Vhaeyne wrote: » Edit: I may have misread your meaning. I thought you were saying you would expect the world to have 50k worth of people that you need to know, but only 10-15k could be online at a time. Still not sure.
ThexBlackxKnight wrote: » Vhaeyne wrote: » 10k divided by 118 nodes. Granted it will not be an even distribution of 85 people per node. It would likely be a few hundred to a thousand per large node and hundreds for smaller nodes in that zone of influence. You will still know the names of all the big guilds on your server and any guilds in your nodes zone of influence. Reputation will carry weight for sure. Maybe but guilds will kill any member of enemy guild no matter the level , its happens in every open world pvp mmo I have played. Most guilds will not be concerned about having a sense of honor , they will care a lot more about winning . Also the world is not static , the game is ever changing and its being designed that long lasting alliances cant happen. Pve raid spots will be changing , new areas will be contested, any aggreements you may have had with guilds before will go the out the window when a node is destroyed and those players maybe be your enemy later on which makes it really hard to enforce this don't attack low level honor pledge between guilds.
Vhaeyne wrote: » 10k divided by 118 nodes. Granted it will not be an even distribution of 85 people per node. It would likely be a few hundred to a thousand per large node and hundreds for smaller nodes in that zone of influence. You will still know the names of all the big guilds on your server and any guilds in your nodes zone of influence. Reputation will carry weight for sure.
Biccus wrote: » Vhaeyne wrote: » Edit: I may have misread your meaning. I thought you were saying you would expect the world to have 50k worth of people that you need to know, but only 10-15k could be online at a time. Still not sure. So it was in response to blackknight saying reputation carries less weight with a 10k population. I’m assuming it counts for more if the population was actually 50k.
Vhaeyne wrote: » I don't think I will personally have a problem keeping track of a few thousand people on my server when I am there 6 to 8 hours a day. I also don't think guilds will have an issue when they start creating lists of people who are a problem and why.
ThexBlackxKnight wrote: » Vhaeyne wrote: » I don't think I will personally have a problem keeping track of a few thousand people on my server when I am there 6 to 8 hours a day. I also don't think guilds will have an issue when they start creating lists of people who are a problem and why. You assuming most guilds will care that much in a open world pvp game. Most pvp players are a-holes because its fun to them to be one.
Vhaeyne wrote: » ThexBlackxKnight wrote: » Vhaeyne wrote: » I don't think I will personally have a problem keeping track of a few thousand people on my server when I am there 6 to 8 hours a day. I also don't think guilds will have an issue when they start creating lists of people who are a problem and why. You assuming most guilds will care that much in a open world pvp game. Most pvp players are a-holes because its fun to them to be one. IDK, I have played a number of full-loot games. You might get the occasional "Welcome to Darkfall", but it was never bad to the point that no one could progress. Many of the niche full loot PvP games have a player base that understands not to push new players too far. You show new players that the kitchen is hot, but you never outright melt them, by spawn camping them until they never log back in. In fact, in many of these games I have seen gankers give players friendly advice on how not to get ganked after ganking them or even accept them into their guilds. That is in full loot. Things are going to be much more forgiving with the corruption system I think PvPers just have a negative stereotype against them. I made friends in full loot games. If it was going to be doom and gloom in any environment that would be it. So, I am not at all worried about the safety of low-level characters in Ashes with all the reasons not to waste time with them PvPers have.
ThexBlackxKnight wrote: » I can see why games like that will be that way , in a world where pve content doesnt change you can get a more settled in aggrements with players. Ashes being is design to cause endless conflict , everyone will be butting heads over new loot spots because the pve content is changing.
ThexBlackxKnight wrote: » Also a lot of Archeage players back the kickstarter , dont know if you played that game but it extremely toxic and now we have a lot wow pvp players eyeing the game thanks to Asmongold and I don't know if I need to tell how toxic those guys are. Those two playerbase combinations is going to something.
ThexBlackxKnight wrote: » @Vhaeyne Just avoid Asmongold's server.
tautau wrote: » One thing that might mitigate this is the lack of traditional 'starter areas'. While we will have gates we jump out of, the entire world is a starter area at first. Then, as nodes level up, they generate higher level mobs around the edges of their territory. But there are still very low level mobs right outside the gates of each node. Why does that matter? .
Blackford wrote: » One thing that I just thought of that might be exploitable is running in a group with lowbies, and sending a stealthed "kamikazie" lowbie running into your target's AOE abilities, thus corrupting your target when he accidentally kills them, and allowing the main guys of your group free to kill your target and get his stuff without corrupting themselves. I'm sure things like this will be addressed, but on paper it sounds like the system might have exploits available to creative players.