Blip wrote: » Perfect, but am afraid Intrepid can use it as a excuse to change flagging on land when CareBears start screaming.
Xefjord wrote: » People talk about how getting autoflagged destroys the whole safety net created by the corruption system, but simply put, there isn't enough stuff IN the open sea for that argument to hold any ground. The most that it will encompass is the occasional cross continental travel and *maybe* some fishing here or there. It sounds like there will also be underwater world bosses, which would be getting tackled by large guilds and groups anyway, not everyday folks who wouldn't be able to hold their own against pirates. A solid 95% of all the games content will still very much be on land, and fishers can still fish along both the coasts, rivers, and lakes with little consequence. Add on top of this that the game is designed that you don't really need to travel far from your home node, much less off continent. Unless you are just hyper dedicated to exploration there is no need to even cross the sea, but if you ARE hyper dedicated to exploration, it should be way more exciting to explore your continent then have to endure a (whopping what 10 minutes of?) hardship to travel to a new continent and explore there next. The open sea is going to be a lot like the wilds in Runescape, almost completely unnecessary to visit unless you are looking for PvP. Just in this case it splits two continents that probably won't be interacting heavily that much anyway. Especially not for normal players. Ironically, Sea trade may actually be more safe than land trade because both get flagged for PvP, but routes are much more set for land as opposed to Sea.
Voxtrium wrote: » It has taken me awhile to form my opinion regarding this but I lean away from auto flagging for PVP. There are a ton of risks for auto flagging in regards to abuse from other players. Right now it doesn't matter how powerful your guild is, if you constantly corrupt your players to bully a guild you are risking a lot of gear and time, however adding auto PVP flagging on the sea means that abuse of sea transportation may be the best option for any guild.The worst part about any of this in my head is that with this system in place the most logical solution is to abuse the naval content in ashes. It does not seem like all naval content will be avoidable and there is no/less punishment if you control the waters, you remove/mitigate the risk for your guild, and while doing so open up endless opportunity that has been stated will be better than land based opportunity. [...] TL:DRThe potential power imbalance is the problem. I can decrease risk by controlling naval content and I can reap better than average rewards in doing so. It is not in line with Ashes goals.
XiraelAcaron wrote: » I also do not understand why they changed this. What is the goal here? What was the problem that this change in design tries to fix? I would really like an explanation of their thought process for this. By effectively removing the flagging system, they remove what the flagging system was desigend to do: curb the PvP excesses (i.e. griefers). At least that is what they said. So the only conclusion I can draw is that either they do not believe that the flagging system will work (i.e. there is too little PvP because of it and they want more PvP) or they want to encourage griefing. If the first is the case, then they should tell us. I hope it is not the latter. I am looking at this purely from the PvE <-> PvP perspective: Until now I thought the world was designed in a way to balance PvE and PvP. The PvPer had to swallow the flagging system which prevents them from doing everything they want. They run the risk of going red when (keep) attacking someone that does not fight back. The PvEers had to swallow the always on PvP without safe zones. Even in most dungeons and with world bosses. Additionally they might loose their investment in housing and nodes due to PvP. And now, they even have to contend with griefers in some areas if they want to challange all the PvE content. As someone stated before, where is the risk for the PvPers in this scenario? If you look simply in the PvE player, the reward is the great dungeon content and the risk are the PvP griefers (not normal PvP players, because the restraints are removed and they will dominate the OpenSea as it is the only place they can do their thing). If you look from the PvP griefer perspective, the reward is the fun (and the loot) and the risk is not existent (there my be risks due to other PvP players, but not by game design. Nor does the game design incentivises other players to threaten them; e.g. bounty hunters). If they wanted to divide the player base along the PvP/PvE line, they certainly succeeded. You could now, of course argue, that to balace this, they introduce PvP free zones... but that would further divide the player base because the PvPer would stick to the open Sea and PvEers to the safe zones. Steven always says the game is not for everyone. Thats nice, but at this point, I would like him to explain who the target player base is for this game actually is? Because whatever it is, it certainly just shifted. What is also sad is that there is no good way to come back from this. If they keep the auto-flagging they will antagonize the PvE players and if they remove it they will do the same with the PvP players...additionally both will cry out that the developer bent under pressure from either the hardcore PvP crowd or from the carebears respectively.
