Wulfenthrad wrote: » You are correct about what Steven said, yet why must a player's time leveling be an exception to that guideline?
Noaani wrote: » Yes, but they primarily exist for other reasons. They are core aspects of the game. Remove them, and you break other aspects of the game.
Noaani wrote: » If your quests were not in the game, nothing would be broken. They would exist solely for the purpose of existing, and do not matter.
Wulfenthrad wrote: » I do agree that the game would suffer if there were one predominant way to level,
Wulfenthrad wrote: » For example, we could have bounties and arenas offer considerable xp. You are correct about what Steven said, yet why must a player's time leveling be an exception to that guideline?
Wulfenthrad wrote: » From which, I assume, the winner gets more rewards or xp. Sure, players could die during the event and potentially lose xp, but that's part of the considerable risk of doing pvp.
Noaani wrote: » There is no crossover in what PvE and PvP rewards in Ashes. PvE generates wealth (coin, materials, items etc), and generates experience. PvP simply redistributes it. PvP doesn't generate anything at all in Ashes.
Noaani wrote: » Wulfenthrad wrote: » You are correct about what Steven said, yet why must a player's time leveling be an exception to that guideline? It isn't an exception. There is no crossover in what PvE and PvP rewards in Ashes. PvE generates wealth (coin, materials, items etc), and generates experience. PvP simply redistributes it. PvP doesn't generate anything at all in Ashes. If you kill a player and they drop materials, those materials were generated in PvE, and simplhy redistributed in your direction via PvP.
Ironhope wrote: » Noaani wrote: » Yes, but they primarily exist for other reasons. They are core aspects of the game. Remove them, and you break other aspects of the game. Questing is a core, basic aspect of the game. It's a core, basic aspect of any mmo-rpg.
Ironhope wrote: » PvE quests creating conflicting interests between players so PvP happens wouldn't exist just for hte purpose of existing, they would exist for the purpose of encouraging players to do something fun, PvP.
Noaani wrote: » The only way cooperation would work in a PvP quesr scenario is to trade kills, and this is something Intrepid would need to design to prevent, as opposed to promote a cooperative approach.
Noaani wrote: » In my experience of MMO's, and just the internet in general, people do not need artificial mechanics to generate conflict.
Wulfenthrad wrote: » While yes, much of the in game wealth will probably be produced during PvE, I'm generally talking about experience, and with no xp sink on objectives, the only way that xp progression can be prevented during them is preventing players from gaining xp from them in the first place, and I just don't see Intrepid doing that.
Azryil wrote: » I think the bigger issue with PvP quests may be the nature of how respawning work and how large the world is, you won't realistically be able to get multiple kills off the same player
Ironhope wrote: » Jahlon wrote: » So everything you described is basically forced PvP, which Ashes has, but in the form of PvP Themes. Forced.... ... do you come into a niche pvp game and expect to level out there in the world without world pvp? WoW Vanilla esentially did what I just suggested (but with different systems), sending players with conflicting interests in the same areas to encourage wpvp.... and people back then and in modern times (with the release of WoW classic) loved it. I mean, that's what this kind of game is supposed to be, an adventure. Adventures are intrinsincly challenging. But no, it wouldn't be forced. In the example I gave you can just not pick the PvP quest or you can just let the players of the competitor quest-giver community ruin the npc furts so you spend 10 times more time on the quest. I guess that would be an option too. Jahlon wrote: » Either that, or the things you have mentioned involve killing other players through the flagging system, which would be detrimental to your development due to corruption. I guess you would just have to look for people who are flagged for PvP and ignore the hippies.
Jahlon wrote: » So everything you described is basically forced PvP, which Ashes has, but in the form of PvP Themes.
Jahlon wrote: » Either that, or the things you have mentioned involve killing other players through the flagging system, which would be detrimental to your development due to corruption.
Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove
Noaani wrote: » Wulfenthrad wrote: » While yes, much of the in game wealth will probably be produced during PvE, I'm generally talking about experience, and with no xp sink on objectives, the only way that xp progression can be prevented during them is preventing players from gaining xp from them in the first place, and I just don't see Intrepid doing that. You are correct that the current plan is to not lose experience in caravans and such. However, there are two different points to make in relation to why Intrepid most likely won't award experience for them. The first point is that when running a personal caravan (the type that will be most common, and the only real type worth discussing), the only people that stands to lose anything at all are the owner of the caravan itself, and the person that owns the materials in the caravan (usually the same person, but not always). If you and I are just minding our own business out in Verra, and a caravan comes along, I could chose to attack it, and you could chose to defend it. Then, we could both just ignore the caravan and farm each other for experience. Neither of us stand to lose anything regardless of what happens to the caravan, there is no experience or item loss, and so any experience gained is just pure exploited experience.
