JamesSunderland wrote: » Dygz wrote: » A Level 1 Adventurer can be a max level Crafter. Yo Dygz, do you happen to have a wiki quote or a video time stamp related to this? I Haven't found one yet.
Dygz wrote: » A Level 1 Adventurer can be a max level Crafter.
JamesSunderland wrote: » Many thanks guys, seems like i've overlooked this one!
Noaani wrote: » JamesSunderland wrote: » Many thanks guys, seems like i've overlooked this one! Taking that in to account (you now knowing that I knew this was the intent Intrepid has had for a long time), and taking it all the way back to the origin of our discussion where I said that having corruption be based on either combat or profession level would mean players couldn't level up crafting alts (which is the intent), and where you said my opinion was based on naivety, would you care to go back to that point and conclude that your response was actually the naive one?
Believing ANY company managing a MMORPG(especially one of this escale that plans to have around 8k to 10K players per server) can effectively and consistently deal with "the bot issue" as a whole through "direct actions to their account" alone without making any direct in-game bot deterrents is ludicrous.
JamesSunderland wrote: » Your Naivity in that comment was in regards to bots Noaani, it didn't changed all:
Noaani wrote: » JamesSunderland wrote: » Noaani wrote: » If "bots" put in enough time to get a low level character in this area, I would wager you are not dealing with actual bots. The reason I didn't bother mentioning anything in regards to that is because "if" they are indeed bots, the appropriate means of dealing with them is for Intrepid to take action on the account. The notion of changing an aspect of the game like this so that players can "deal with bots" is laughable. Killing a bot isn't dealing with them, and if anything, it makes it harder for Intrepid to take action on their account. I mean, if you report a bot, and then kill it, when Intrepid get around to looking at it, they have a character that is likely just sitting at the respawn point doing nothing - they are for all intents and purposes just some random AFK player. I'm sorry but, no matter how i look at this comment, i see straight up naivity or simple lack of knowledge about bots and scripts potential. So, the issue here is that you didn't attempt to just read the words I said. Believing ANY company managing a MMORPG(especially one of this escale that plans to have around 8k to 10K players per server) can effectively and consistently deal with "the bot issue" as a whole through "direct actions to their account" alone without making any direct in-game bot deterrents is ludicrous. You'll note, if you go back to the post you are referring to, that I didn't say they shouldn't have any in game bot deterrents at all - I said they shouldn't have any like the proposed one (ie, one that drastically alters game design). The proposed "bot deterrent" basically makes crafting alts impossible in the game, and so simply should not happen - it is not a reasonable trade off between the effect it would have on bots (minimal) vs the impact it will have on players (massive, for some players). Take this new information in hand, go back and read the post in question, and see if it makes a bit more sense. Just take note to only read the actual words written.
JamesSunderland wrote: » Noaani wrote: » If "bots" put in enough time to get a low level character in this area, I would wager you are not dealing with actual bots. The reason I didn't bother mentioning anything in regards to that is because "if" they are indeed bots, the appropriate means of dealing with them is for Intrepid to take action on the account. The notion of changing an aspect of the game like this so that players can "deal with bots" is laughable. Killing a bot isn't dealing with them, and if anything, it makes it harder for Intrepid to take action on their account. I mean, if you report a bot, and then kill it, when Intrepid get around to looking at it, they have a character that is likely just sitting at the respawn point doing nothing - they are for all intents and purposes just some random AFK player. I'm sorry but, no matter how i look at this comment, i see straight up naivity or simple lack of knowledge about bots and scripts potential.
Noaani wrote: » If "bots" put in enough time to get a low level character in this area, I would wager you are not dealing with actual bots. The reason I didn't bother mentioning anything in regards to that is because "if" they are indeed bots, the appropriate means of dealing with them is for Intrepid to take action on the account. The notion of changing an aspect of the game like this so that players can "deal with bots" is laughable. Killing a bot isn't dealing with them, and if anything, it makes it harder for Intrepid to take action on their account. I mean, if you report a bot, and then kill it, when Intrepid get around to looking at it, they have a character that is likely just sitting at the respawn point doing nothing - they are for all intents and purposes just some random AFK player.
