Dolyem wrote: » To be completely honest I would not be against some instanced dungeons/raids. Just make the open world ones have better gear. Like bottom tier raid gear but you could even treat those raids like guides to the open world content just by giving a taste of mechanics. Maybe make it where those items cant be traded and cant be salvaged so it doesn't become a material farm for bots/gold farmers. Obviously still make them engaging and fun, but keep them at a sort of "starter" tier. But I by no means think the game NEEDS it, that would just be a small compromise I wouldn't be against for the sake of less experienced MMO players and PVEers.
JamesSunderland wrote: » Reading the recent threads regarding the Lawless Open Sea, i saw a sentiment from people more PvE oriented, it seems like they believe that the open seas are a area with PvX more tilted towards PvP High Risk vs High Reward and it made think of the possibility of a Area with PvX more tilted towards PvE High Risk vs High Reward. In this thread, i would like people to discuss and give their opinions and ideas towards the concept of "PvX more tilted towards PvE High Risk vs High Reward". Let me provide an idea: Lorewise we know the Underrealm is the place the people who weren't able to leave from Verra fled to escape from corruption, how about making the Underrealm a Area with PvX more tilted towards PvE High Risk vs High Reward. How so? How about making it an area where you gain more corruption when killing players, killing monsters and death reduces less corruption, monsters there are stronger than monsters on land or sea, you receive PK death penalty when dying to monsters there, some monsters can spawn and ambush you there and the place is as rewarding as the open seas.
JamesSunderland wrote: » George_Black wrote: » Why concede? Why give legitimacy to people that claim that AoC PvX claims was false? I say no to the fragmentation of the playerbase. I have spoke against PvP areas and I will speak against areas in which PK will be strongly restricted. Why create a haven for people to progress without fear of confrontation? People need to understand that just like sieges and caravans (no corruption pvp), naval combat requires a lot of crafting and loss of property for all involved. It's not for casuals, not for RPers, not for PvP haters. There is a lot to it than what PvErs call "mindless pvp zone". Why be apologetic? No. Not sure if you noticed George, but i am only playing Devil's Advocate through this half-baked idea, don't worry, there no "concession" or "apology", i'm only in the pursuit of MMORPG PvE Oriented players ideas and opinions that would somehow work in Ashes PvX setting as a soother to their loud cries(considering they are a majority in the MMORPG space taking WoW and FFXIV in consideration) without compromising(if it is even possible) the game's clear PvX vision, certainly the well stablished Ashes forum wasn't the best place for this search as most of the frequent users here certainly comprehend the essence and inspirations of the game. A bit clueless? Probably, but still worth a shot.
George_Black wrote: » Why concede? Why give legitimacy to people that claim that AoC PvX claims was false? I say no to the fragmentation of the playerbase. I have spoke against PvP areas and I will speak against areas in which PK will be strongly restricted. Why create a haven for people to progress without fear of confrontation? People need to understand that just like sieges and caravans (no corruption pvp), naval combat requires a lot of crafting and loss of property for all involved. It's not for casuals, not for RPers, not for PvP haters. There is a lot to it than what PvErs call "mindless pvp zone". Why be apologetic? No.
Rando88 wrote: » Aren't difficult dungeons the high risk/reward pve areas? If a pvper went there to murder some people the pvers would take him out since everyone is green which makes it less pvp friendly. So basically everywhere is a pve friendly pvx area. Except the ocean.
maouw wrote: » Rando88 wrote: » Aren't difficult dungeons the high risk/reward pve areas? If a pvper went there to murder some people the pvers would take him out since everyone is green which makes it less pvp friendly. So basically everywhere is a pve friendly pvx area. Except the ocean. I was about to say. This thread is overthinking a bit - high risk PvE are the raids/etc. and if we can work in a little PvP into is then it's a PvX experience with a lean toward PvE
Azherae wrote: » maouw wrote: » Rando88 wrote: » Aren't difficult dungeons the high risk/reward pve areas? If a pvper went there to murder some people the pvers would take him out since everyone is green which makes it less pvp friendly. So basically everywhere is a pve friendly pvx area. Except the ocean. I was about to say. This thread is overthinking a bit - high risk PvE are the raids/etc. and if we can work in a little PvP into is then it's a PvX experience with a lean toward PvE No, not quite. That falls apart as soon as a group has a designated pair of Sacrificial Reds to do the dirty work. This is also never about 'PvPers just going to harass people'. It's about the fact that as soon as you make the game such that 'The strongest PvP-er always has the highest chance of getting what they want', and add on 'they do this by going through anyone less PvP-endowed', there's a change to the way people approach the game. Now, that change might be what Intrepid wants, but it doesn't go away because difficult dungeons exist, it just gets worse because it's easier to disrupt a situation and cause the PvE group to lose their target without actually gaining corruption personally.
