Bricktop wrote: » This actually works though. Last night playing classic wow on a pvp server. Some high level Alliance players came to Tarren Mill and started ganking lowbies. Chat lit up and a few minutes later some high level Horde players showed up and fixed it. The community should look out for each other in this way.
Jiraiya wrote: » There has been a lot of discussion of PVP vs PVM. Something that seems to be a very common trend is that a lot of people who enjoy PVM exclusively are looked down upon due to their "insecurities and lack of skill". I couldn't disagree more about this statement. Having a strong PVP and PVM background from many different games there has always been a clear distinction between the two fields of thoughts. An idea that came to mind (and i realize people have mentioned things like this before) - but having area's that have strong PVM content in it but be in a PVP zone. Much like the wilderness in Runescape or the zones in WoW. These area's would be rich with resources or npc's that would make PVM'ers realize the risk of going out to get it can or cannot outweigh the reward. On other small thing that I have really come to notice in many MMO's is that the PVP side can be a very niche group of players and can sometimes (not always) be extremely toxic for the game. They hate any updates to PVP that decided by non PVP'ers. I know the same can be said for PVM'ers but these are things that I have noticed. I do like the idea of sieges and plan to partake in them - but I would not want to have new players be forced into having to find a guild to simply play the game. Some players are the more solo types of players. I know this isn't a theme that Ashes is going for but I don't think they want to have new players vs the superpowers either. Essentially any new players after Beta even would be at a severe disadvantage vs guilds that have already been formed and established.
Dygz wrote: » Bricktop wrote: » This actually works though. Last night playing classic wow on a pvp server. Some high level Alliance players came to Tarren Mill and started ganking lowbies. Chat lit up and a few minutes later some high level Horde players showed up and fixed it. The community should look out for each other in this way. I think that is not the same thing. What you are describing is people who love PvP asking other people who love PvP to come PvP.
Cold 0ne FTB wrote: » From my experience it's not so much PVErs that are seen as being insecure or lacking skill but rather a certain subset. This subset likes to play MMOs as if they are solo games. They don't play the meta and they choose their skills and gear exclusively on asthetics. The percentage of the population that is this subset varies widely by game. If you take ESO for instance 90% of the player base belongs to this category so as a generalization it is accurate for ESO.
Cold 0ne FTB wrote: » In general this demographic is growing in the MMO community. One of the core aspects of the design of Ashes is a return to dynamics in which things aren't easy and not everybody will be able to achieve everything. This demographic will likely not enjoy this game because of this. There is nothing wrong with recognizing this and communicating this.
I am 100% against the idea of having PVP exclusive in certain zones because it takes away some of the other core elements of the design As somebody who deals with the community in ESO, I can attest that the casual PVE community is just as toxic as any other. Catering to them will only draw in more toxic elements from this community too. Since there is no true way to element any toxic aspect of any of these communities this point is mute.
All in all this game is not meant for casual players. There will be content for them but there consequences for anything in ashes and there is a steep difficulty to certain content. You need to dedicate time and effort to achieve things, you won't be able to press cruise control and breeze through everything, and that is okay. This doesn't need to be the game for everybody.
Patsold wrote: » I believe that Pve players naturally want their peace . thats why ashes will become a good game for pve gamers in my opinion. Sure, pve players no longer have their peace , but that's how an online game works. Risk vs reward for both sides, pvp and pve
Dygz wrote: » Patsold wrote: » I believe that Pve players naturally want their peace . thats why ashes will become a good game for pve gamers in my opinion. Sure, pve players no longer have their peace , but that's how an online game works. Risk vs reward for both sides, pvp and pve PvErs already have plenty of risk in the form of mobs. Saying that PvErs "want their peace" is, again, twisted and backwards. Online games work just fine with plenty of risk and no PvP.
Bricktop wrote: » We have much different opinions of what is risk in a game setting such as this. Dying in a video game to a scripted mob and losing a tiny amount of time in the form of exp debt isn't risky to me personally. Mobs don't remember who you are. Killing an entire guild and stealing a world boss and forever having them try and hunt your guild down and make you quit the game is what I think of as risk in these types of games.
