Ventharien wrote: » So long as the dev kit stays in single player mode i don't think it has a bearing on the conversation. And 100 player per server is just a more obvious limitation. How many people are playing around in any given shard, or server between handshake protocols? Especially when you can still travel between servers in most of the titles i mentioned. And most MMO's these days have a local server or 2 floating around. Not supported as the 'main' game, but neither are those the 'main' game in the above titles. My main gaming background has been MMO's, and then these survival pvp types for the last 5 or 6 years (with some more mmo sprinkled in) and with more MMO's going for that player driven economy, world, etc. i think these are valuable references on how many gamers act and play in such a framework. Hell, the New World guys were surprised at players antics, when anyone whos ever put 10 minutes into ark or rust could tell you that people have no qualms about wiping out low level groups or areas if they're incentivized in the slightest (loot) or if there aren't punishments or consequences for such tactics. And yeah i was referring to a persistent worlds in regards to pve. call of duty, fortnite and all the others show how much you can rake in with with pvp in more of a lobby setup.
Ventharien wrote: » Honestly i think a great measuring stick for the longevity of Ashes, is when the first towns and cities go down, how the community takes the rebuilding/ moving to another node. I'm hoping since they'll still have all their gear (though i wonder how banks or storage will be handled) and be essentially combat ready, they'll look forward to getting some payback and not get disheartened.
noaani wrote: » I am somewhat interested to see how in node storage and housing will be taken in to account if a node is de-leveled or destroyed.
Ventharien wrote: » noaani wrote: » I am somewhat interested to see how in node storage and housing will be taken in to account if a node is de-leveled or destroyed. Yep. i think that'll be a big one. Making it disappear, or be able to be stolen seems too far from how they're handling other systems so i don't think that'll be the case. But if everything has a physical place in the world, ie no item teleport, how do people regain access to their goodies? Maybe a blueprint like with the freeholds, that can be redeemed at another storage point to grant access there, but with a time limit to simulate in world travel time?
noaani wrote: » Ventharien wrote: » noaani wrote: » I am somewhat interested to see how in node storage and housing will be taken in to account if a node is de-leveled or destroyed. Yep. i think that'll be a big one. Making it disappear, or be able to be stolen seems too far from how they're handling other systems so i don't think that'll be the case. But if everything has a physical place in the world, ie no item teleport, how do people regain access to their goodies? Maybe a blueprint like with the freeholds, that can be redeemed at another storage point to grant access there, but with a time limit to simulate in world travel time? That is about the only way I could come up with to do it as well. Doesn't seem ideal to me, but in the absence of anything better...
Sarevok wrote: » This could be the BDO mentality in me or I'm just an ass
Sarevok wrote: » When it comes to full loot as long as it doesn't take me hours or days to reach a fully decked out suit of armor + weapon only to die in the matter of a few seconds and lose it all I can deal with full loot.
noaani wrote: » At their best, MMO's are about cooperation, not confrontation. To be perfectly blunt, anyone that disagrees with this statement should be playing a non-persistent PvP based game or a survival game - both for the sake of their own enjoyment and the sake of the MMO they would otherwise play a small part in ruining for others.
noaani wrote: » Sarevok wrote: » This could be the BDO mentality in me or I'm just an ass Don't take this the wrong way, but I'm going with the second one here - although coupled with poor game design in BDO. At their best, MMO's are about cooperation, not confrontation. To be perfectly blunt, anyone that disagrees with this statement should be playing a non-persistent PvP based game or a survival game - both for the sake of their own enjoyment and the sake of the MMO they would otherwise play a small part in ruining for others. If BDO were well designed (it wasn't), then the optimal way to deal with that specific situation would have been to invite that player to join you, if you both wanted to kill the same specific respawning mobs. The fact that BDO didn't have enough of these mobs for everyone that would want to be killing them was another issue with that games design, it encouraged players to fight for things that should not need to be fought over. Any time an MMO makes you want to kill another player other than for political/social reasons, the game is doing something wrong. There should never be an outright economic or progression based reason to want to kill another player. At absolute minimum, there needs to be serious consideration and apprehension of the consequences of taking such an action.
Ventharien wrote: » @Sarevok While i love open world pvp as well, the things you are describing as safe PvE areas you hate, are the exact thing Noanni is saying are poor systems. Presumably you and these other players are in the same faction/race/team that you can both safely do PvE things, so why should you ever be made to compete with each other at a detriment to both your 'team' and the community as a whole? Every time someone quits a game for a poorly thought out open world system, that's one less crafter, gatherer, buyer, or raid or pvp teammate, and that starts to add up. suddenly you have a dead economy, ghost towns of zones, and systems that shone with large player interaction, now seem lackluster and boring since everyone left. Society has rules because it helps the whole thing keep turning. Games of this nature should have rules to simulate that effect. If you have a problem with a system like corruption, then you don't want to pvp, you want to grief. Which is not even being stopped. If you want to slaughter that person 30 levels below you, you are entirely free to, and enjoy a full mat drop to your own profit. Other people like me who really don't like griefing, then get the chance to hunt you down, giving both parties some pvp. And that player first killed doesn't feel like they're running around with noone to back them up. The way i see it, everybody wins. Also, since i hate the term, in my experience, people who only go for the pvp and think that anyone who doesn't want that is a carebear tend to have the attention span of a gnat, always jumping to the newest things. While hardcore pve raiders are some of the most dedicated, involved players i've ever got to group with.
