On a recent Asmongold youtube interview, Steven Sharif said that he's drawing some inspiration from Lineage 2, a wildly successful SE Asian MMO. Only a brave few were able to play Lineage 2 back in the hayday of MMO's circa 2005-2010, and that's because Lineage had an extraordinarily high barrier to entry for the regular 10-17yo western kid. Long story short there was tons of god-tier Korean level grind, lots of cool but very complex systems, high risk vs. reward, and more popular games like WoW shadowed Lineage hugely, especially when it came to just getting started, meeting people, having fun, and getting good.
None the less, Lineage 2 was still a very engaging and esoteric game, especially when played on an NA private server that increased rates to eliminate that grind. There were a few systems in there that made the game compelling and different, and I have a feeling that Steve is going to attempt bring them over to Ashes in an appealing way.
Those systems from Lineage 2 are:
- Sieges
- Buffing
- Enchanting
Sieges
Sieges were a major part the end game pvp content of Lineage, consisting of huge guild vs. guild (100+ players) lagging their way through each other and attempting to conquer each others strongholds through the systems available in the game. They took place in an open world, they were cool for about 5 seconds, and then they turned into a total cluster:
https://www.youtube.com/watch?v=p2iOwhQ8rwk
The biggest issue with high cap pvp like castle sieges and guild wars is that you can't see the reward of your actions at a glance. You can't tell if you're winning or losing, you lose control of the character that you've been in control of every time you play the game as an individual. It's a boring zerggy mess revealing a shallow numbers game, not a skill based, organizational effort.
A great way to fix this in Ashes is not to just have guild masters flying over the zerg so that they can direct the chaos, but to have the chaos direct itself. There should be 1v1s, 3v3s, 5v5s, 8v8s, encapsulated in the siege that happen dynamically like would happen in some more realistic situation. There should be some separation of all other players in the siege when some number of players have a showdown, activated by having the system understand when a showdown is happening amongst a group. Fog of war made from clashing swords should meld around you as you get locked in combat in an arena style situation within a siege, creating compelling, measurable experiences with between your allys and opponents while still on the context of a large war effort.
Maybe this showdown mechanic is only available at certain stages of the siege to keep pace and actually allow for zerg mechanics to determine stronger force, but one things for sure is that giant battles are comprised of smaller individual showdowns between players and blasting some poor nerds down in a 100v50 battle for hours doesn't allow for any feeling of individuality or reward on either side. In a game, shouldn't there a be a chance for those 50 underdogs to compete by virtue of individual micro skill instead of organization of macro chaos? Just makes sense to me.
Buffing
In Lineage 2, if you went into pve or pvp combat without buffs you were totally combat ineffective. Buff effects from players and other mechanics were so incredible powerful it felt like you were hitting a GMs with godmode on if you were pvping without buffs. This created 2 things: 1. powerful economic sinks into NPCs or player buffer class characters before venturing out of town, and 2. Another zero-skill combat skill mechanic that effected combat.
The approach to buffing should be examined as a compromise between Lineage 2 and Classic WoW's buffing mechanics. If you didn't have dedicate people playing exclusively buffer specced classes in the guild in Lineage you were totally sunk, and if you don't bring a certain buff in Classic WoW you don't really even think about it and keep cruising.
I think Ashes should look into striking this buff balance through both buff effectiveness and access to buffs across NPC buffers, profession effects like potions, individual class buffs, especially since they're balancing for 8v8 pvp situations. One thing's for certain is that there cannot be a dedicated buffer class without at least making this person a competitive healer or tactile controller of some kind. Buffing is so mundane an activity in Lineage that the buffer is almost always off on an alt as they get harangued to help some guildies minmax by providing buffs every 15 minutes or when someone dies.
Enchanting
Enchanting in Lineage 2 was crazy compared to western MMO's. Enchanters would make scrolls that you could imbune on your gear, and the more enchant scrolls you tried to apply to a weapon to get it to +1 +2 +3 etc. the more likely it was that your weapon would break and be deleted from your inventory. And good weapons were very expensive and hard to obtain. Think BIS crafting or raiding in WoW but with about 5x more grind.
Enchanting in Lineage described the ethos of the whole game. Risky, hard, grindy, ridiculous, repetitive, and consequential, but if you were successful you were tremendously successful, and had coveted status and effectiveness in combat. You also got a unique glow on your weapon that symbolized power, and there was really no way to get around the risk of enchanting. You could mitigate weapon break risk with higher tier scrolls, but the risk was always there and in high amounts.
And what's more, a +5 weapons was like a nerfgun compared to a +11. Higher than low double digits and you'd be mad to continue enchanting, unless of course it worked. This slot-machine crafting mechanic that was enchanting in Lineage must exist in the game in some capacity. End game crafting professions simply cannot remain interesting unless there is constant demand for the crafts via the balanced removal of supply.
Simply having gear be able to break down in a real way through durability or enchanting creates a self-sustaining craft economy through the lifespan of a game. And the trade off is being able to take risks and reap the rewards of those risks through gear, which creates a more engaging experience.
Thanks for reading.I listened to that Asmongold interview a few days ago and my mind just started churning when I heard that Steve he had some inspiration from Lineage 2. Wishing Steve and the Intrepid team the best of luck with Ashes of Creation.