ClintHardwood wrote: » When I play Albion Online, here's what my guild does when we get invaded in an open world dungeon: We kill the invaders or die trying. That's all there is to it. I watched the video you've mentioned and it's clear neither the narrator or Asmongold have much experience in PvP MMOs. Asmongold plays WoW, FF14, and Lost Ark. What does he know about open world full loot PvP? I've never seen him stream Eve, Ultima shards, Archage or Albion. While I like Asmon, in this case, he's talking out of his ass. Here's the truth: Not everyone you'll encounter is in a top-tier gigachad PvP guild trying to grief you. Most of the players you meet are terrible, not much better or worse than you, and you stand a fair chance of killing them or at least running away if you take basic precautions. Don't pull too many mobs, retreat into already cleared territory when you see red-named players, have invisibility gear and potions to deaggro, etc. These are simple concepts anyone can apply. Personally, I consider myself a PvE player. I like to craft and gather, and I stay away from PvP. And despite that, I almost never die in Albion or Ultima while carrying anything of value. I don't remember the last time I lost a substantial amount of progress. I'm careful and I know the basics. I store my loot when I get something good. I don't go to highly contested areas with legendary gear. I take cheap armor to high risk areas. You can easily do the same.
hleV wrote: » RE: Hiring players On paper this sounds great, but for it to be viable I think there needs to be a "guard duty" game system in place. The guard players should be considered "part" of the raiding group and receive appropriate rewards, instead of some agreed upon price with the potential to scam. I also don't think it's too much fun to be on guard duty throughout the duration of the raid, if nobody shows up willing to contest. So perhaps the guards should get a minigame of sort (killing waves of mobs, idk). Since most of the content in AoC is open world, I think such system would be quire warranted.
JustVine wrote: » The only thing 'debunked' (dictionary meaning 'expose falseness or hollowness') in that video was the fact that Lucky Ghost misrepresented his polling. Everything else was (fairly balanced) critique with his own opinion rather than 'exposing the falseness of Lucky's argument'. Lucky Ghost used some pretty flawed polling techniques and had a fairly poor choice of survey questioning and design to minimize bias on top of hiding some of his results. I'm glad it got reported on. That being said it wasn't that large a part of Lucky's original argument, just supporting evidence. Tl:DW The diminishing rate of returns on going red combined with the way the node system works will create enough drag on the PvP guilds Lucky was referring to so that the rest of the server could fight back. And also that hiding percent health will mitigate people using mobs to last hit kill. I disagree with some of this but it was still reasonable arguments for the content creator to make in response to Lucky's own critique. Nothing really different from what has been said on this forum, however. (Also the cc'ing green thing never came up which means this person did their research rather than jumping on something recently changed by Steven so kudos on them for accurate research.)
Mag7spy wrote: » JustVine wrote: » The only thing 'debunked' (dictionary meaning 'expose falseness or hollowness') in that video was the fact that Lucky Ghost misrepresented his polling. Everything else was (fairly balanced) critique with his own opinion rather than 'exposing the falseness of Lucky's argument'. Lucky Ghost used some pretty flawed polling techniques and had a fairly poor choice of survey questioning and design to minimize bias on top of hiding some of his results. I'm glad it got reported on. That being said it wasn't that large a part of Lucky's original argument, just supporting evidence. Tl:DW The diminishing rate of returns on going red combined with the way the node system works will create enough drag on the PvP guilds Lucky was referring to so that the rest of the server could fight back. And also that hiding percent health will mitigate people using mobs to last hit kill. I disagree with some of this but it was still reasonable arguments for the content creator to make in response to Lucky's own critique. Nothing really different from what has been said on this forum, however. (Also the cc'ing green thing never came up which means this person did their research rather than jumping on something recently changed by Steven so kudos on them for accurate research.) L2 is L2, Aoc is not released yet nor are all the systems detailed. If research is assuming AoC will work exactly the same as L2 and so he can say they should add pve servers, that is a hard disagree from me.
Dygz wrote: » Lucky Ghost said that Corruption is not different enough from L2 Karma.
NiKr wrote: » Dygz wrote: » Lucky Ghost said that Corruption is not different enough from L2 Karma. And Steven countered his assumptions with changes to said system. And those changes (on top of the Stat Dampening) make AoC's penalties for going Red muuuch higher than L2's. So when we said "People didn't PK all that much in L2", you can now imagine that people would PK even less in Ashes. Well, at least if the balancing doesn't change drastically during testing.
Mag7spy wrote: » Lucky ghost video debunked. https://www.youtube.com/watch?v=9VY5SOZHn1Q
Mag7spy wrote: » Lucky ghost video debunked.
NiKr wrote: » And Steven countered his assumptions with changes to said system. And those changes (on top of the Stat Dampening) make AoC's penalties for going Red muuuch higher than L2's. So when we said "People didn't PK all that much in L2", you can now imagine that people would PK even less in Ashes. Well, at least if the balancing doesn't change drastically during testing.
Dygz wrote: » In dungeons... I think both Lucky Ghost and Asmongold discussed ways to grief that would bypass Corruption -- like trains.
NiKr wrote: » Mag7spy wrote: » Lucky ghost video debunked. https://www.youtube.com/watch?v=9VY5SOZHn1Q One critique of this video that I have is the "you can't see player hp" point. L2 showed you 0 info about your target's hp values. Ashes will show you, at the very least, how much dmg your target has already received, maybe even their rough hp% values. In other words it'll be easier to avoid corruption when trying to hit a player who's being attacked by mobs.
Dygz wrote: » NiKr wrote: » And Steven countered his assumptions with changes to said system. And those changes (on top of the Stat Dampening) make AoC's penalties for going Red muuuch higher than L2's. So when we said "People didn't PK all that much in L2", you can now imagine that people would PK even less in Ashes. Well, at least if the balancing doesn't change drastically during testing. I don't think Steven necessarily countered what Lucky Ghost said. Much different is going to be subjective. The changes Steven listed may be different enough to you and not different enough to Lucky Ghost. And... we'd still need to test Alpha 2 to know. Also... In dungeons... I think both Lucky Ghost and Asmongold discussed ways to grief that would bypass Corruption -- like trains.
Okeydoke wrote: » Woo. Yeah. Mob trains. I haven't died to a mob train since the 7th grade. Still think about it to this day. It just takes time ya know.