akabear wrote: » I have run solo a good 15-20min in pvp with a large group of enemy chasing after.. picking off the ones weaker ones that strayed to their front but mostly to annoy and tease while buying time for my own guild to group up, setup and lead them to an ambush.. (l2 buffs only lasted max 20min.. so small group pvp rounds without top up buffs rarely lasted longer) (large scale pvp a different issue) Running too uncontested for long enough was a strategy to log off while still in pvp.. so wonder in AoC if one has to be static or just not engaged to log out.
George_Black wrote: » It's simple rly.. All Im saying is that PvP felt pointless in AA. If Savannah was a pvp zone you'd just go to perinoor. Nobody would pvp there. As long as there are gimmicks "this zone is now pvp and this isnt" people will either go to the peaceful zone and continue with almost 0 incidents, or they will go to the PvP zone to see if there is anybody left to punch up with.
Noaani wrote: » Perhaps by PvP feeling pointless you actually meant that you didnt like the fact that you couldn't engage in pointless PvP in some parts of Archeage... as a statement that actually makes sense.
mcstackerson wrote: » Or it's because peace zones allowed players to do anything in safety.
Noaani wrote: » mcstackerson wrote: » Or it's because peace zones allowed players to do anything in safety. Except you couldn't actually do much there. If you were staying in a peace zone, you were farming land you owned there. If you didn't own land there, you weren't doing anything productive. This is why I likened it to logging off - it is functionally the same thing. This will be the same in Ashes though - you are free from PvP on your land. This means that in practice, any activity you were doing in a safe zone in Archeage, you are also effectively in a safe zone in Ashes. In fact, since the most valuable farming in Archeage happened on four main zones in Auroria, and since those zones never had peace time, and also didn't have the "you can't ever be attacked on your own land" change applied to them, farming land in Archeage was significantly more risky than it will be in Ashes. The 14 main peace zones had two functions - leveling up and farming. Farming was a protected activity anywhere in the game (except Auroria), which left leveling up. As such, anyone complaining about peace zones in Archeage is literally complaining about not being able to gank players lower than level 30. That really is what the complaint amounts to - other than ignorance.
NiKr wrote: » Aerlana wrote: » I don't want AoC to be a "2025 L2" but to be Ashes of Creation. This is also this way that this game could prove to industry there are other way to do MMORPG... I think the main problem is that Steven himself started this game out as "I want to make those old games but better". He's making a game that he himself loved and those happen to be the old pvp games that would probably not fly these days with the majority of mmo players.
Aerlana wrote: » I don't want AoC to be a "2025 L2" but to be Ashes of Creation. This is also this way that this game could prove to industry there are other way to do MMORPG...
Aerlana wrote: » also they will be as party you need to gather also 8man (while for more open world PvP being 2-3 is enough). And the risk are much higher (due to monster being a major threat while you fight players) for not really more reward. A simple way to have a "PvE tilted area" is simply by doing area where monsters are a real danger. This also allow the pvp to still be a thing even there, just... not the most enticing area for open world PvP...
mcstackerson wrote: » I'm not sure when you played but i assume george played at NA/EU launch when Auroria wasn't much of a thing and running trade packs on mainland was at least perceived as a major way for people to make money. Since peace time was an option, everyone ran their packs during it so any chance of fights breaking out over the packs wasn't possible. There also wasn't much else to fight over besides hasla farming spots. You aren't really disagreeing with them, they are saying pvp had no purpose on the mainland and you are saying it doesn't belong.
George_Black wrote: » Perhaps I shouldnt say pointless, I should say boring and limiting.
George_Black wrote: » Ye whatever man. Nobody else is interested.
Noaani wrote: » George_Black wrote: » Ye whatever man. Nobody else is interested. I don't care if no one else is interested. You were factually incorrect, and you know perfectly well that I will not leave that uncontested on these forums. Pick your words better next time.
Azherae wrote: » And now, for a personal addition to this. One of the largest problems with this, I think outright huge problems, is that higher PvE skill automatically puts many players in a situation where they are automatically disadvantaged in PvP against a player with less of it. Let's use Alpha-1 as a simple example. Crabs on a beach, level 13-15. High skill PvE player goes there at level 8 and starts racking up the exp. Lower skill PvE player or one who doesn't have as good a build doesn't go there until level 11 or 12. These two players could have literally the same build, gear, and PvP skill, and the LESS skilled PvE player would win their fight. I'm not saying that it shouldn't be like this, I'm simply adding it to the conceptual pile of reasons why PvE-focused players who build up those skills don't necessarily enjoy games like Ashes. Note it again. The player with the higher SKILL at one thing can have EQUAL skill to the other in PvP but because of their wish to push their PvE skill, they are disadvantaged in a PvP conflict anyway.
NiKr wrote: » This is why I hope Intrepid somehow manages to design mobs in such a way that fighting them wouldn't be too different from fighting humans. At the end of the day it's just some movement around and CCs/attacks. And when PvE players realize that they can fight back against players the same way they would fight back against an agro mob who attacked them first. Obviously this doesn't include the gatherer part of the pve player spectrum, but those are protected by the corruption system (to a point) and would probably usually be on the lower adventure lvl side of progression so it's not like any pvper would be ready to just kill them.
Dizz wrote: » So PvX is a game type not really easy to have fun for hardcore PvP/PvE players which means players only want to do PvP or PvE and don't want the other part, to those kind of players you need to really understand that before you give your opinions.
Azherae wrote: » That's a whole design document, though. The point is that your suggestion is the opposite. Make the Environment more like Players. This is generally used BY players in different ways. In fact, PvE games often have stuff like this because Players then just use the Environment against each other and never need to have direct conflict between two characters. And in those games, they can and do often use it for griefing too.
Dygz wrote: » Um. AI cannot yet play the same way Humans play. And, I would not play a game where AI fights the same way Humans fight.
Dygz wrote: » AI cannot match the ruthless and exploitative natures of Humans - not with the same behavior. And, when they can. I won't play those games, either. It's not just the combat itself. I can find ways to circumvent AI in a manner that is not possible with Humans. Kind of like how Taunt works on mobs, but does not work on Humans.