Bricktop wrote: » Dying in a video game to a scripted mob and losing a tiny amount of time in the form of exp debt isn't risky to me personally.
Bricktop wrote: » This makes for an interesting discussion.
Noaani wrote: » Bricktop wrote: » This makes for an interesting discussion. Indeed it does. Most games have either negligable penalty for death, or a means by which that penalty can be dealt with at a later time and no immediate issues (or few immediate issues) for the present. Ashes will obviously be different, and I agree with your assumption that 10 deaths that have not been worked off will likely mean the end of that raid session, and a need to work off that debt. Now, this could be a non-factor in relation to content that is in a raid dungeon, as there will be base population around that the raid can kill to work off that debt. I am not a fan of this, and have actually been thinking for a while that the game would be better off if raid content didn't offer experience at all (it gives people able to easily get raids an advantage in working off penalties, and it gives nodes that have raid dungeons spawn in their ZoI an unfair advantage over nodes that don't have this). As to getting a second raid on it - this is more of a PvP thing. While this may have to change in Ashes, PvE guilds basically look at the raid size, and then recruit members to about 15 - 20% above that. Since raid size in Ashes is 40, PvE guild size in Ashes will be about 48. There is one place I see this as being very interesting that you may not have considered, and that interest remains regardless of base population experience gain. That is with instanced raids. It may well be in Ashes that guilds only get about 10 attempts at an encounter, but the thing with instances is that there is no respawning (generally). This means that the raid in that instance has nothing on hand to work that experience off on, and so have no choice but to leave that instance. I'm sure you know I am a fan of instanced raid content, and I am sure you also know I do not want to see them as an easy-out option for guilds. This fact that you bought up does go a way to making instanced content less of an easy option - especially if that content is at the bottom of a raid dungeon, and even moreso if raid content doesn't offer experience.
Bricktop wrote: » You and I differ in one area I believe which is that I think one guild should be able to attempt a boss in this pseudo instance at a time, and once that boss in that instance dies it should be dead for the entire server for a random period of time in the 1-4 days range.
I think once you get to that point in a PvX game you should be fighting over it.
Noaani wrote: » Bricktop wrote: » You and I differ in one area I believe which is that I think one guild should be able to attempt a boss in this pseudo instance at a time, and once that boss in that instance dies it should be dead for the entire server for a random period of time in the 1-4 days range. I agree with that for psuedo instances, just not for actual instances. I believe the game should have both, as well as all out open content. I think once you get to that point in a PvX game you should be fighting over it. If this were the case, we may as well call Ashes a PvP game, not a PvX game. But we both know this is basically the main point of difference the two of us have with this game. Going back to the notion of only having 10 kills before you need to call it on raid content - I can see some less scrupulous guilds setting up ambushes at the exit to these zones, knowing guilds really won't be in there all that long. I can see it really adding to the PvP associated with instanced content. I can also see more raids leaving the instance with experience debt and no loot than leaving with loot. This just reinforces my point that I made in an earlier thread that instanced content may be almost guaranteed content, but it is not guaranteed rewards. That experince debt build up only adds to that lack of a guarantee of rewards.
Bricktop wrote: » Well we have beaten it to death so there's no point right?
Noaani wrote: » Bricktop wrote: » Well we have beaten it to death so there's no point right? Indeed. The one question I would have for you though, if your stance against instanced content one of thinking the risk isn't there, or is it purely about PvP?
Bricktop wrote: » Noaani wrote: » Bricktop wrote: » Well we have beaten it to death so there's no point right? Indeed. The one question I would have for you though, if your stance against instanced content one of thinking the risk isn't there, or is it purely about PvP? As in a raid instance with several bosses inside?
Noaani wrote: » Bricktop wrote: » Noaani wrote: » Bricktop wrote: » Well we have beaten it to death so there's no point right? Indeed. The one question I would have for you though, if your stance against instanced content one of thinking the risk isn't there, or is it purely about PvP? As in a raid instance with several bosses inside? A raid instance with a single boss inside - but by instance I do specifically mean instance, not psuedo-instance - ideally located deep in a raid dungeon.
Bricktop wrote: » PvX means that every system is intertwined and dependent on each other.