Azherae wrote: » Well, that certainly brings us closer to an understanding of what your preference would be relative to what you don't find important/interesting. I haven't played Fighter in NWO, I play Rogue mostly, so I can't speak to it one way or another. How much does 'the range' of abilities or 'needing to interact with spacing consistently' factor into your enjoyment or lack thereof?
Sol Raven wrote: » Most of it seems to not have been well documented on YouTube. I do have several gank/grief videos that I showed friends, but most of my Shadowplayed footage of larger fights has been deleted or not transferred from my old hard drive. What I do have is pretty uninteresting and short, and shows practically nothing of value due to my gear difference at the time.https://youtube.com/watch?v=8nMH5G9tNY8
NiKr wrote: » If those are all players, then this reminds me a lot of the times when one OP party on russian official servers would toy with a whole guild just for fun. Not as much of an utter destruction, but considering that it's 9 dudes going against ~50 - they definitely killed more than they should'vehttps://www.youtube.com/watch?v=0SYNbR-mvfU
NiKr wrote: » Noaani wrote: » Pointing you again to my above point about EQ and EQ2 always adding new content (seriously, coming up to 29 expansions for EQ - when L2 has had the equivalent of 4 in it's entire life). What this does is take a game that burns bright - and would thus burn fast - and gives it more fuel. This results in a game that burns bright, but also burns long. You keep dismissing L2's updates, but each of them added new mechanics, new gear, new mobs, new bosses, new locations (which brought new castles and fortresses in the older updates), new skills and rebalance to old ones, with some updates changing the world completely or adding new races and classes.
Noaani wrote: » Pointing you again to my above point about EQ and EQ2 always adding new content (seriously, coming up to 29 expansions for EQ - when L2 has had the equivalent of 4 in it's entire life). What this does is take a game that burns bright - and would thus burn fast - and gives it more fuel. This results in a game that burns bright, but also burns long.
I dunno how fast AA got its updates, but in L2 you could fight the same person across several updates and get different results because of the class rebalances or new gear that either of you acquired or new people that either of your parties got (cause usually you'd be pvping in parties instead of 1v1).
Why would I, as a pvp player, care about the other player winning though? If I lost - I still lost, no matter if I lost in pvp or pve. Your example of 1% of wins in pve is literally the same as some newb only winning once against a better/more geared pvper out of 100 fights. Except for some reason people leave when that happens, while they continue bashing their heads against a dumb mob for 100 more times.
Except it takes way more time to create content than to consume it. And if devs make content that takes months to clear, people complain that it's too difficult/grindy/etc. Which is why most companies these days just make fast content and are ok with people leaving the game until the next batch of content comes online.
And how many of those games were faction-based and had free PKing of the opposite side? From what I've heard, not that many people complain about BDO's pvp system because it's way closer to L2's/AoC's karma/corruption one, so people can't just freely genocide others which allows casuals to enjoy their game w/o worry, while hardcores enjoy their own fights. Though maybe I just missed those complains, so if you have any source for them - I'd love to see it.
What is the reward for those who fail to clear an instanced super difficult boss 100 times in a row? What keeps them coming back each time? They're losers for a 100 consecutive times, so why don't they just leave the game, just how pvp losers do (at least you claim they do)? Is it the potential reward? The dim light at the end of the loser tunnel?
Why not have the same reward for pvp? If anything, that's exactly what Ashes is trying to do. The reward is caravan, castle, node, loot, pvp-event-based rewards, etc etc. You can lose 99 times in a pvp battle, but get the reward on the 100th time. Except what's different, from you doing the same thing in pve, is that you're fighting against people rather than a mob.
And if the problem is "one side wins and gets stronger, while the other loses and has to catch up even more", then it's on Intrepid to balance the system in such a way that the winning side has diminishing returns.
You know what the funny thing is. Most people who still play L2 usually hop between new servers every few weeks or a month. So in a way, L2 went the way of the sessional games. Yes, there's a few big private servers that have been up for years at this point and they have quite a few thousand players there, but those are usually a rarity because it takes a lot of money and time to properly set up a server that would support thousands of people playing it for that long. And obviously Intrepid should aim for the latter situation
NiKr wrote: » Do they not see/know the range of the ability because of the UI? Cause L2 just had a "range" descriptor on abilities, both for distance moved and aoe radius. You had abilities that had a tab target and worked as you explained in the example, or you had pure action that worked based on your character's direction and you had to know/feel the distance to properly hit your target, which imo is the skill-testing part of the ability.
Noaani wrote: » Sure, an L2 update may add new mechanics, gear, mobs, etc. An EQ or EQ2 expansion adds all of that as well, but they also add an entire new continent. Or a new moon. Do you see the scale difference here?