Rando88 wrote: » Azherae wrote: » maouw wrote: » Rando88 wrote: » Aren't difficult dungeons the high risk/reward pve areas? If a pvper went there to murder some people the pvers would take him out since everyone is green which makes it less pvp friendly. So basically everywhere is a pve friendly pvx area. Except the ocean. I was about to say. This thread is overthinking a bit - high risk PvE are the raids/etc. and if we can work in a little PvP into is then it's a PvX experience with a lean toward PvE No, not quite. That falls apart as soon as a group has a designated pair of Sacrificial Reds to do the dirty work. This is also never about 'PvPers just going to harass people'. It's about the fact that as soon as you make the game such that 'The strongest PvP-er always has the highest chance of getting what they want', and add on 'they do this by going through anyone less PvP-endowed', there's a change to the way people approach the game. Now, that change might be what Intrepid wants, but it doesn't go away because difficult dungeons exist, it just gets worse because it's easier to disrupt a situation and cause the PvE group to lose their target without actually gaining corruption personally. I thought the whole corruption was to protect against pvpers harassing people that don't want to pvp.
Dolyem wrote: » Rando88 wrote: » Azherae wrote: » maouw wrote: » Rando88 wrote: » Aren't difficult dungeons the high risk/reward pve areas? If a pvper went there to murder some people the pvers would take him out since everyone is green which makes it less pvp friendly. So basically everywhere is a pve friendly pvx area. Except the ocean. I was about to say. This thread is overthinking a bit - high risk PvE are the raids/etc. and if we can work in a little PvP into is then it's a PvX experience with a lean toward PvE No, not quite. That falls apart as soon as a group has a designated pair of Sacrificial Reds to do the dirty work. This is also never about 'PvPers just going to harass people'. It's about the fact that as soon as you make the game such that 'The strongest PvP-er always has the highest chance of getting what they want', and add on 'they do this by going through anyone less PvP-endowed', there's a change to the way people approach the game. Now, that change might be what Intrepid wants, but it doesn't go away because difficult dungeons exist, it just gets worse because it's easier to disrupt a situation and cause the PvE group to lose their target without actually gaining corruption personally. I thought the whole corruption was to protect against pvpers harassing people that don't want to pvp. Corruption is to prevent excessive griefing, not to prevent PVP. Think of it as1 gank youre fine, 3 ganks youre askin for hurtin, 5 ganks get ready to die. All while allowing you the opportunity to get away with it if you are good enough.
Okeydoke wrote: » I would be opposed to this. Not like Dygz and a couple other's level of "I'm quitting" opposition, nowhere close. But pretty opposed to it. I've already run through scenarios in my head of how garbage this would end up being, not only garbage, but pointless too. Outside of going ultra insane mode with pve difficulty, it just can't compete with the dynamic and dangerous nature of pvp. I'd hope that Intrepid is making pve content across the land as difficult as they're willing to make it, in all places. I don't see a need for some special place you go for extra hard pve when that's kinda what most want anyway by default, where appropriate. Tit for tat game design is a horrible way to design games. The open sea was made lawless. This makes sense conceptually and from a gameplay perspective. You can not like it. But it makes sense. Increase corruption gain for killing in cities. This makes sense conceptually and arguably from a gameplay perspective. Done. You start playing tit for tat on every design decision you're going to wind up with a Frankenstein of a game with no coherence, just a gigantic mess.
Mag7spy wrote: » Just to humor the idea it could be timer base where you gain corruption the longer you are in the area so it becomes kind of a race against time once you go in through the entrance. The deep you go the more corruption you gain from lingering in the area going up towards 1-5 levels making the tick increase grow as you go into more dangerous areas. Though upon entering from the entrance you gain a bubble that gives you a large buffer from actually being corrupted. As well you can only gain so much corruption from the area before you reach max stacks (to prevent max corruption gain) Once you reach the max, it lowers you maximum hp at a smaller amount and it will continue until you die. Death to mobs or to corruption stack ticks make you drop all the items in your inventory and destroying it on the spot so it can not be reclaimed. If someone pks you though and takes the corruption hit the items are available to be picked up but each item take adds more corruption to your character Upon adventuring in the area taking items also add corruption to your character drop wise you you are unable to take everything without also risk. But like the self protective bubble you get on entering there can be some drops the replenish those drops, as well as finding rare random spawn things throughout the dungeon that also replenish the buff by a certain percent. So it becomes a very hard dungeon the deeper you go the better the loot but the higher chance you have of also losing what you gained from within it. If you make it to the deepest part of the dungeon you will be able to make it to the boss dealing with its mechanics and trying to ensure you keep your protective barrier up to not end up dying and losing everything. Upon defeating the boss you simply need to escape back where you came from for whoever is left being a survivor and trying to not die to the corruption or the monsters that have respawned.