akabear wrote: » As for ocean pvp.. The seas were increased in size and volume and a pvp zone was created in the newly created middle.. .it is more an addition than a change.
Strevi wrote: » It bothers me because I feel people like Dygz could create nice communities if they would embrace risk and adventure a bit more. But he does not seem interested to play. Probably was never his main goal. And if I have to chose, I prefer to see Dygz lose than see the game tuned down on the risk vs reward aspect.
Dygz wrote: » Strevi wrote: » It bothers me because I feel people like Dygz could create nice communities if they would embrace risk and adventure a bit more. But he does not seem interested to play. Probably was never his main goal. And if I have to chose, I prefer to see Dygz lose than see the game tuned down on the risk vs reward aspect. I'm a casual-challenge, non-competitive, carebear. I'm not going to embrace "risk" more - especially where risk = PvP. I'm fine with risk, but I don't equate risk with PvP the way Steven does. I also love adventure, but I don;t include PvP with adventure. I sometimes enjoy PvP when defending objectives, like towns and, perhaps, Caravans. But, I typically end up playing on PvP-only servers and I tend not to enjoy playing on the same servers as PvPers. So... first I'd have to be convinced that I would have fun playing on the same servers as PvPers. For the past 5 years, Corruption has been the given answer for why people who enjoy a bit of PvP would feel comfortable playing Ashes of Creation. Implementing a large area of the game to explore that auto-flags players as Combatant - where Corruption is not a thing - is an automatic deal-breaker for me. I still support the players in my player communities who want to play Ashes. And have plans to test with them in Alpha 2. I don't have to play after release in order to help build nice communities with players who like the current Ashes design. You somehow think that the issue is successfully exploring the Open Seas. I do not want to be auto-flagged as a Combatant while I'm exploring. Friends cannot help me explore the Open Seas as a Non-Combatant. Corruption would still have to be a penalty for killing me as a Non-Combatant in the Open Seas in order for me to play. Bringing friends along has nothing to do with that. I don't know what lose is supposed to mean. I haven't asked for the game to tune down risk v reward.
Dizz wrote: » If there will be some kind of consumable items or abilities with some trade off like you have to master certain profession to craft it otherwise you have to buy it or the abilities have a long CD time and you can use these on your ship and your character to make you a green player for a period of time in open seas, will you feel better about having auto pvp flagging open sea game design?
Dygz wrote: » Dizz wrote: » If there will be some kind of consumable items or abilities with some trade off like you have to master certain profession to craft it otherwise you have to buy it or the abilities have a long CD time and you can use these on your ship and your character to make you a green player for a period of time in open seas, will you feel better about having auto pvp flagging open sea game design? I think this cannot be a thing because it would mean Corruption is possible in the Open Seas. Having Non-Combatants in an auto-flag Combatant area would infuriate PvPers. This is not really a viable solution But, sure, if there were a way for me to explore the Open Seas as a Non-Combatant, with Corruption as a penalty for those who PK me... I would probably pursue that. That assumes that Corruption is a sufficient deterrent for PKing that I'm comfortable playing the game - which I would have to determine in Alpha 2.
Strevi wrote: » I've seen your answer many times stated the same way, bringing very little to help understand your point of view.
Strevi wrote: » - you find unacceptable to explore only 90% of the game and you will rather not play at all
Strevi wrote: » you are highly sensitive when somebody attacks you in game and kills you
Strevi wrote: » the level of risk you find acceptable is the same or very close to that of a PvE player
Strevi wrote: » if friendly players would create a safe zone around you, that would still be unacceptable
Strevi wrote: » This last point is actually against the "Player interaction" design pillar of the game. Nodes with citizenship and localized economy help creating communities which span across guilds and include solo players too.
Strevi wrote: » A PvP area is a game mechanic which rewards players who cooperate. Obviously a solo player can die more often there, if he doesn't keep the distance from others.
Strevi wrote: » So I see that actually I was wrong. You would not be a player who would help creating nice communities.
Strevi wrote: » You are against 2 design pillars of the game: - Player interaction - Risk vs reward
Strevi wrote: » You are a solo PvE player and you are active on a forum which doesn't focus on this category of players. It doesn't push them away but full rewards come when you like and accept all design pillars of the game.