Noaani wrote: » But you are still against the same player, with the same basic skill level. Sure, they may have different tools, but they have the same "AI" (or just "I", as it isn't artificial in this case). This is literally no different to a game adding a new PvE encounter with slightly different abilities, but the same general plan for how to use them.
Noaani wrote: » When you realize that you are fighting other people and not just a collection of abilities that has a specific class name, most updates and patches (unless the game is doing massive rebalancing that is inherently a bad thing for the game) don't change all that much.
Noaani wrote: » And you have hit the nail on the head as to why WoW doesn't add as much content as it should. The problem with this as an argument though, is that if any one game (EQ, EQ2) manage to create enough content, then the argument is clearly null and void. All an argument about the disparity between time to create and time to complete content boils down to is a developers desire to have a good game. The way SoE (EQ and EQ2's developer for the bulk of the time I played) got around this was by having multiple teams. They would have a team working on the expansion for the game, and one working on the live game, providing updates, fixes and new content. Then when the expansion launched, the team that worked on that expansion moved over to the live aspect, so they were supporting the content they created. All of a sudden, you have enough content developers able to develop enough content for players.
Noaani wrote: » There were masses of complaints at the start. Then those people left. Now the people that are left playing the game are those that want that PvP. I never said there aren't people that want PvP in an MMO. I said there are not enough to support more than two AAA MMO's at a time, and that support is likely to be limited to a very small number of servers of the size Ashes wants to have.
Noaani wrote: » If we are talking about top end PvE, you don't need a reward for it. There is a penalty to it (death penalties, obviously). However, this acts as a rebalancing - as in order to even get to that top end PvE content, you need to complete the previous content and so are probably doing quite well. You are far ahead of almost all other players in terms of gear, and probably in terms of player wealth (barring crap mechanics like WoW has/had). These many deaths on that hardest of content knocks people at the top down to allow those below a chance to catch up a little. This is opposed to PvP, that knocks those at the bottom down even further, and rewards those at the top and allows them to increase the gap. I assume you can see what I am talking about here, and why it is an inherent issue if a PvP MMORPG wanted actual mass appeal rather than to just appeal to PvP fanatics.
Noaani wrote: » {disclaimer, we do not know too much about how caravans work, I am writing the following based on the idea that if your caravan is destroyed, certificates for said caravan drop. As we know that not all materials are lost, I am assuming 50% are lost and 50% are kept by the owner of the destroyed caravan - but are to be found at that same origin point} Lets say I fight you for 100 caravans, and I win 99 of them. That means you never get your goods to their destination, and I end up with 49.5 caravans worth of goods at your origin point, and you have that same amount. However, you put the time and effort in to collecting all of that material, while I was out doing other things, progressing my character in other ways. Basically, I took all the character progression you worked on for yourself, and I took half of it. If we assume that I also completed a similar amount of character progression in the time you gathered those materials, that means between the two of us, I ended up with 75% of the character progression we both worked on, and you ended up with 25%. Again, this is the better player (me) getting further ahead. All this means is that you have even less of a chance with your next 100 caravans, because I am getting better faster than you are. Now sure, you can get friends and all that, but this same concept scales up to group, guild and alliance level. If my guild is constantly beating your guild in PvP and taking some of your stuff, we are better than you to start off with, and are also progressing faster than you. It's literally kicking people when they are down.
Noaani wrote: » The thing with diminishing returns in this scenario is that it is still rewarding the player that least needs the reward (the winner) and punishing the player that most needs the reward (the loser). All diminishing returns means is that the rewards get smaller - they are still going in the same direction though.
Noaani wrote: » No, they shouldn't aim for that later solution. L2 has private servers like that because they are not viable for the company to run - because they are all invariably (as far as I know) running older versions of the game. If Ashes ends up as being a game where the only way you can play it in anything resembling the way it is designed is by playing on a private server, then I think we should all agree that this is the definition of a failed MMORPG.
NishUK wrote: » EQ keeps getting brought up but I haven't known a single soul that as played it in 20 year bumbling around mmo's career, could be strictly an NA thing I don't know. I just feel it's against universal friendliness to bring it up, I bang on about UO a bit but I don't go into it too deeply + I'll bring up it's flaw immediately but atm everytime EQ is brought up it's like this is the perfect example of content?
I'm also trying to drive in the fact that an mmorpg doesn't even need to drive massive amounts of expansive content to maintain interest.
Noaani wrote: » Does this count as an action ability based on your above description?
NiKr wrote: » Noaani wrote: » Does this count as an action ability based on your above description? In my "definition" of it, as long as the ability doesn't require a target - it's an action ability, cause you just do the action. If you had to target something and then move around to use it in the best way - that's still tab.
