NaughtyBrute wrote: » FuryBladeborne wrote: » @NaughtyBrute I wrote this in the other naval flagging thread, but it directly answers the OP. You should consider some of the problems of having corruption on the sea. We have known that pirates will be a thing and large crews will also be a thing. What happens if a raid ship of 40 players is destroyed while choosing not to fight back? Does everyone on the attacking ship get corruption? Is the corruption split? Is only one person responsible for the corruption? (That could result in 1 player getting corruption for killing 40 players while only being 1 of the participants in the full fight.) What happens if a large ship pretty much one shots a small ship with a few players? In the example of destroying the large ship, ridiculous amounts of corruption could be earned while destroying the weak ship would yield little corruption no matter how you split the corruption from killing a little ship. This is the opposite of the intent for corruption as the weak target actually yields the least corruption (at least if we assume that corruption is gained per player killed). Corruption on the seas just could not work the same way as on land because sea corruption would be earned from killing multiple players at once while the corruption is also earned by a group of attackers at a time. On the other hand, power in a naval gunfight is not determined so much by the level of the players involved but by the tiers of the ships involved. However, corruption is determined by the difference in the levels of the players. How do you even determine what the corruption should be if you have a spread of levels in each group of players. Regardless of how you look at it, either the corruption system needs a full rework for the sea; or, it needs to be removed. I think Steven did what made sense. The difficulty of implementation might be a valid reason for the change, but since the corruption system will be active in coastal waters (unless they change that too) and there will be ship battles there, I don't think this is the real reason for the change. However, I don't want to make assumptions about the real reason for the change.. a change that I actually like! And I know that in this thread a lot of people are focusing on if this change was good or not, but that was not my intention. There was already another thread for that. All I am saying is that what was said on stream about the corruption in relation to the risk-vs-reward philosophy seems inconsistent to me. That's the inconsistency I am talking about, nothing else. I am not talking about systems in the game, I am not talking about the implementation of it, or anything like that. Just what was said on stream. To put it simply: - Corruption - Bad in the open sea because we are going with a risk-vs-reward philosophy. While, until now they were saying: - Corruption - Good because it puts some risk on the attackers and enhances the risk-vs-reward philosophy. Like, wtf?! And to clarify.. The game studio from my perspective can make any change they want in their design philosophy. Their game, their rules. I'll play the game in any case, even more now since as a PvPer I want non-protected PvP areas. I just don't like logical inconsistencies and this justification for the change seems illogical to me.. if they came out and said "It's difficult to implement so we are disabling it", or if it was a design philosophy reason "We decided to remove the risk from the top dogs in the sea and make this area a sandbox" I would be happy. Why they chose to present it like that? I can make assumptions, but I don't want to go there. I just hope they give us more details on this.
FuryBladeborne wrote: » @NaughtyBrute I wrote this in the other naval flagging thread, but it directly answers the OP. You should consider some of the problems of having corruption on the sea. We have known that pirates will be a thing and large crews will also be a thing. What happens if a raid ship of 40 players is destroyed while choosing not to fight back? Does everyone on the attacking ship get corruption? Is the corruption split? Is only one person responsible for the corruption? (That could result in 1 player getting corruption for killing 40 players while only being 1 of the participants in the full fight.) What happens if a large ship pretty much one shots a small ship with a few players? In the example of destroying the large ship, ridiculous amounts of corruption could be earned while destroying the weak ship would yield little corruption no matter how you split the corruption from killing a little ship. This is the opposite of the intent for corruption as the weak target actually yields the least corruption (at least if we assume that corruption is gained per player killed). Corruption on the seas just could not work the same way as on land because sea corruption would be earned from killing multiple players at once while the corruption is also earned by a group of attackers at a time. On the other hand, power in a naval gunfight is not determined so much by the level of the players involved but by the tiers of the ships involved. However, corruption is determined by the difference in the levels of the players. How do you even determine what the corruption should be if you have a spread of levels in each group of players. Regardless of how you look at it, either the corruption system needs a full rework for the sea; or, it needs to be removed. I think Steven did what made sense.
Dygz wrote: » JamesSunderland wrote: » It isn't surprising for people that Played Archeage and knows that Archeage is one of the greatest inspirations for Ashes, for those without those 2 informations it can certainly look "arbitrary" or "inconsistent". It certainly doesn't invalidade nor dimishes the corruption system. Again... I specifically asked Steven to compare Ashes PvP to ArcheAge PvP. His answer was:"Well, ArcheAge... You pretty much knew in any territory that you went to what the system of PvP mechanics were, whether it was a peace zone or whether it was a PvP zone, so...if you were to take risks, it was of your time and choosing, depending on how you moved your packs and what zones you went through in order to move them. So, that really doesn't relate well to what Ashes is trying to do. Because Ashes is an open world and there are no zoned flagged PvP areas. Instead there is just a flagging system that relates to the other players." So...adding a zone that is auto-flag Combatant with no Corruption is inconsistent with what he said when I asked him 4 years ago. It's fine for us to go with, "Everything is subject to change." But, it absolutely is an inconsistent PvP philosophy for the Ashes game design.
