RedLeader1 wrote: » 1. A large-scale impactful PvP game is a totally unachievable goal.
2. PvP apart the Investment risk in building a Node over weeks/months, cant be balanced against the reward for knocking it down and looking it in <1.5 hours. No one is spending weeks/months building something that can be destroyed so easily. To balance it you need to make it take 6 weeks of active play to knock it down.
3. Players cant drive an economy, unless the economy is closed. As long as you bleed in glint, or gear drops from mobs, in other words adventuring, it becomes a competing profession, you have to balance professions with adventuring, which is very hard to do as adventuring is fun and artisanship isn't.
CROW3 wrote: » RedLeader1 wrote: » 1. A large-scale impactful PvP game is a totally unachievable goal. Well, I guess if you say so… let’s just pull stakes and go home. 🤦♂️ I respect your opinion, but this is just an unprovable assertion until it’s accomplished. I mean humans simply cannot set foot on the moon.
RedLeader1 wrote: » Well, CROW3 wrote: » RedLeader1 wrote: » 1. A large-scale impactful PvP game is a totally unachievable goal. Well, I guess if you say so… let’s just pull stakes and go home. 🤦♂️ I respect your opinion, but this is just an unprovable assertion until it’s accomplished. I mean humans simply cannot set foot on the moon. That wasn't all I said though, what I am alluding to are the Game Theory, positive and negative feedback loops of winning/losing. The model for ashes is that with a large pool of players and a large impact, any node suffering defeat will immediately be at a disadvantage to any other team on the server from then on and denied access to content, for all content, not just PvP.
bloodprophet wrote: » RedLeader1 wrote: » Well, CROW3 wrote: » RedLeader1 wrote: » 1. A large-scale impactful PvP game is a totally unachievable goal. Well, I guess if you say so… let’s just pull stakes and go home. 🤦♂️ I respect your opinion, but this is just an unprovable assertion until it’s accomplished. I mean humans simply cannot set foot on the moon. That wasn't all I said though, what I am alluding to are the Game Theory, positive and negative feedback loops of winning/losing. The model for ashes is that with a large pool of players and a large impact, any node suffering defeat will immediately be at a disadvantage to any other team on the server from then on and denied access to content, for all content, not just PvP. Curious? How is this a thing?
CROW3 wrote: » The $64,000 question is how Intrlepid can incentivize and balance the deck enough so that the first /best outcome is also the most probable outcome.
Lucascp92 wrote: » CROW3 wrote: » The $64,000 question is how Intrlepid can incentivize and balance the deck enough so that the first /best outcome is also the most probable outcome. I don't believe they can. The history of the territories will be written by the players, its guilds, betrayals and lovers.
RedLeader1 wrote: » With Agile Development and a capitalist outlook, it would be easy to forget that a game needs to work mathematically, and risk/reward is supposed to be a pillar of development.
RedLeader1 wrote: » bloodprophet wrote: » RedLeader1 wrote: » Well, CROW3 wrote: » RedLeader1 wrote: » 1. A large-scale impactful PvP game is a totally unachievable goal. Well, I guess if you say so… let’s just pull stakes and go home. 🤦♂️ I respect your opinion, but this is just an unprovable assertion until it’s accomplished. I mean humans simply cannot set foot on the moon. That wasn't all I said though, what I am alluding to are the Game Theory, positive and negative feedback loops of winning/losing. The model for ashes is that with a large pool of players and a large impact, any node suffering defeat will immediately be at a disadvantage to any other team on the server from then on and denied access to content, for all content, not just PvP. Curious? How is this a thing? Game theory is a branch of math that has been allegedly going since the 18th Century. It has really come into its own more recently with AI in games. John Nash (The Beautiful Mind Guy) won his Nobel Prize for his contribution to Game Theory in 1950. The Nash Equilibrium, if I remember right, is a sort of calculated stalemate/checkmate where neither player in a game can improve their strategy, so the result (win/lose/draw) is determined before the end. That is kind of what we have here. if a player in AoC is defeated, and has no chance of "Winning/Achieving their goal", they will retire/give up. Obviously, if you are making a game you want to avoid that. I was a math geek in school, its how I got into computers. My best buddy in University's project was in Game Theory. I'm a little worried that as a kind of private game developer, Intrepid are ignoring the finer points of game development, and metaphorically just holding their finger up in the air to judge what players want. If they do that they will just be putting lipstick on a pig. Meaning it will be a very pretty bad game, like a lot of games these days. Building a game does have a component, that is more like building a bridge. Customers can love it, want to use it, and it can look very pretty, but if it falls down, all that doesn't matter. With Agile Development and a capitalist outlook, it would be easy to forget that a game needs to work mathematically, and risk/reward is supposed to be a pillar of development. It is easy to miss that, and for a game to last it needs to reset after every PvP contest, so that the next contest is fair. As soon as it becomes permanently unfair, the likely loser will stop playing. This is why you normally separate PvP from PvE. It keeps the losers playing as they still work on "winning" the PvE game, no matter how long it takes, or how much they lose PvP. PvX sounds great in principle but if it blocks or negates PvE, it is likely to be toxic to game longevity. And if you have ever played any sport, you will understand that everyone loses eventually.