Noaani wrote: » Wulfenthrad wrote: » While yes, much of the in game wealth will probably be produced during PvE, I'm generally talking about experience, and with no xp sink on objectives, the only way that xp progression can be prevented during them is preventing players from gaining xp from them in the first place, and I just don't see Intrepid doing that. The second point is in relation to the actual point and intent Intrepid have behind having no experience loss in such events. The point of running a caravan is to move materials you have from one point to another (again, personal caravans). The point of attacking a caravan is supposed to be to claim some or all of those materials. You will notice that neither of these - the person running the caravan or the person attacking the caravan - have PvP as a specific point behind their actions from a game design purpose. In these situations, PvP is the method for the action, not the point of the action. Understanding that this is the entire games philosophy is key to understanding the game. Now, Intrepid looked at this and they decided they wanted to make it so a random person coming across a caravan under attack or a node siege or some such was not given specific reasons to not assist on one side or the other. The biggest reason they would have for not assisting is the death penalty. So, if you remove that death penalty, these random passers by are more likely to assist. Again though, this isn't an assist in the PvP, it is an assist with the caravan, or the siege, the PvP is just the method or means - the caravan or siege is the object of that assistance, that is the important thing. They are going out of their way to make it so that players have no material reason (experience counts ass a material reason, fun doesn't) to join or not join an attack or defense of a caravan or a siege, other than specifically for the object of that action. If you cast a rational and unbiased eye over the above second point, it makes no real sense to award experience for kills in these PvP settings. Perhaps experience for winning a siege is in order, or experience for taking a caravan, but these are the objects, not the PvP itself - and even then I would only go so far as to say perhaps. Adding experience as a reward in any capacity adds a material reason other than the object, which Intrepid are trying to avoid. I am assuming you were lacking the context of Intrepids reasons for removing death penalties on caravans and such. Without that context, your perspective here could make sense. It is still easily exploitable, but it could make sense (or at least be a very valid point to argue). However, when you take on board that context, awarding experience for such things seems to be an unlikely scenario, at best.
Wulfenthrad wrote: » Having participation play a primary role in gaining is already a common way to ensure that players are participating in events instead of going AFK and gaining xp for no effort. For example, in GW2 and FF14, you have to actively contribute to get any reward from their open world events, with greater reward tiers for varying levels of participation, being capped at the highest tier, upon completion of the event. So, within this context, if you're raiding a caravan your participation will increase as you damage and kill other players to secure the objective before getting your reward at the end of the event, in this case the successful attack or defense of the caravan. When it comes to what attackers have to lose, they have an inherent time sink in raiding the caravan and the opportunity cost of doing other things in the world. Not to mention any consumables like buffs or potions to gain an advantage.
Wulfenthrad wrote: » As a side note, "rational and unbiased eye over the above second point, it makes no real sense to award experience for kills in these PvP settings", "Without that context, your perspective here could make sense." really? It's a bit difficult to have fruitful conversation when someone implies a sense of superiority over someone else. We're both just people writing several paragraph long forum posts for something we're excited for, and we can both learn from each other if we move forward in a more civil manner.
Dygz wrote: » Ashes has a bunch of different types of progression. Ironhope is hoping to have quests that increase Adventurer progression through xp gained from PvP.
Noaani wrote: » I was unaware your position was PvP quests or no quests at all.
Noaani wrote: » PvP quests obviously aren't giving this option.
Ironhope wrote: » Noaani wrote: » I was unaware your position was PvP quests or no quests at all. Its not, I'm not sure where you understood this from.
Ironhope wrote: » Of course it would. Team up with a friend to cooperate in killing other players.
Ironhope wrote: » Dygz wrote: » Ashes has a bunch of different types of progression. Ironhope is hoping to have quests that increase Adventurer progression through xp gained from PvP. XP, items, reputation leading to items, yeah the general quest stuff.
Noaani wrote: » then your point about quests being a core, basic aspect of the game is redundant
Noaani wrote: » I didn't say you can't cooperate on PvP quests, I said you can't cooperate in place of competing.
Noaani wrote: » While you can group up with people to complete PvP quests, you can not complete them without conflict - other than by kill trading.