Okeydoke wrote: » TheDarkPaladin wrote: » Im not sure why developers have decided to cater to one small aspect Because serving niche, or minority markets can be extremely lucrative. There are usually less barriers to entry compared to dominant or majority markets. The competition is not as stiff, and in some cases is nonexistent.
TheDarkPaladin wrote: » Im not sure why developers have decided to cater to one small aspect
SirChancelot wrote: » But there is a problem of going too far and making it too niche.
Orobahn wrote: » My question is, will pvp\pve be separated? Or will this be a forced pvp game? From some of the videos I have been watching, it looks like you will have to pvp to maintain your housing. Is this the case or will there also be pve housing that is just where you go for some buildcraft?
Orobahn wrote: » Is the game open world pvp too, or can you choose to do some immersive questing or relaxing gathering without being ganked? Sometimes I like the intensity of pvp but I am a much bigger fan of immersive content
Orobahn wrote: » Before the hardcore types get too judgy, I like the idea of a massive world with content to suit a large population so that the MMO-world feels beyond immense.
Orobahn wrote: » I'm not sure why developers have decided to cater to one small aspect of a game when this only leads to creating a game that seems small and finite, in both what a player can do in the game and how long the game can hold players' attention spans.
Orobahn wrote: » I have never had long queues for WvW, Arenas, or Battlegrounds so I never understand why developers are willing to lose such a large amount of revenue from players who do not want pvp, or only want to pvp on their terms.
Dygz wrote: » LMAO How do you define PKing? All PKing is griefing. Being killed during PvP is not necessarily PKing or griefing.
Vaccine wrote: » Dygz wrote: » Nope. Just don't fight back and give your PKers Corruption. Has nothing to do with how many other people are involved in PvP combat - with you or against you. It's about not wanting to participate in PvP at all when PvP is the last thing you want to be doing in the game at that time. And, yeah, in Ashes, even when you are adventuring or harvesting completely solo, you are still contributing to changing the world and the community of Verra. I'm still reading about the PvP rules myself. How does it work if you DO fight back, do they not go up in corruption? I would assume the ACT of attacking someone gains you corruption, not per se if they fight back or not.
Dygz wrote: » Nope. Just don't fight back and give your PKers Corruption. Has nothing to do with how many other people are involved in PvP combat - with you or against you. It's about not wanting to participate in PvP at all when PvP is the last thing you want to be doing in the game at that time. And, yeah, in Ashes, even when you are adventuring or harvesting completely solo, you are still contributing to changing the world and the community of Verra.
Okeydoke wrote: » Well damn. That's like abnormally normal. Dude found out a game wasn't exactly his cup of tea and left instead of lecturing everyone. Major props. He lives on through his thread.
JustVine wrote: » or circle jerk. And lord help us we can't stop THOSE forces of nature.
JustVine wrote: » Okeydoke wrote: » Well damn. That's like abnormally normal. Dude found out a game wasn't exactly his cup of tea and left instead of lecturing everyone. Major props. He lives on through his thread. I mean they literally said 'thanks that definitely answer my question' on post four. Everything after that was people who don't bother reading beyond post one, Azherae trying to help people understand other people's points of view, or circle jerk. And lord help us we can't stop THOSE forces of nature.
Scarbeus wrote: » Here's a suggestion: a mayor will have the option of hiring NPC town guards or putting out bounties for players to kill corrupted and keep citizens safe. This will become available once a settlement reaches a certain size. For example a small town will get town guards, they will be able to try to protect non combatants and attack corrupted inside and at a limited distance outside the settlement. This is by no means guaranteed protection as a large enough group of players could still defeat guards or one who is fast enough could escape from them. Compare this to a metropolis settlement where the guards would patrol the entire node area and be more difficult to defeat and harder to escape from. Thoughts?
Warth wrote: » Guards never mattered in any mmo. NPC locations and patterns are too predictable. Within a couple of days players will have figured out how to circumvent them.
NiKr wrote: » Warth wrote: » Guards never mattered in any mmo. NPC locations and patterns are too predictable. Within a couple of days players will have figured out how to circumvent them. That depends on how many of them there are and how hard they hit. Obviously at top lvls it's gonna be way easier (though still not necessarily), but before that they could definitely be strong enough to 3-4-shot any corrupted player and defend the town this way. You could even have ranging strength of them, depending on the node lvl and the amount of money the Mayor invested in them. This way the lower lvl nodes could be more dangerous for normal players, while way safer for PKers, with higher lvl nodes being the opposite.
Azherae wrote: » NiKr wrote: » Warth wrote: » Guards never mattered in any mmo. NPC locations and patterns are too predictable. Within a couple of days players will have figured out how to circumvent them. That depends on how many of them there are and how hard they hit. Obviously at top lvls it's gonna be way easier (though still not necessarily), but before that they could definitely be strong enough to 3-4-shot any corrupted player and defend the town this way. You could even have ranging strength of them, depending on the node lvl and the amount of money the Mayor invested in them. This way the lower lvl nodes could be more dangerous for normal players, while way safer for PKers, with higher lvl nodes being the opposite. Works best if they are Ranger builds with snares that have basically no way to be resisted and strongish DoT. Guards just killing off players is less fun for both sides, I think, but 'guards giving players the option to finish them off'? Fun and Fireworks for the whole Node.