Ravudha wrote: » noaani wrote: » Ventharien wrote: » noaani wrote: » I am somewhat interested to see how in node storage and housing will be taken in to account if a node is de-leveled or destroyed. Yep. i think that'll be a big one. Making it disappear, or be able to be stolen seems too far from how they're handling other systems so i don't think that'll be the case. But if everything has a physical place in the world, ie no item teleport, how do people regain access to their goodies? Maybe a blueprint like with the freeholds, that can be redeemed at another storage point to grant access there, but with a time limit to simulate in world travel time? That is about the only way I could come up with to do it as well. Doesn't seem ideal to me, but in the absence of anything better... From one of the nodes blogs: "Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure." In a 2017 livestream they also said they wanted building a freehold to be fairly easy so if you have to relocate, it won't be a monumental task. So I'd like to think the blueprint would include storage in the spirit of making the whole process forgiving for players. There was also something about the freehold not being destroyed if it still resides in the ZOI of a lvl 3+ node after the freehold's original node is destroyed - that was in 2017 too.
Sarevok wrote: » None taken. I am a competitive player and BDO, for lack of a better word, pushed players to solo grind rotations to maximize their profit. Silver(money) was the main factor in your progression. You could enhance your gear with a little luck and play the odds but at the end of the day silver kept that progression possible. It was used in everything. Inviting another player to my group would mean faster killing of the rotation and splitting the profits. If we killed too fast it would reduce the amount of XP and silver we would gain since we would be standing around waiting for the next pack to spawn. We could however increase the size of the rotation if possible but then I might overlap with another nearby player. Grinding in BDO was tricky and often led to open world PvP (which I lived for). The end game in BDO was PvP. Node wars, sieges and Arsha Arena (bragging rights) so trying to stay competitive and at the top of the food chain required you to be confrontational. Too many times I tried to be nice to players crossing my path but at the end of the day most players are just assholes as well. Luckily, players could just swap channels in hopes of finding a vacant rotation every 7 minutes or so.
Sarevok wrote: » Overall though, I think I disagree with mostly everything you said besides the fact I am an ass. No offense but you sound like a PvE carebear that only enjoys PvP in an agreed upon setting of the player's choice. I hate safe PvE areas where players can just kill over me, take quest mobs or named mobs I am trying to farm since they are safe from me flagging and killing them. Society has rules but those rules don't usually transfer over to games since people can be scumbags. I guess we just see polar opposites of what the ideal MMO should be.
Sarevok wrote: » I'm not a griefer and I don't condone spawn camping or killing lowbies for fun but mark my words this corruption system is going to get exploited. Like my example of karma bombing in BDO, exploited by players that will passively push you out of your grinding spot by dying repeatedly because they lose nothing and you lose time, your mob clearing speed, karma and drops. If you don't flag then that same player will just screw up your rotation until you either leave or he does. Sometimes players group together but there was always that chance you had to fight for your rotation.
Sarevok wrote: » Noaani says we should all cooperate but that still doesn't stop people from exploiting the system for their own personal gain. Who am I to call when I am killing mobs in a dungeon and another player quietly follows me only to loot chests I am fighting for, or kill important mobs or even the quest mob? Nah, the GM isn't going to look out for me. That's why I'll warn that player or flag and kill him. Hopefully, things will respawn and then he'll have to work for his loot instead of stealing mine.
Sarevok wrote: » My opinions on PvE players doing raids, is simple. You like orchestrated fights with tactics you can memorize (or have a mod do for you) and I like chaotic, unpredictable and satisfying fights with real people that push my skill and knowledge of my class as well as all others. I find mostly nothing satisfying in PvE. It's a means to an end. Get the money or gear to beat the other PvPers. I'll be that guy in a guild that holds a node, a castle, and plans to stay on top of that PvP scene because that's what I enjoy.
Sarevok wrote: » Unfortunately, I don't have a perfect solution to keep players from griefing, mindlessly killing players for their own satisfaction or stopping players from taking advantage of these systems we put in place to protect them. I'm just a PvPer that sees similar systems in previous games that were taken advantage of. Sorry for the wall. I could debate this stuff all day but I've gotten off-topic.
ekadzati wrote: » All I can say about New World is this - not only did I 'nope out' of the NDA alpha, I cancelled my Prime subscription and closed my Amazon account. Companies who don't listen no longer get my money, particularly when they're ignoring readily available data.
ekadzati wrote: » I'm no longer paying to be ignored.