NishUK wrote: » EQ keeps getting brought up but I haven't known a single soul that as played it in 20 year bumbling around mmo's career, could be strictly an NA thing I don't know. I just feel it's against universal friendliness to bring it up, I bang on about UO a bit but I don't go into it too deeply + I'll bring up it's flaw immediately but atm everytime EQ is brought up it's like this is the perfect example of content? I'm also trying to drive in the fact that an mmorpg doesn't even need to drive massive amounts of expansive content to maintain interest. I really do feel this is that damn PvE favoured crowd again....honestly, I am sick to death of these dinosaurs denying potential (I'd prefer the p2w Whales at this point!). I feel be making a new thread when I can be arsed, tired of people being split and I'm going to attempt to make some people be on the same wave length because some of you are cursed by your past experiences...
NiKr wrote: » But yes, afaik EQ(2) were an NA thing, cause before getting into the bigger internet in the 2010s, I haven't even heard of it.
Sol Raven wrote: » No MMO has been able to satisfy my PvP needs since BNS (Blade & Soul).
Noaani wrote: » NiKr wrote: » But yes, afaik EQ(2) were an NA thing, cause before getting into the bigger internet in the 2010s, I haven't even heard of it. I'm not really sure what to tell you here - both games had/have EU servers, including specific English language EU servers. I spent about 18 months raiding with a UK guild on an EU server in EQ2. I guess it's a case of seeing what you see. The first time I heard of L2 was when we had people join our guild that were ex-L2 players. I didn't know it existed because I wasn't looking at or for a new game. If you played L2 at the time, you wouldn't see a whole lot of EQ or EQ2 players around - because they would have still been playing EQ and EQ2.
Azherae wrote: » Competitive games work in this model of longevity because they don't have persistent gear in them.
Azherae wrote: » Just throwing out there that you shouldn't use 'rebalances' as reasons why MOBAs and similar games stay alive. That's two parts combined to achieve that effect, neither of which actually has basically anything to do with the normal player's PvP experience. 1. Renewed interest because people need time to try to understand it and see if it has somehow made their skill level more viable (nearly never actually does this, but some get to imagine it does, long enough to train more or realize they were just on a bad streak) 2. Shakeups in the meta mean that you can swap to something you consider more powerful easily (at the beginning of every match) and keep playing even if you are incorrect in that assessment, especially if you happen to win against one of those people who is doing the same thing but with a less suitable character. Fighting Gamers know this situation all too well, people flock to new games because they haven't learned their 'tier' in those games yet. Often the reaction is just 'I was below average at all those OTHER games before but maybe THIS time, there's a CHANCE!' (of course discounting the fact that their fundamental skills are lacking and if they do win it's by ignoring this fact as much as possible through some initially-hard-to-counter mechanic). Apply the above to a game where opponents who play better actually gain concrete mechanical advantages over you over time, and they both fizzle out pretty fast. Competitive games work in this model of longevity because they don't have persistent gear in them.
Noaani wrote: » I'm not really sure what to tell you here - both games had/have EU servers, including specific English language EU servers. I spent about 18 months raiding with a UK guild on an EU server in EQ2. I guess it's a case of seeing what you see. The first time I heard of L2 was when we had people join our guild that were ex-L2 players. I didn't know it existed because I wasn't looking at or for a new game. If you played L2 at the time, you wouldn't see a whole lot of EQ or EQ2 players around - because they would have still been playing EQ and EQ2.
NiKr wrote: » I mean, I'm not saying that EQ didn't exist outside of NA, I'm saying that the popularity lvls weren't the same everywhere. I'm from ukraine and have played with the bigger part of all CIS countries in L2 for 12 years and just talked to a ton of people from those countries about mmos.
NiKr wrote: » Azherae wrote: » Competitive games work in this model of longevity because they don't have persistent gear in them. I'd say that depends on the gear-to-class balance. The RPS of the class system can be cycled through by adding counters in the form of abilities and new gear stats. The first example that comes to mind was a new upgrade to old gear in one of the L2's updates. Before that updates there was a fairly big problem with Berserk class and its OP stuns. So in the update NCsoft added a new upgrade to an older set of gear that gave 50% stun resist. The class itself didn't really go down in power. They could still overpower hard mobs and could still proc quite a few stuns in a crowd (cause it was an aoe dash stun ability), but the overall impact of that class became less, because a ton of people upgraded their old sets. Now that's obviously a fairly direct nerf to a failed piece of balance (that being the OP stun ability), but I'm just saying that updates in mmos can still influence the pvp matchups w/o impacting the whole game too much.