George_Black wrote: » I say no to the fragmentation of the playerbase.
Vaknar wrote: » 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. This is certainly an interesting idea. I would counter with - if an area is more dangerous in terms of PvE elements, would that not incentivize players to group up, rather than kill one another, more so than an area that might incentivize more PvP behavior? In theory, that alone may accomplish player tendencies for PvE. I should clarify, that these are just my own immediate thoughts and I'm not on the design team, lol! 😜
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.
Warth wrote: » What are you saying? PvP players are forced to do PvE all the time in MMOs as that is basically how they get the gear the need to PvP. They arent forced into PvE by other players. They are forced into PvE by the game itself. What they shouldn't have is an attractive way to gear through PvP alone (like Arena+PvP Gear), as that would go directly against PvE and PvP being intertwined.
Noaani wrote: » Here is a question for you though. If you and I both come up to a *solo* farming spot, and we both want it, if you are a PvE focused player and I am a PvP focused player, who gets the spot?
ChipsAhoy007 wrote: » 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. I think this is more on the extreme side of "PvP tilted high risk high reward". But I fucking LOVE it, absolutely love this idea. Now I'm interested to hear an extreme side of "PvE tilted high risk high reward."
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.
hleV wrote: » Noaani wrote: » Here is a question for you though. If you and I both come up to a *solo* farming spot, and we both want it, if you are a PvE focused player and I am a PvP focused player, who gets the spot? What about 2 PvEers? Who gets the spot in that case?
Dygz wrote: » Warth wrote: » What are you saying? PvP players are forced to do PvE all the time in MMOs as that is basically how they get the gear the need to PvP. They arent forced into PvE by other players. They are forced into PvE by the game itself. What they shouldn't have is an attractive way to gear through PvP alone (like Arena+PvP Gear), as that would go directly against PvE and PvP being intertwined. Hmmmn. I guess those are PvX games, too? So nothing really unique about Ashes.
Noaani wrote: » Warth wrote: » What are you saying? PvP players are forced to do PvE all the time in MMOs as that is basically how they get the gear the need to PvP. They arent forced into PvE by other players. They are forced into PvE by the game itself. What they shouldn't have is an attractive way to gear through PvP alone (like Arena+PvP Gear), as that would go directly against PvE and PvP being intertwined. This is odd - you ask me what I am saying, and then you go and repeat what I am saying. Yes, the fact that you need to PvE in order to get gear is indeed a part of developers skewing the games design towards PvE to make up for the fact that you can force PvP on someone, but not PvE. Here is a question for you though. If you and I both come up to a *solo* farming spot, and we both want it, if you are a PvE focused player and I am a PvP focused player, who gets the spot?
Azherae wrote: » hleV wrote: » Noaani wrote: » Here is a question for you though. If you and I both come up to a *solo* farming spot, and we both want it, if you are a PvE focused player and I am a PvP focused player, who gets the spot? What about 2 PvEers? Who gets the spot in that case? The one more efficient at killing the enemies wins. In most cases in older games, and I believe in Lineage, the other leaves. (I'm not sure if you've genuinely never experienced this in a difficult/complex PvE game, so lmk)
hleV wrote: » Azherae wrote: » hleV wrote: » Noaani wrote: » Here is a question for you though. If you and I both come up to a *solo* farming spot, and we both want it, if you are a PvE focused player and I am a PvP focused player, who gets the spot? What about 2 PvEers? Who gets the spot in that case? The one more efficient at killing the enemies wins. In most cases in older games, and I believe in Lineage, the other leaves. (I'm not sure if you've genuinely never experienced this in a difficult/complex PvE game, so lmk) So either it's a contest through PvE, through PvP, or one of them can't be bothered and leaves without contest. It's up to the players and there's no ultimate answer.
Azherae wrote: » The PvE player does not have an explicit choice to engage in PvE as a way of trying to defeat the PvP skill of the PvP player in most games.
Azherae wrote: » The PvP player always has the choice of either 'trying to win in PvE' or 'trying to win in PvP', but they should obviously (let's assume builds are different) focus on the PvP using their skill because they 'would lose the PvE'. They don't need to 'request the terms of the contest'.
