Arya_Yeshe wrote: » Did that change?
Arya_Yeshe wrote: » But I don’t remember seeing anything about this
During sanctioned PvP events, we turn off typical death penalties, right, like you're not going to get res penalties, you're not going to get xp debt, you're not going to get durability damage, but you will still drop the things in your inventory though... or in your material inventory specifically.
Noaani wrote: » So yeah, things don't quite line up with what was said in the source and what the wiki says.
Arya_Yeshe wrote: » Overall, I wasn’t a huge fan of the diplomacy and war systems in AoC, and that really made me lose confidence in the game. Like Steven said, "systems make games great," but honestly, aside from the node system, caravan system, and weather system, I’m not really impressed, to say the least. Sorry.
Azherae wrote: » It could also be a roundabout fix to an issue in Caravans if they count. If you gather a lot of things, then attack the nearest caravan and die with your Home Point set back in your node, but couldn't drop any items because you were flagged for 'Caravan PvP', then you've basically fast Traveled home with all your loot.
Ludullu wrote: » Noaani wrote: » So yeah, things don't quite line up with what was said in the source and what the wiki says. That quote is directly from Steven and is from the [2] reference, which is also the more recent one, so, if anything, things have gotten even worse between may and october of last year.
Otr wrote: » Steven's arguments feel valid. I am glad he still sticks to his vision.
Ludullu wrote: » Otr wrote: » Steven's arguments feel valid. I am glad he still sticks to his vision. But why did the design change then? What triggered it? Did wars (and other pvp events) suddenly became waaaaay cheaper to start/end in the design, and this required a counterbalance of risk? Why did that cost change then? Do they now expect us to go completely matless into those events? But then wars become the most direct bullying tool there ever was, because now your enemy has a direct way to completely prevent you from going outside of the node, cause you risk losing whatever you might gain out there. Tbh, considering this change was initially announced during the node wars stream, where people had to gather rocks which also dropped if you were killed by the enemy, I think Intrepid just don't know how to have BOTH that kind of mechanic for that particular war AND a dropless pvp event design. I reaaaaally don't want to believe that, but right now it just comes off as lazy as fuck work. Can they not put differentiators for player identification in place, where a "war that's based on gatherables that can drop on death" indicator is different from "caravan run" and from "guild war for particular non-gatherable goals"? Also, previously it was stated that we could kill each other endlessly in wars 24/7. People seemed to have been happy about that particular designhttps://forums.ashesofcreation.com/discussion/53205/24-7-pvp-during-guild-node-wars Has that now changed as well? Cause I'd imagine people will be real fucking unhappy if they can be looted over and over and over again 24/7. Again, to me this does not seem like sticking to his vision. Of course it's ultimately his vision cause he's still the director of the game, but that vision seems to have shifted somewhere along the line, and I would definitely love to hear a reason for that.
Otr wrote: » Risk of losing your stuff must be a thing. If you hate losing your stuff then the game might not be for you.