome just because overall TTK is high. Healing can have long cooldowns/be limited too, and any game with 'way too much healing on one character over a long time' is exactly the game where healing limits/Cauterize/whatever they wanna call it shines.
    Y'all know how Jamberry Roll.
  • ImnotkioImnotkio Member, Alpha Two
    edited December 2024
    kadimir wrote: »
    I think the ideal TTK is between 8 and 10 seconds, but I even listed the dangers of 10 second TTKs. 8-10 seconds means in real life you're probably going to have a 20-40 second fight - 8-10 seconds TTK is only if you're standing still and just dpsing each other as fast as you can, but any actual kiting/CC/CD management is going to see longer than this.

    That said, I'm done bothering unless someone wants to actually show the napkin math of what their vision of TTK should look like.

    The math is pretty simple. You seem to misunderstand what people mean by TTK.

    A DPS going all in to kill an AFK DPS of the same level and same gear lasting around 10~20 seconds sounds fine, but that's not short TTK at all. When people talk about TTK lasting from 30 seconds to a minute people are not talking about killing AFK players. When Steven says TTK is 10 seconds, it means 2 DPS actively dueling, and not damage/hp ratio. A 10-second TTK means a DPS will kill an AFK player in 3 or 4 abilities. Right now it takes probably 3~5 seconds to kill an AFK player.

    10~20 seconds to kill an AFK player doesn't necessarily mean TTK is much higher than that. All you do is guarantee a floor. A floor of 10~20 seconds with TTK around 30s-1min sounds like a good starting point. Fights last at least around 10~20 seconds. By adding mechanics and counterbalances, you can make so TTK remain only slightly higher than that for skilled players that know how to play. You add healing? you add anti-healing debuffs. You add mobility? you add CCs, and then CC breaks. You add damage mitigation and damage mitigation reduction. In the end, fights don't go much higher than the time to kill an AFK player. As you increase the number of participants, those TTK numbers tend to go down for coordinated groups and up for low-skill players.

    Even for fights as small as 8v8 a game with high TTK can easily have people die within 10 seconds if a party properly coordinates debuffs ccs and damage. For fights as big as raids v raids, which are the most common engagements in this type of game, people can disappear in seconds with proper coordination. The difference between high TTK and low TTK is that in high TTK you need coordination and proper application of the combat's mechanics to do it, while in low TTK you only need to be the first to smash your head into the keyboard to do it.

    And it doesn't matter if 3v3 arenas or similar types of instanced matchmaking content sucks because of it. What is important is the main systems function, like caravans, group vs group combat, node and castle sieges, and node and guild wars, which all involve more than 8v8 gameplay.

  • kadimirkadimir Member, Alpha Two
    edited December 2024
    Ohh you speak for Steven? Good to know

    Also any game that it takes 20 seconds to kill an afk player should be deleted
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    .
    kadimir wrote: »
    Ohh you speak for Steven? Good to know

    Also any game that it takes 20 seconds to kill an afk player should be deleted

    Chill out, just about every post I have seen you commenting in you seem to be super hostile for no reason. Just argue your point.

    And as far as what Steven has stated, here you go. The wiki is a very good source for info. Not to mention talking to some of the devs in game, they seem to have a concern about TTK being too quick.
    https://ashesofcreation.wiki/Time_to_kill
    GJjUGHx.gif
  • ImnotkioImnotkio Member, Alpha Two
    edited December 2024
    kadimir wrote: »
    Ohh you speak for Steven? Good to know

    Also any game that it takes 20 seconds to kill an afk player should be deleted

    I know you have no intention of discussing this and are only here to yell that you are right and your way is better, but for the rest of the people reading this, I'll leave you the quote and let you reader decide what Steven really meant when he told us what the 1v1 duel TTK is intended:

    "Q: What is the intended time-to-kill in both 1v1 or group PvP scenarios?
    A: If I were to say average TTK between same level characters and average gear score, I would say that we're probably talking anywhere from 10 to 15 seconds upwards of 30 seconds, depending on the archetype. So, obviously the more restorative archetypes, like a Cleric or whatever, might be able to last longer, or a Tank might be able to last longer if they're facing another Tank or if they're facing another Cleric. Then it's going to be a 'whiffle bat fest' or something. And then, if you're talking about two DPS against each other, that's going to be real fast. So I would say that's generally the intent."