Azherae wrote: » If a PvX player had enough skill in PvE to make life difficult for the PvE player they are challenging for the spot, then they should do as @NiKr implied. Outfarm. They could even say 'You want to duel for this spot or should we compete for the farm?' or similar.
Azherae wrote: » A game with a good culture or mechanics to incentivize these things would be better than a game where the optimal solution of the PvP player is, for example 'debuff and hit the PvE player while they are mid-combat and hope the mob kills them', and where the optimal solution of the PvE player is better than 'figure out a way to drop too many enemies into the cleave range of the PvP player who chooses not to PvP (to avoid corruption) so that they die'.
Warth wrote: » Considering that the Corruption system is a system mostly copied from Lineage 2, Id agree that there isnt much uniqueness to it. I rather question who thought, that this system was one of the things making Ashes unique, since this certainly hasnt promoted as one of the parts making it so. Said person must not have done a lot of research. Also, what makes games unique isnt the uniqueness of single features within the game, but the accumulation of the features and the way they are interfaced with each other.
Dygz wrote: » Warth wrote: » Considering that the Corruption system is a system mostly copied from Lineage 2, Id agree that there isnt much uniqueness to it. I rather question who thought, that this system was one of the things making Ashes unique, since this certainly hasnt promoted as one of the parts making it so. Said person must not have done a lot of research. Also, what makes games unique isnt the uniqueness of single features within the game, but the accumulation of the features and the way they are interfaced with each other. Steven advertizes Ashes as PvX - as if that's unique. And... I think when he compares Ashes to L2, he makes a point to say that Corruption is harsher than Karma - specifically to add more of a deterrent to PKing. But... I'm not aware of an MMORPG where PvPers don't have to do any PvE. So with regard to MMORPGs with PvP, Ashes is not unique in being PvX - nor is L2. AFAIK, the vast majority, if not all, MMORPGs with PvP are PvX... if all PvX means is that PvPers also have to do some PvE. When I ask Steven if Ashes is a PvP game, similar to EvE or ArcheAge, he says that Ashes is not a PvP game. It's a PvX game.
Azherae wrote: » The PvE player does not have an explicit choice to engage in PvE as a way of trying to defeat the PvP skill of the PvP player in most games. If Ashes provides this as a small number of other games does, great. The PvP player always has the choice of either 'trying to win in PvE' or 'trying to win in PvP', but they should obviously (let's assume builds are different) focus on the PvP using their skill because they 'would lose the PvE'. They don't need to 'request the terms of the contest'.
Warth wrote: » Azherae wrote: » The PvE player does not have an explicit choice to engage in PvE as a way of trying to defeat the PvP skill of the PvP player in most games. If Ashes provides this as a small number of other games does, great. The PvP player always has the choice of either 'trying to win in PvE' or 'trying to win in PvP', but they should obviously (let's assume builds are different) focus on the PvP using their skill because they 'would lose the PvE'. They don't need to 'request the terms of the contest'. This i dont agree with. Both players have the option to solve the issue through PvE, PvP, or Diplomacy. The PvE player merely chooses not to see PvP as a valid option, which is HIS choice. The option is there, he merely chooses not to take it. It wouldnt be a choice, if there was PvP Gear only a PvP Player owns, that make it impossible for a PvE Player to even consider the option. This is not the case here though. The options you have are the same. Being a pacifist is a choice. Azherae wrote: » A game with a good culture or mechanics to incentivize these things would be better than a game where the optimal solution of the PvP player is, for example 'debuff and hit the PvE player while they are mid-combat and hope the mob kills them', and where the optimal solution of the PvE player is better than 'figure out a way to drop too many enemies into the cleave range of the PvP player who chooses not to PvP (to avoid corruption) so that they die'. This i agree with. Its not optimal, but this is ultimately what the corruption system will lead to, the same way it lead to this kind of behavior in Lineage 2. Im willing to see where Intrepid takes it though. Even if alternative routes of fuckery will be present it wont be a no-go for me either.