Dygz wrote: » Strevi wrote: » you are highly sensitive when somebody attacks you in game and kills you No. I am highly sensitive to being flagged for PvP when I'm not in the mood for PvP. And I am highly sensitive to being pushed into non-consensual PvP when I am not in the mood for PvP. If I am in the mood for PvP and I make the choice to participate in PvP, rather than some other player making the choice for me, I don't care if another player kills me. Typically, when I PvP, I let players kill me as much as they wish, while I focus on completing other objectives - like capturing flags. But, if I am out exploring, socializing or gathering... which is what I do most of the time... I don't want some other player deciding for me that I must PvP. And, if they do, the penalty for that needs to be Corruption. If there is an area in the game to explore and gather where Corruption is not a penalty for non-consensual PvP - I won't play that game. Even if the area is only 10% of the game. Strevi wrote: » A PvP area is a game mechanic which rewards players who cooperate. Obviously a solo player can die more often there, if he doesn't keep the distance from others. No. It merely "rewards" people who love PvP by providing them with a permanent PvP area that does not have Corruption as a penalty. Again, here, you are fixated on dying. I don't particularly care about dying. I care about my exploration and gathering and NPC/mob combat being interrupted by PvP combat. When I'm not in the mood for the hardcore gameplay associated with PvP combat.
Dygz wrote: » Strevi wrote: » the level of risk you find acceptable is the same or very close to that of a PvE player Maybe. I never think about risk when I play MMORPGs. I would say the issue is not risk. Each time I level, I explore the map as far as possible until I encounter skulled mobs that can see through my Stealth. That typically includes quite a bit of risk from mobs. So, risk is not really an issue.
Dygz wrote: » Strevi wrote: » You are against 2 design pillars of the game: - Player interaction - Risk vs reward That is false. I am specifically not willing to play a game where I am auto-flagged as a Combatant in an area where I am going to be focused on exploring, gathering and fighting NPC/mobs. There are a myriad of ways to interact with other players without being auto-flagged as a Combatant. And, "risk" does not have to include being auto-flagged as a Combatant. More importantly, I am not against the Open Seas having an auto-flag mechanic. I can encourage people for whom that is not a deal-breaker to play the game even if I'm not willing to play the game. Also... Risk v Reward might be a design pillar... now. But, originally, it was not a design pillar. Originally, the 4 Pillars were: Node System Meaningful Conflict Economy Narrative Steven focusing on Risk v Reward has increased over the span of years. Sure. Especially with this "big change" with the Open Seas.
Dygz wrote: » NiKr wrote: » Fantmx wrote: » While some of these intersect they are different from each other. They're nesting dolls for each other.Node system is the Reactive World and Player Agency Meaningful conflict is Player Interaction, Player Agency and Risk vs Reward Economy is the same three Narrative is the Engaging and Immersive Story and the other way around These are all just different words for the same concepts. Exactly!
NiKr wrote: » Fantmx wrote: » While some of these intersect they are different from each other. They're nesting dolls for each other.Node system is the Reactive World and Player Agency Meaningful conflict is Player Interaction, Player Agency and Risk vs Reward Economy is the same three Narrative is the Engaging and Immersive Story and the other way around These are all just different words for the same concepts.
Fantmx wrote: » While some of these intersect they are different from each other.
Dygz wrote: » Ashes is not made for everyone. Right?
Strevi wrote: » Is not for - hardcore PvP-ers who hate the corruption system (as somebody said in a post today) - and not for hardcore PvE-ers who want to explore everything in game peacefully It is for PvX players who can control and predict their mood instead of just watch their node under siege and say: "Dang! Let it burn. I have no mood to defend it today. I'm out of here."
Abarat wrote: » still. i dont believe this was outlined in the Kickstarter, are we not worried about deviations from the kickstarter?
Arya_Yeshe wrote: » Why this outcry about PvP on water? Even if people could find you in this humongous body of water, you can still run away.
Dygz wrote: » , when it is most likely I will not be in the mood for PvP combat... and would want the other player to be penalized with Corruption for the non-consensual PvP.
Strevi wrote: » You very patiently split my post in many sections. You must enjoy this.
Strevi wrote: » I see. Then that's your problem. The entire concept is designed based on the idea that players care about dying and they want to stay alive. Maybe you doing a lot of testing made you insensitive to this. Or something else. The exploration and wish to explore 100% of the content might be similar to those who want to have 100% achievements. They are another category I do not understand.