bloodprophet wrote: » All that said I don't think it is a hard reset like your thinking. Lost a few mats for crafting and no gear. Dust your self off and get back in the ring.
RedLeader1 wrote: » bloodprophet wrote: » All that said I don't think it is a hard reset like your thinking. Lost a few mats for crafting and no gear. Dust your self off and get back in the ring. As a "Vassal" Node? and having to fight as a level 5 node against a level 6? And the potential loss of all stored warehouse material and artifacts?, Sounds more like move node, and start again, against everyone else that has a head start. Can we discuss it honestly? There is no way you can think recovering from a node defeat is just "Dusting yourself off"! This is why I want to see the gameplay loop for a citizen of a vassal node. Do they become a 2nd class citizen of the parent node? Or do they just somehow join the Parent Node team with all the same rights and privileges of the victors?
bloodprophet wrote: » The biggest concern I see is people have gotten to used to there being no setbacks. If there is a setback of any kind it is viewed as a catastrophic event they can never overcome. Was reading a thing a couple of weeks ago they attributed it to social media. Where people only see the positive up side in a short 10-30 second clip and never see all the hard stuff that takes place outside of that. Then then get confused when life is does not match up to their expectations. Games like GW2 and current WoW reinforce this mindset. No what what you do there is always and only forward progress. The trick as I see it is getting people to not attribute the setback as a personal affront. "Failure is an event, not a person. Learn to pick yourself back up. Learn from your failure and improve." If this was a permadeath project I would agree.
RedLeader1 wrote: » bloodprophet wrote: » The biggest concern I see is people have gotten to used to there being no setbacks. If there is a setback of any kind it is viewed as a catastrophic event they can never overcome. Was reading a thing a couple of weeks ago they attributed it to social media. Where people only see the positive up side in a short 10-30 second clip and never see all the hard stuff that takes place outside of that. Then then get confused when life is does not match up to their expectations. Games like GW2 and current WoW reinforce this mindset. No what what you do there is always and only forward progress. The trick as I see it is getting people to not attribute the setback as a personal affront. "Failure is an event, not a person. Learn to pick yourself back up. Learn from your failure and improve." If this was a permadeath project I would agree. Unfortunately, what you are proposing is that people become insane, or at least irrational. You also ignore the fact that the winner got stronger both by beating you, and in the time you spent building yourself back up. All other things being equal you will never as an unequivocal mathematical certainty, get to a point where your chances of winning are better than theirs, or your chances are better than the first time you tried to win. From this point on they are just farming you, for as long as they can persuade you to keep trying, with your chances declining each time. I'm not even going to test again, until they do another wipe, or create a fresh server, because if I didn't enjoy testing the first time, I'm going to enjoy it even less when I am behind everyone. And you know why, because I can! And this is why many are calling the game a scam. I don't think it is a scam, because there is no attempt at deception. It is just that the people designing the game don't understand game theory, which is a bit of a handicap when you are designing a game. In real life, there is no alternative, you just have to do your best. However as entertainment, if it is not a very enticing project, people can just pass. Unless Intrepid change the product it will never launch. They obviously have some vague appreciation of certain concepts as evidenced by their risk/reward pillar, but this seems more of a tactical level appreciation and they don't yet seem to have applied the concept at the strategic level.
blktauna wrote: » Mathematics aren't opinion. This is also a thing that concerns me. I would like a more clear vision of what is going to happen on these wars. Building a node is a giant time and resource sink. Destroying it should be just as much of a time and resource sink. Again I come back to the odd imbalance of risk and reward I've seen so far in this test There's an awful lot of penalty and not a lot of meaningful reward to most everything I've tested so far.