I would like to point out that while the open seas will be open-pvp zones, there are still alternate methods of traveling between the two continents, including flight paths between coastal nodes, air ships between metropolises-ai and also a scientific node's vassal network's teleportation options (should that network extend across the seas or to nodes on islands), although none of these methods will allow the transit of materials or gatherables. Additionally, there will be healthy amounts of sea content within the coastlines of the continents that does not fall into the "open sea" area. It is important that the open seas represent the rewards and opportunity that cross continental trade provides, but also the riches of treasure that the seas offer, all come with risk and danger... Ashes will always double down on the core philosophy of risk vs reward. Hope you enjoy much love to you all.
CROW3 wrote: » Here’s what bugs me: Bob: Is this a PvE game? Steven: No, it’s a PvX game. Bob: Oh, so it’s a PvP game? Steven: No, it’s a P-v-X game. Bob: Ohhhh, it’s a PvX game. Steven: Yes! Bob: Got it! Steven: Weeeeelll, except here, here, here, here, here, annnnd here.
Xefjord wrote: » Have you ever played archeage? This feels rather overdramatic. Its worded as though all good content happens at sea or that corruption is now going to be removed from land.
Xefjord wrote: » To be rather blunt: the vast majority of people who like water content PERIOD tend to be people who already idolize pirates as the primary form of seafaring fun. Fishing is perfectly enjoyable outside of the open sea in this arrangement so its not hurting fishermen in any way. This gives PvPers an open PvP outlet in a zone that is going to attract the most PvPers anyway, and will also potentially lighten up on some of the intensity of world PvP in land zones (where PvE players may be trying to avoid PvP) if all the most egregious griefers want to go sit on the water all day and harass folks far from civilization. Let them.
Xefjord wrote: » There is risks to Oceanfaring PvP as well. Ships (like in Archeage) are probably going to be high investment, and if those get destroyed, they won't simply be easy to rebuild. Dedicated guilds with supply lines and economic infrastructure tied to metropolises on the mainland will have much more capability to organize and protect important waterways, destroying pirates and rebuilding their own ships. Pirates might get their own node, but they will never be able to compete with the efficiency of nodes with large dedicated PvE playerbases.
Xefjord wrote: » Pirates will be an annoyance at best. but this change really does help segregate some of the PvP away from the places players would feel most annoyed to get griefed in, appeals to what would be the majority of the seafaring enthusiasts, all while creating larger risk for PvPers than landlubbers in PvX areas because of the economic costs of losing endgame PvP tools such as ships that can't be easily replaced.
Dolyem wrote: » Technically you are pvping in the ocean to access the ocean PvE content
Xefjord wrote: » To be rather blunt: the vast majority of people who like water content PERIOD tend to be people who already idolize pirates as the primary form of seafaring fun. This gives PvPers an open PvP outlet in a zone that is going to attract the most PvPers anyway, and will also potentially lighten up on some of the intensity of world PvP in land zones (where PvE players may be trying to avoid PvP) if all the most egregious griefers want to go sit on the water all day and harass folks far from civilization. Let them.
Dygz wrote: » Elleandrias wrote: » You know what you did dygz, stop trying to play victim when all you do on the forums is complain and argue :yawn: its becoming a meme, a funny meme, but a meme nonetheless I know precisely what I did. It’s not what you claim I did. You just believe the things you make up in your head.
Elleandrias wrote: » You know what you did dygz, stop trying to play victim when all you do on the forums is complain and argue :yawn: its becoming a meme, a funny meme, but a meme nonetheless
Elleandrias wrote: » Elleandrias wrote: » pathetic Funny coming from an annoying twat whose posts are basically "lol casul xD"
Elleandrias wrote: » pathetic
Dygz wrote: » How does adding auto-flag Combatant, PvP-Only zones not make the game less PvX??
We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things.
insomnia wrote: » I guess i'll avoid the open sea as much as possible. so, the open sea is going to be a shitzone. Full Pvp are often for a-holes. People that likes to corpse camp others, so they have no option but to log off. If they really liked Pvp, why not do arenas or battlegrounds. Because they proberly aren't that good at pvp. They need all the advangates they can get. Being higher level. Being more people. Attacking someone in the back. Attacking them while the opponent is fighting a mob. etc
Warth wrote: » Lets look at the definition of PvX by Steven himself:"We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things.
Warth wrote: » You have open sea PvE content, in which you will naturally encounter PvP, which is exactly, what Stevens has defined as PvX from the beginning.
Warth wrote: » And what do you mean with PvP only zone? Its not, there is tons of PvE Content on the open sea. Just because you are freely attackable doesnt make it a PvP-only zone.
Warth wrote: » @Mag7spy the 20 people dont have to flag on you. They can attack you while they are green.