Mojottv wrote: » Tyrantor wrote: » Feel free to wow us with your other 3 years in the game, if the highlight you wanted to feed us is 18 months as "the only pirate" with "very very" few people attacking you. I'm on the edge of my seat. I barely played L2 and have made no direct reference to it here or in other threads so you're getting me confused with someone else it seems? If you want to know why I didn't play Archeage it's because it came out 3-4 years after I gave up on the MMO genre - based on your riveting account of PvP in the game i'm fairly happy with the fact I missed it. To answer your previous question. No.. well to be honest archage was quite fun, but p2w and some other stupid choices killed it
Tyrantor wrote: » Feel free to wow us with your other 3 years in the game, if the highlight you wanted to feed us is 18 months as "the only pirate" with "very very" few people attacking you. I'm on the edge of my seat. I barely played L2 and have made no direct reference to it here or in other threads so you're getting me confused with someone else it seems? If you want to know why I didn't play Archeage it's because it came out 3-4 years after I gave up on the MMO genre - based on your riveting account of PvP in the game i'm fairly happy with the fact I missed it. To answer your previous question. No..
Mojottv wrote: » Noaani wrote: » Tyrantor wrote: » You've proven to me beyond a reasonable doubt you've got no knowledge of how PvP is going to work in this game model. I'm sorry but being a solo player in what sounds like a dead server its undoubtedly not it. You are not so good at reading. I did say I spent 5 years playing Archeage, and 18 months of it was as the only pirate in the game. I didn't say what the other 3 and a half years were doing. As to knowing how PvP is going to work in this game, I know about as much as you do. You have made some assumptions that go directly against what Steven has said in the past, because you assumed it would be the way it was in L2 - forgetting that Archeage is actually the bigger influence for Ashes. Also, you didn't answer the question. well Corruption system is core pvp system of the game, and its literal copy paste lineage 2 sysytem. which i think is great
Noaani wrote: » Tyrantor wrote: » You've proven to me beyond a reasonable doubt you've got no knowledge of how PvP is going to work in this game model. I'm sorry but being a solo player in what sounds like a dead server its undoubtedly not it. You are not so good at reading. I did say I spent 5 years playing Archeage, and 18 months of it was as the only pirate in the game. I didn't say what the other 3 and a half years were doing. As to knowing how PvP is going to work in this game, I know about as much as you do. You have made some assumptions that go directly against what Steven has said in the past, because you assumed it would be the way it was in L2 - forgetting that Archeage is actually the bigger influence for Ashes. Also, you didn't answer the question.
Tyrantor wrote: » You've proven to me beyond a reasonable doubt you've got no knowledge of how PvP is going to work in this game model. I'm sorry but being a solo player in what sounds like a dead server its undoubtedly not it.
Noaani wrote: » Tyrantor wrote: » To answer your previous question. No.. So, if you don't think that PvE drives the PvP in a game where the literal rewards for PvP are generated via PvE, what is it you believe will drive PvP, and what makes you think that driving force will last more than 9 months.
Tyrantor wrote: » To answer your previous question. No..
Kneczhevo wrote: » I believe WoW instituted dedicated instances.
Tyrantor wrote: » Noaani wrote: » Tyrantor wrote: » To answer your previous question. No.. So, if you don't think that PvE drives the PvP in a game where the literal rewards for PvP are generated via PvE, what is it you believe will drive PvP, and what makes you think that driving force will last more than 9 months. The driving force for PVP in ashes will be Node/Castle sieges. While I understand there may be NPC loot worth fighting over it will absolutely not be the driving force from a PvP perspective in the game. As an example, it's more probable that guilds will travel across the map in force for sieges than for NPC spawns. Even in the rare 1 week spawns, it's more likely that these will be substantially less contested than a sieges.
Keep in mind, just because someone loots it - especially if it's a crafting recipe the item is not lost to the rest of the server, all it does is make which ever crafter applies it it now creates a market for which ever item it produces. You understand this right? Every guild in the game does not need to control these items. If a guild wants to focus on crafting or try and limit/control the market sure, but I would probably invest my time elsewhere if I can buy the items. If I can't buy the items because some guild is monopolizing it - then the PvE may drive PvP due to that fact however it would likely be short lived once more of the items become available.
Tyrantor wrote: » I've really got to say I think you're delusional about PvP and the motivations for it. Caravans, Guild wars, Arenas and sieges of all kinds will be the primary PvP in the game, I mean they're literally building systems around these mechanics for PvP, the only "system" around the entire PVE you're so concerned about is just the fact it's open world allowing player freedom to determine outcomes. Just to elaborate on why I'm saying the sieges are the primary PvP in the game is because it's what will be driven by Caravan PvP, Guild wars Etc. To think of it in terms you'll understand, sieges will be the "End game boss mobs" for the PvPers. I'm not going to bother reading your posts anymore - good luck.
mcstackerson wrote: » If the fear is for too many people to show up an kill something too fast, they can limit the dps a boss can take. It isn't that hard to set a cap on how much damage something can take over a period of time.
Tragnar wrote: » One way of going around that is to have a boss that requires a 10 000dps for 10 minutes straight to be killed. So one thing you can do is to nerf players dynamically to their count - so if in 40 man raid there are supposed to be 30 dps characters then they need to do each ~333dps. Which means that if you bring 80 people then you basically just nerf all damage done by everyone by 50% - however that is not enough, because you basically in that 80 people have the same amount of tanks and maybe a few healers more so you still come out on the better end with this straight up approach. The game would have to take the amount of active characters doing damage and scale them down to the 30 count. However this is heavy scaling complication that is not supposed to be in Ashes
Noaani wrote: » mcstackerson wrote: » If the fear is for too many people to show up an kill something too fast, they can limit the dps a boss can take. It isn't that hard to set a cap on how much damage something can take over a period of time. This approach still means that the DPS aspect of an encounter is not something that guilds need to work on. All they need to do is bring in more players until they hit that cap. A part of the stated design intention behind top end raid content is to provide content that requires players to excel - from a DPS perspective (potentially 75% of the raid), that can only be achieved if the HP of the encounter scales infinately with the number of players present (which causes far more issues, and has been stated as undesireable), or if the number of participants is limited. If there is no limit on participation numbers, and there is no scaling, then there is also no reason for the bulk of the raid to attempt to excel.
mcstackerson wrote: » The fewer people you bring, the more profitable the encounter is.
Noaani wrote: » mcstackerson wrote: » The fewer people you bring, the more profitable the encounter is. This would only be true if we assume that it is a given that we will kill the encounter. If content is actually hard, and takes many attempts to actually figure out and then kill, then this point isn't really relevant.
Mojottv wrote: » Noaani wrote: » mcstackerson wrote: » The fewer people you bring, the more profitable the encounter is. This would only be true if we assume that it is a given that we will kill the encounter. If content is actually hard, and takes many attempts to actually figure out and then kill, then this point isn't really relevant. well one guy figures it out, posts on internet, then everyone knows and not much to figure out then. You just come prepared.