Noaani wrote: » Steven has specifically said PvP will not reward this kind of thing.
Wulfenthrad wrote: » Forgive me if I'm misinterpreting, but hasn't Stephen expressed an interest in adding a progression system for arenas? In a 2017 interview, at about the 26:30 mark, he says that you might get pvp related potions and advancements. Is that not item generation and progression through pvp? Even if those rewards stay within the pvp system, I think that farming arenas for potions generates some value does it not?
Geophysical Ninja wrote: » This is not a niche PvP game. This is, and has always been described as a PvX game. There will be designed PvP content, and there will be designed PvE content.
Geophysical Ninja wrote: » Dramatic changes to the core systems as described throw that designed system away.
Ironhope wrote: » I proved they're as artificial as the other systems of the game such as caravan, sieges or guild wars.
Noaani wrote: » Ironhope wrote: » Can say the exact same thing about caravans and sieges. 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. 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. As such, the conflict they generate is artificial, and only exists for the purpose of the quest.
Ironhope wrote: » Can say the exact same thing about caravans and sieges.
Dygz wrote: » Ironhope. You haven't proven anything.
Dygz wrote: » The devs have designed their systems to have the balance of PvX that they want. Just as they have designed Corruption to have the balance they want.
Noaani wrote: » You made a baseless statement to that fact, and didn't back it up.
Noaani wrote: » When it was pointed out that the things you are talking about impact other aspects of the game, you returned by saying that quests are important too - yet we are not talking about a situation of quests vs no quests.
Noaani wrote: » If you are not arguing that it should be your quest idea or no quests, then
Dygz wrote: » You haven't proven any of your claims..
Noaani wrote: » 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. Based on this response, I am going to assume I didn't do an overly good job of explaining things - as most of this has nothing at all to do with anything. So, rather than try and go over any of this, I'll attempt to reiterate my previous point. If a player is out in the world, and a caravan comes past, Intrepid want them to join the fight *IF* they have reason to care about that caravan. It may be that the caravan is coming from or going to a node where they do business and they don't want supply interrupted. It could be that they do business there and they DO want supply interrupted. The key thing is, if that person has a reason to want to join the fight on either side, they should be able to without issue. Intrepid aren't concerned if people that don't have any skin in the game don't join the fight. In fact, it seems to me that they are quite happy to keep those people out of the fight. The object of caravans is not to get as much PvP participation as possible, it is to add some risk to the transfer of materials. it is worth noting that if too many caravans fail to reach their destination, the games economy (and likely the game itself) will grind to a very definite halt - and more people joining in on caravans means more caravans not making it to their destination.
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.
Noaani wrote: » 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. I was suggesting that you look at it with that rational and unbiased eye (as I assume you are able to do that), not that I am doing that and you can't. As I said, I am assuming you were missing the reasoning behind why Intrepid have removed the death penalty from caravans and such. When you put that reasoning back in place, and look at the whole situation with that rational and unbiased eye, not having experience gained on kills in such PvP situations seems the only real option. If they have experience on PvP kills for caravans, they create a situation that players can exploit for experience gain, and also create a reward that will see people join caravans for reasons other than the caravan itself. If they do not have experience gain but also have no experience loss, then they create a situation where people will only join in on the caravan (attack or defense) if they have reason to do so, but there is no barrier to them doing so (lost opportunity cost is not really a reason- either people will have something planned and will just do that anyway, or they will have nothing planned and so would likely have done nothing in that time). So again, look over it with that rational and unbiased eye, and see what you see.
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.
Ironhope wrote: » I never said ''pvp quests or no quests'' and I have nothing more to add regarding this unilaterally created controversy.
Ironhope wrote: » Its going to be a PvP heavy PvX game.
Ironhope wrote: » All it's core mechanics are PvP based. Nodes, caravans, gathering, etc
Ironhope wrote: » Nothing I just suggested represents a dramatic change to anything.
Wulfenthrad wrote: For many players, they want the experience of taking down a dragon, or exploring the depths, or robbing that unfortunate soul who thought they could cheap out on that escort. Players should choose how they want to play in a sandbox mmorpg without without feeling like the way they're playing isn't valid which does seem align with how leveling, and the greater game as a whole, is being designed in general.
Geophysical Ninja wrote: » Wulfenthrad wrote: For many players, they want the experience of taking down a dragon, or exploring the depths, or robbing that unfortunate soul who thought they could cheap out on that escort. Players should choose how they want to play in a sandbox mmorpg without without feeling like the way they're playing isn't valid which does seem align with how leveling, and the greater game as a whole, is being designed in general. Two points: 1. The Live Stream that link sources is from 2017, where Steven says "...PvP, PvE, crafting may get it...." I like this type of thing, because it feels like a lost nugget of information. I don't think he has expounded on that since then. I'm really excited to see that he was thinking of an expansive XP system that far back. Clearly, I am not the only one who missed that sentence. Kudos for digging that one up. 2. I don't think of this as a "sandbox" MMO. I actually don't want a fully sandbox MMO; I want one with sandbox elements. My experience in sandbox MMOs is quite poor, and it usually means that the developers forgot to put in any meaningful content. Personally, I'd rather have great meaningful content with some sandbox elements than a fully sandbox system with no meaningful content. 3. Sandbox MMOs rarely allow me to play how I want, because they don't have meaningful content. They allow me to play how the developer wants me to play (like literally every game ever created), which is not at all. This is because they don't provide content for me to enjoy; they do typically provide garish player created buildings that lack any sense of design or aesthetic cohesion.
Wulfenthrad wrote: » I've always been under the impression that the sandbox elements were the main draw of AoC, with nodes being pushed immensely as a form of emergent storytelling. If you don't mind me asking, what kind of MMO do you see AoC as? What do you feel is essential for meaningful content? I hope to learn from your perspective. Also, thanks for the compliment.
Geophysical Ninja wrote: » You could also say that it is a PvE heavy PvP game.
Geophysical Ninja wrote: » The creator of the game states it.
Geophysical Ninja wrote: » Your insistence on calling this a PvP game is your prerogative, but it is not accurate.
Geophysical Ninja wrote: » Calling the node system a PvP mechanic is actually a gross oversimplification of the node system (https://ashesofcreation.wiki/Nodes)
Geophysical Ninja wrote: » We are going to disagree with this. Adding a new system for XP generation in a game is a dramatic change to the game dynamics.
Merek wrote: » Think about a player that joins the game a month into launch, how viable is PvP progression going to be for him?
arsnn wrote: » Im totally with you. I hope Intrepid sets up military nodes to have frequent events with and against each other. Both parties should have to gather in the node and are tasked with objectives that sort of have protagonistic and antagonistic nature. The game modes could be anything… a cat mouse game to steal relics, PVX objectives where you have to get the most points and so on. I dont think it should be a big source for xp though, id rather like to see guild or node orientated rewards.
Ironhope wrote: » Geophysical Ninja wrote: » Calling the node system a PvP mechanic is actually a gross oversimplification of the node system (https://ashesofcreation.wiki/Nodes) Nodes can get wrecked based on PvP, so there's nothing being oversimplified, it's a fact.