Grihm wrote: » @Vhaeyne A whitelist system could very well be a good option. How that would function is another thing, but the more we learn about the games system, the more we can speculate. Will look into that as well as soon as i have more info. I hear where you are coming from in your suggestions, but i see it as we are on two separate ends of a scale. With that, of course we are going to see differently on many aspects, and especially since we see RP in different ways. Same goes for you bud with my comments, and a text to text debate is always tricky to get perfect. I am hopeful we can at the end reach an even solution for all sides.
Player stalls do not require the attendance of the character or for that character to be online.[7] An attendant NPC is assigned to the stall.[8][6] This may be an "image" of the player.
Vhaeyne wrote: » Grihm wrote: » @Vhaeyne A whitelist system could very well be a good option. How that would function is another thing, but the more we learn about the games system, the more we can speculate. Will look into that as well as soon as i have more info. I hear where you are coming from in your suggestions, but i see it as we are on two separate ends of a scale. With that, of course we are going to see differently on many aspects, and especially since we see RP in different ways. Same goes for you bud with my comments, and a text to text debate is always tricky to get perfect. I am hopeful we can at the end reach an even solution for all sides. As an olive branch, I will give you this... In asking for this feature, I think you should want the shops to have a separate black/white list to your personal ignore list. Player stalls do not require the attendance of the character or for that character to be online.[7] An attendant NPC is assigned to the stall.[8][6] This may be an "image" of the player. What is hinted at here is very similar to retainers in FFXIV. When you sell things on the AH in FFXIV the lore is that your NPC retainer takes the goods and does this for you. That retainer as its own character should have the black/white list feature you are asking for. This way you could feasibly have multiple shops with multiple retainers granting different tiers of access to your goods. What this also potentially prevents is Noaani's worry about the list ruining espionage. The scope of what I just proposed is a larger feature, but if our "attendant NPC" is already customizable, then that is where I would want to place the black/white list feature.
Dygz wrote: » Personal player stalls can have hired NPC sellers for when you are away or offline...and they might even have your own appearance when you're offline... so we should expect Permissions - same as on our Freeholds. And that will be based on what our characters want, since those NPC sellers will be working for us. AH is different - probably should not have any kind of block or permissions since an auction is typically brokering items we have given to a neutral third-party.
Grihm wrote: » What about i do not agree is missed here?
Vhaeyne wrote: » What is sad is that the conversation has not entered a stale area yet. There are plenty of benefits and flaws to explore in your idea, but you only seem to think exploring the benefits is progress.
Grihm wrote: » I did not say that, but i will quote what i DID say below. You have all rights in the world to express your opinion, but i have no obligations to agree.
Grihm wrote: » I hope we can walk the same path from here .
I feel, a lot of the points came from personal opinions rather than actual game mechanics, and arguing on a personal matter in a forum as this is not the place.
Dygz wrote: » You have no problem providing links for stuff you think supports your opinion. You just like to ignore and dismiss links that don't support your opinion as "everything can change".
Dygz wrote: » On the first page, you posted a link to dev quotes on the Wiki regarding Risk v Reward to support your opinion about the game's focus on Risk Reward. But, then in the "What tools are given to Roleplayers?" thread you write:"It is clear to me that Role Playing is not a focus in Ashes." Despite there being dev quotes like:"A MMO lives and breathes on its community and we don't really want to give short shrift to any one of those types. All of them are important: the RPers are important, the people who just want to hang out in the Inn and talk are important, they all add to the game and so we want to make sure that we take care of all of them... You can run a business based on RPing." ---Jeffrey BardThe idea behind the tavern games is to create another social interface. This is where players that are loving the RP aspect of MMORPGS- they want to walk into a tavern and meet new people and play games. ---Steven Sharif And I'm saying, in response to your assertion: "The forum would be nothing but links to the WIKI and 'We don't know yet' without opinions." that you have no problem sharing links that support your opinions, but in response to features you don't like you dismiss dev quotes as if they are non-existent - as in it should not be possible for you to have the opinion that Ashes does not have a focus on roleplaying because there are plenty of dev quotes that demonstrate the devs do have a focus on roleplaying. And, when you truly wish to be dismissive of dev quotes you don't like, you just say. "Everything can change."
A MMO lives and breathes on its community and we don't really want to give short shrift to any one of those types. All of them are important: the RPers are important, the people who just want to hang out in the Inn and talk are important, they all add to the game and so we want to make sure that we take care of all of them... You can run a business based on RPing." ---Jeffrey Bard
The idea behind the tavern games is to create another social interface. This is where players that are loving the RP aspect of MMORPGS- they want to walk into a tavern and meet new people and play games. ---Steven Sharif
Dygz wrote: » And I'm saying, in response to your assertion: "The forum would be nothing but links to the WIKI and 'We don't know yet' without opinions." that you have no problem sharing links that support your opinions, but in response to features you don't like you dismiss dev quotes as if they are non-existent - as in it should not be possible for you to have the opinion that Ashes does not have a focus on roleplaying because there are plenty of dev quotes that demonstrate the devs do have a focus on roleplaying. And, when you truly wish to be dismissive of dev quotes you don't like, you just say. "Everything can change."
Dygz wrote: » Please share a link/quote where Steven says "everything can change".
Dygz wrote: » That's a fail. For one thing... most of those are duplicates. It's, like, 13 or so repeated instances. For another, I didn't ask you for a link that states that some things are subject to change. I asked you for a dev quote that states everything is subject to change.
In this edition of Know Your Nodes, we’ll be going over how you can advance and destroy a Node. If you missed our previous article in this series, we highly recommend you check out Know Your Nodes: The Basics. As a disclaimer, we want to note that our game is still in development, so all design decisions are subject to change during our Alphas and Betas. With that in mind, this series will provide you details on our current design plan for Nodes.
Dygz wrote: » LMAO. That is specifically regarding Nodes. And even more specifically regarding the Know Your Nodes articles. Which is why they stopped being posted after the second article. Context is always important. Thanks for the link, though.
Risks and challenges Game design is inherently risky, and Massively Multiplayer Role Playing Games are probably the most challenging genre in the industry. We are a team of veterans who are aware of and have lived through these challenges, and we're coming at this project with the kind of expertise that allows us to mitigate and manage them. More importantly, we see this project as a way for us to 'do it right.' However, we are not oracles, and unforeseen problems will almost certainly rear their ugly head. We have accounted for these unknowns in our budget and schedule, but in the event that is not enough, we will be open and honest about what those issues are, and how we're going to address them.We also may find that certain systems or mechanics that we're talking about today simply aren't fun or good for the health of the game. In those cases, be aware that the game may change in fundamental ways as we work through feedback, testing, and polish. The vision will always remain the same, but how we get there might not. With all that being said, we are aware of these risks and challenges and are confident in our ability to release Ashes of Creation as a finished product. Come hell or high water, we're going to get this thing done.