JamesSunderland wrote: » It isn't surprising for people that Played Archeage and knows that Archeage is one of the greatest inspirations for Ashes, for those without those 2 informations it can certainly look "arbitrary" or "inconsistent". It certainly doesn't invalidade nor dimishes the corruption system.
Warth wrote: » For me its a very good change, but I think your discontent is very fair and i do understand where you are coming from. If the change went into the opposite direction, i'd probably not feel much different than you. I do however believe for development to be fluid and changes to be expected. The change isn't massive enough for me to believe, that the core design really changed.
Warth wrote: » Considering how much i agree with his other design choices, i'm rather excited to see where he takes it
mcstackerson wrote: » Archeage's zones rotate between peace(no pvp) and war(pvp). Considering he mentions this mechanic prior to the statement you are focused on, this seems to be what he is referring to. As others have pointed out, there are other significant differences between Ashes and Archeages pvp so they aren't easy to compare.
Dygz wrote: » mcstackerson wrote: » Archeage's zones rotate between peace(no pvp) and war(pvp). Considering he mentions this mechanic prior to the statement you are focused on, this seems to be what he is referring to. As others have pointed out, there are other significant differences between Ashes and Archeages pvp so they aren't easy to compare. Sure, but Steven said, "Ashes is an open world and there are no zoned flagged PvP areas." And now Ashes has a zoned, flagged PvP area.
Dizz wrote: » But to be honest, keep transparency and keep sharing the concepts or progress things etc to players is HARD to do it well no matter what, and Intrepid is trying to do better and trying hard to me for now, I think that is important.
Dygz wrote: » No. You are cherry-picking."Well, ArcheAge... You pretty much knew in any territory that you went to what the system of PvP mechanics were, whether it was a peace zone or whether it was a PvP zone, so...if you were to take risks, it was of your time and choosing, depending on how you moved your packs and what zones you went through in order to move them."So, that really doesn't relate well to what Ashes is trying to do. Because Ashes is an open world and there are no zoned flagged PvP areas. Instead there is just a flagging system that relates to the other players." ---Steven Previously, there were no zoned, flagged PvP areas. Instead, there was just one flagging system that was global. As Steven stated Friday, this has now changed. The Open Seas are a zoned, flagged PvP area. And, people know what the PvP mechanics are when you move through that area. You know that the PvP is heightened there because everyone will be auto-flagged as Combatant. There will be warning messages alerting you to the high-risk zone. It is of your time and choosing to travel there. Maybe you have some other point that I'm missing?
mcstackerson wrote: » Dygz wrote: » mcstackerson wrote: » Archeage's zones rotate between peace(no pvp) and war(pvp). Considering he mentions this mechanic prior to the statement you are focused on, this seems to be what he is referring to. As others have pointed out, there are other significant differences between Ashes and Archeages pvp so they aren't easy to compare. Sure, but Steven said, "Ashes is an open world and there are no zoned flagged PvP areas." And now Ashes has a zoned, flagged PvP area. I feel like you are cherry picking. If you read the whole statement, he is clearly talking about the peace/war mechanic and how that affected your choices. "Well, ArcheAge... You pretty much knew in any territory that you went to what the system of PvP mechanics were, whether it was a peace zone or whether it was a PvP zone, so...if you were to take risks, it was of your time and choosing, depending on how you moved your packs and what zones you went through in order to move them. So, that really doesn't relate well to what Ashes is trying to do. Because Ashes is an open world and there are no zoned flagged PvP areas. Instead there is just a flagging system that relates to the other players." To reiterate, the peace and war zones was something that most zones did. They would rotate between peace and war which is something that isn't going to happen in ashes.
mcstackerson wrote: » Please answer me this, have you played Archeage? The statement you are focused on is clearly in reference to the part i bolded, the part where he is referring to zones going through peace and war. The part i think you are missing is the part where most pvp zones in archeage rotate between peace(no pvp) and war(pvp). He seems to be talking about that mechanic as in a sense, the zones have a flag that allows or disables pvp in them depending on the time. No where does he bring up how archeage's ocean was different since it never went into peace. As other have brought up, Archeage also was a faction game where you were rewarded for killing members of the opposite faction. This is also something that Ashes does not have and another reason Steven would want to say the games are not alike. The crime system in Archeage was only for killing/stealing from members of your faction.