Strevi wrote: » If we replace the player death with player ability to explore, then it is still a risk. But you insist to want to explore safely at any time the mood drives you there. That means 0% risk. Or a very low one (because you rely on other players caring about their death)
Strevi wrote: » There can be cases when you may never meet anyone able to kill you on the sea. Not because seas would be empty but even being flagged, not all players will be able to kill each-other. Guilds can be quite large and bound in alliances and they will not be able to fight each-other. So you could explore if that is your wish. But if you accept it, then the risk is that somebody comes and kills you. That is the risk. You call it "issue".
Strevi wrote: » The Corruption system can be balanced in many ways. Can be lenient enough at the first kill, so it would almost be like being auto-flagged. Then the 2nd kill could give increased penalties and only a few kills later to make the player visible to Bounty Hunters and finally to make the items of the corrupted players to have a chance to drop. The curve can be linear or exponential. Probably there is no convenient way to balance it around certain world boss NPCs were it is expected players to fight each other a lot. Allowing the first kill and denying the next ones has the purpose to prevent griefing. But players who go to a world boss cannot claim to be griefed and request special protection to sail away with a legendary drop.
Strevi wrote: » Regarding "originally, it was not a design pillar" I understand it can be frustrating. But not for you. You seem to have no problem with this. You gracefully accept it.
Strevi wrote: » Is not for - hardcore PvP-ers who hate the corruption system (as somebody said in a post today) - and not for hardcore PvE-ers who want to explore everything in game peacefully
Strevi wrote: » It is for PvX players who can control and predict their mood instead of just watch their node under siege and say: "Dang! Let it burn. I have no mood to defend it today. I'm out of here."
Dygz wrote: » Arya_Yeshe wrote: » Why this outcry about PvP on water? Even if people could find you in this humongous body of water, you can still run away. Sure. That would still be true with Non-Combatant as the default and Corruption in play. For me, the issue has nothing to do about whether I can run and everything to do with being flagged as interested in PvP combat, when it is most likely I will not be in the mood for PvP combat... and would want the other player to be penalized with Corruption for the non-consensual PvP.
Nova_terra wrote: » Lets assume that corruption does work as intended for a second. Are you ok with this "solution of you being a non-combatant" also drastically decreasing what you can obtain out there. Again going off of what IS stated about rewards on the Open seas as the ones marking themselves non-combatants would have an inherent advantage if you were getting the same loot etc. As a PvP player, I could care less if you were a green out on the open seas knowing that you are not there for the risk v reward and are being "rewarded" as such. I do appreciate your opinions but I often find your posts to assume much of PvP players and what makes us mad when you yourself are not one (self-admitted in this post). I find myself disagreeing with what you believe PvP players will feel or how we would react.
Dygz wrote: » Nova_terra wrote: » Lets assume that corruption does work as intended for a second. Are you ok with this "solution of you being a non-combatant" also drastically decreasing what you can obtain out there. Again going off of what IS stated about rewards on the Open seas as the ones marking themselves non-combatants would have an inherent advantage if you were getting the same loot etc. As a PvP player, I could care less if you were a green out on the open seas knowing that you are not there for the risk v reward and are being "rewarded" as such. I do appreciate your opinions but I often find your posts to assume much of PvP players and what makes us mad when you yourself are not one (self-admitted in this post). I find myself disagreeing with what you believe PvP players will feel or how we would react. ooops. Just noticed I missed this one... sorry... My Bartle Score is Explorer 87%; Socializer 73% ; Achiever 47%; Killer 0% I think a decrease in what I can obtain is probably of fairly low consequence for me. Risk v Reward is an obsession of Steven's hardcore PvPer mindset, but... it holds little interest for me. Meaningful Conflict in the sense of Caravans and Sieges is intriguing to me. If there's interesting stuff to explore in the Open Seas, I'm going to want to explore the Open Seas. But, there is no reward that will make being auto-flagged as a Combatant OK. There won't be Non-Combatants in the Open Seas, so same loot is irrelevant, I think. I'm speaking about PvPers in general. It's not an absolute. But, sure, why not try allowing Non-Combatants in the Open Seas and let's see what the general PvPer response is.