    So if you think he is actually talking here about hitting an AFK player, then fine. But from my years of listening and reasoning and common sense, I would disagree lol.

    The truth is you're the only one yelling at the clouds here as the overwhelming majority seems to agree with my original post based on logical reasoning and past experiences.

    If your experience is based on some badly implemented game, or if you are a PUG instanced arena player, or if you just play at such low-level gameplay that your groups can't kill a person in a high TTK game if they don't run out of mana, I don't know. But you seem to have a vastly different opinion than most actual PVP MMO players present here.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    In the interest of supporting the high TTK argument, here’s a small list.

    1)Tera and Predecessor combat structure is better suited for Ashes for several reasons, one the combat has more restrictions and requires more eye to hand coordination and accuracy in landing abilities. The more restrictive and higher requirements it is to land abilities successfully via player and not waterfall statistics, the higher the TTK will go. Putting more emphasis on position, movement, placement, instead of relying so heavily on waterfall stats. The more player skill required, the higher the TTK goes up. Right now Tank is the most hybrid archetype followed by the Fighter, the rest are just tab and that needs to change, neither TERA or Predecessor are pure action, they’re fairly balanced and the archetypes would fit better. A1 is not balanced in terms of a hybrid style, it’s primarily tab.

    2)Collision Detection in players and projectiles is one of the best things ever stated for the combat and should be the case for every projectile in the game, there’s absolutely no reason for it not to be. It puts more emphasis on movement, placement, positioning, etc. Things that up the TTK and the tactical and strategical acumen in largescale PvP.

    3) AoEs need to be addressed, I know there’s supposedly a “diminishing return” to the effectiveness of AoEs, but we will see if that actually handles the problem.

    4)The most important piece of the puzzle, there are 8 archetypes and 64 classes, in the current TTK will just have players stack more Clerics. So instead of a team truly being balanced in 1 of each archetype, it’ll be balanced around a tank, two clerics, a bard, a mage, and maybe a ranger, summoner, or rogue. Low TTK has resulted in the stacking of healers. A proper varied TTK will hopefully result in the balanced team composition Steven hopes to achieve.

    There are no diverse and effective sets of playstyles so as long as companies cater to Ungabunga Players, I get it, the “YUUUUUGE DAMAGE” crowd gets that rush of dopamine, but they’re a literal dime a dozen to find. Mageball Cleave Ballzerg and Big Crit Ungabunga metas are an actual scourge to successful and meaningful PvP.

    At 64 classes theres a litany of ways to make interesting playstyles that all should have their impact on the battlefield, but if DPSing is mechanically easy, we’re gonna just see more of the same shit we’ve seen for the last 20 years in most of the titles. Low acumen games with nothing to offer but big numbers.
    .
  • kadimirkadimir Member, Alpha Two
    Imnotkio wrote: »
    If your experience is based on some badly implemented game, or if you are a PUG instanced arena player, or if you just play at such low-level gameplay that your groups can't kill a person in a high TTK game if they don't run out of mana, I don't know.

    So for example wow arena tournaments that nobody dies until the healing debuff stacks to like 50% must be unorganized pugs. Imagine having that opinion.

    Qouting Steven was a little odd as he was on the same page as me there, it's people asking for even longer ttk than intended I have a problem with.
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • CopperfieldCopperfield Member, Alpha Two
    already told here TTK is way to fast.. need to lower it... make it happen pls..
    one-shotting is a no go
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