Noaani wrote: » There is already risk. What this would do - if Intrepid were dumb enough to do it (they are not) - is remove the risk from attacking these characters, but leaving in the reward.
Dolyem wrote: » Because what I see it simply prevents players from avoiding the PvP mechanic of the game and simultaneously deters bot gatherers/gold sellers.
Dygz wrote: » Dolyem wrote: » Because what I see it simply prevents players from avoiding the PvP mechanic of the game and simultaneously deters bot gatherers/gold sellers. What??!!??
Dolyem wrote: » Creating a a level 1 class/ max level artisan character to gain greater protection from PVP via giving substantially more corruption upon death while still gaining the ability to acquire high tier materials.
Dygz wrote: » That doesn't give you greater protection from PvP combat. What you seem to mean is that it increases the risk for players killing that non-combatant who is Gathering high level resources and mats. That is part of the Ashes risk v reward design.
Okeydoke wrote: » Dolyem wrote: » Creating a a level 1 class/ max level artisan character to gain greater protection from PVP via giving substantially more corruption upon death while still gaining the ability to acquire high tier materials. We'll have to see if it works out that way. If the meta actually becomes to make level 1 characters for resource acquisition, and gathering areas become battlegrounds of level 1 alts fighting over resources...I can't see Intrepid letting that stand. I mean in a way it'd kinda balance out. One group would have a few level 1 gatherers and a few max level players. The opposing group would have the same. The outcome would be decided by which group's max level players win the fight. The winning group's level 1s would then attack the losing groups level 1s. Losing groups level 1s can't fight back because if they flag up, the max levels will kill them. Not sure if I've really thought that out correctly but what a ridiculous sounding scenario lol
Dolyem wrote: » How does it drastically change the overall games design to make it so low class level/high artisan level characters can be killed and award corruption based on how high their artisan level is?
Dygz wrote: » Ferryman wrote: » If we forget this hypothetical PvE-server thing. Ashes will have non-consensual PvP regardless players like it or not. Only time will tell which direction the corruption rules will be adjusted but it is hard to say anything for that before proper testing. Yeah I agree that it will not necessarily be that bad but at the end it depends what level is acceptable from developers mind. I am personally easy to please here because I am okay with everything. Yeah, I mean... We're going to have a few people at the extremes: Some people who believe Corruption is too harsh on PvPers. Some people who believe Ashes should have a "PvE server." I think most of this discussion is more about explaining what the concept of a "PvE server" even means for Ashes - because PvPers tend to think that means no PvP at all, when what advocates mostly want is to have the non-consensual PvP disabled while keeping the Battlegrounds PvP enabled. The vast majority of us commenting in this topic know that the devs should not be wasting their time creating and managing a "PvE server" at this point in development (3 years behind the original release date). We're content to test Alpha 2 before making a judgment call.
Ferryman wrote: » If we forget this hypothetical PvE-server thing. Ashes will have non-consensual PvP regardless players like it or not. Only time will tell which direction the corruption rules will be adjusted but it is hard to say anything for that before proper testing. Yeah I agree that it will not necessarily be that bad but at the end it depends what level is acceptable from developers mind. I am personally easy to please here because I am okay with everything.
NishUK wrote: » Noaani players enjoy crafting, probably every player enjoys crafting to some degree, doesn't mean they need to be on an alt dwarf working a town and economy for multiple hours and with "shoddy" systems (that you're leaning to)
If we're roleplaying this, you can't be a strong smithy from just crafting experience alone, you gotta get fit, you gotta get wood, you gotta work with people to get resources, utilize pack horses for huge quantities of mats from A > Home Smith/shop whatever, upkeep and maintenance of establishment, having it be an actual playing experience that is a real struggle to have as an alt or in worst case a bot or in another worse case it being so simple you can watch a movie while doing it.
Dolyem wrote: » It does indeed give greater protection seeing as it is a much higher amount of corruption for killing that alt than it is for killing a max level character while still acquiring the same high tier resources, as you said before it provides a much greater deterrence to pvp. It decreases the risk using a low class level alt while not decreasing the reward of the level of gathering.