Rando88 wrote: » "I didn't say getting PKed is a dealbreaker. Frequency of being PKed could be a dealbreaker." Luckily there aren't nodes in the ocean right? You should think of it like a challenge to go outside your comfort zone and accomplish the task of exploring it. Not like it's ever changing like the land is. Game is about risk/reward from what I read so you should expect some content that puts you at risk if you want to see it all. Or you could just do the hundreds of hours of content that isn't in the pvp ocean zone... going to not play because of that 1% of the content you dont like... can't wrap my head around it. It's like, I don't like fetch quests. I don't quit when I get a fetch quest or because I run into fetch quests alot.
JustVine wrote: » mcstackerson wrote: » Dygz wrote: » mcstackerson wrote: » Archeage's zones rotate between peace(no pvp) and war(pvp). Considering he mentions this mechanic prior to the statement you are focused on, this seems to be what he is referring to. As others have pointed out, there are other significant differences between Ashes and Archeages pvp so they aren't easy to compare. Sure, but Steven said, "Ashes is an open world and there are no zoned flagged PvP areas." And now Ashes has a zoned, flagged PvP area. I feel like you are cherry picking. If you read the whole statement, he is clearly talking about the peace/war mechanic and how that affected your choices. "Well, ArcheAge... You pretty much knew in any territory that you went to what the system of PvP mechanics were, whether it was a peace zone or whether it was a PvP zone, so...if you were to take risks, it was of your time and choosing, depending on how you moved your packs and what zones you went through in order to move them. So, that really doesn't relate well to what Ashes is trying to do. Because Ashes is an open world and there are no zoned flagged PvP areas. Instead there is just a flagging system that relates to the other players." To reiterate, the peace and war zones was something that most zones did. They would rotate between peace and war which is something that isn't going to happen in ashes. My post was going to be a bit longer but I think you didn't watch the full conversation between Dygz and Steven. EvE's PvP zones came up before the quote you are discussing. If Steven really intended to have this specific system before when Dygz was asking Steven about PvP there is almost no chance he wouldn't have clarified that 'Ashes will have zones like EvE' or noted one of the differences between Ashes and Archeage was the persistence of areas where you can always engage in PvP without penalty. It's really obvious why Dygz asks these kinds of questions. I think Steven is an intelligent enough guy to understand that PvP 'always on war' zones would be relevant information to Dygz's question here. There are a lot of things about 'misunderstanding Steven' I feel are valid to assert against Dygz about his 1 to 1's with Steven. This is certainly not one of them. Dygz had clear intentions in asking and vetting out Steven's perception of what qualifies as a murder box to Steven and EvE's zoning came up right before this part of your quote. Note that Steven did not consider EvE to be a murder box. But the fact that Dygz showed a pretty strong reaction relative to it would make it really weird to not have brought up and tried to walk Dygz through. After all Dygz expressed uncertainty, not rejection. It was a clear part of the context of this conversation. It would have made sense from Steven's perspective to clarify to Dygz the PvP zone thing at this point in the conversation. So either Steven knew he was going to be making this change back then and was just trying to coax Dygz into not giving him a certain kind of press (which is a bad look imo)..... Or it changed after the fact (much more favorable look)....
Dygz wrote: » mcstackerson wrote: » Please answer me this, have you played Archeage? The statement you are focused on is clearly in reference to the part i bolded, the part where he is referring to zones going through peace and war. The part i think you are missing is the part where most pvp zones in archeage rotate between peace(no pvp) and war(pvp). He seems to be talking about that mechanic as in a sense, the zones have a flag that allows or disables pvp in them depending on the time. No where does he bring up how archeage's ocean was different since it never went into peace. As other have brought up, Archeage also was a faction game where you were rewarded for killing members of the opposite faction. This is also something that Ashes does not have and another reason Steven would want to say the games are not alike. The crime system in Archeage was only for killing/stealing from members of your faction. I think you don't understand what I'm saying. Steven stated that Ashes has one global PvP mechanic. Until a few months ago, Ashes did not have zones with different PvP mechanics. Friday, Steven stated there has been an important change. So... I dunno. It seems like you are trying to say that it's not a change, even though Steven stated it is an important change.
mcstackerson wrote: » It's a change but i don't think it's as drastic as you are making it out to be. All zones have always been pvp zones since you could be attacked in every zone. This is different from archeage that disables pvp in zones during peace time. All this change does is remove the potential penalty for killing, not attacking, someone in the ocean.