Neurath wrote: » I like the idea but I feel every time an issue is raised we move into objective based scripted pvp. I fear we are making the open world much narrower with every push and pull towards pvp on rails.
Arya_Yeshe wrote: » @Azherae this idea is not super complicated, it is fair... but I will make a slight change on it, just for the sake of language: the freehold could have the option of starting it's own PvP event. That's it! But I still ask, why have this? If a green freehold resident is working on his stuff, he can pretty much walk into his house. Allow me to share a personal experience. I reside in a low security region of EVE Online that is notorious for being where pirates live. When a potential danger arises within our system, we send a rage ping in our in-game channel and people hop on Discord. Our channel has individuals from many alliances (including alliances that are at war against each other), so those who reside in our system and fly with us will, within seconds, form a fleet, undock, kill and loot any intruders. What I would do in AoC? I would befriend my neighbours, form a local militia, rage ping the in-game channel and mow down anyone who brings any kind of trouble. Dealing with pesky pvpers is mostly a matter of gathering intel, forming diplomatic relations and band together for the kills. It is just that.
Arya_Yeshe wrote: » Dealing with pesky pvpers is mostly a matter of gathering intel, forming diplomatic relations and band together for the kills.
daveywavey wrote: » Arya_Yeshe wrote: » Dealing with pesky pvpers is mostly a matter of gathering intel, forming diplomatic relations and band together for the kills. Yep absolutely. If you keep losing, make more friends! Still losing, make even more!
Gospell wrote: » daveywavey wrote: » Arya_Yeshe wrote: » Dealing with pesky pvpers is mostly a matter of gathering intel, forming diplomatic relations and band together for the kills. Yep absolutely. If you keep losing, make more friends! Still losing, make even more! and in the end everyone on the server will be friends and no one will kill you Ez )
Zainox wrote: » Is it opening up the possibility for petty repeat freehold camping which can stunt a players freehold growth?
Noaani wrote: » But, the question then becomes "is this intended?".
Zainox wrote: » Noaani wrote: » But, the question then becomes "is this intended?". I believe the changes were made for this reason, yeah. I see the possibility of this being the consequences of social standing. Either, becoming overly popular on a server for what ever reason, or, maybe being overly popular because you're an influencer or so. But, I believe a lot of material processing will be done at players freeholds. A lot of time will be spent there once obtained. If players obtain rare schematics or are able to create something that may corner a market, I can see freehold abuse being something that can easily begin. Whether people see that as being either good or bad, there is the very real possibility to halt players personal progression with this kind of pvp and even ruin players experiences to have them quit. I don't think this situation is the easiest to be able to deal with if people choose to target you pretty heavily. You're freehold ain't going anywhere, they don't have to spend time to find you, they will know they can eventually find you at your free hold. You can only fight or hide. Hiding isn't going to create the opportunity to progress and you may not win every battle if you choose to fight back. Also, doesn't fighting back come with it's own consequences? I worry this may become too toxic and too exploitable. It may be used to target players instead of just being random or tactical and I could see the possibility of popular players being hunted in their own homes to the point where freeholds may become worthless to them or they may have their experiences ruined and take a chunk of their player base with them. If you're a streamer with an audience, you are basically never safe at home.
Zainox wrote: » Will buildings have multiple exits? What if a group of players become adamant in bullying someone and choose to camp outside of their buildings door? Is it opening up the possibility for petty repeat freehold camping which can stunt a players freehold growth? If they successfully kill this player, where will they respawn? Are we able to "teleport to town" if people do find themselves trapped in such a situation to avoid a camp type kill? It's easy to say to make friends, but there will be smaller groups of players, or even those who may solo or find being sociable difficult, and this may open those up to a disagreeable time.
Fantmx wrote: » If accurate this is a terrible decision for player growth and retention. Yes some crafting skills will be in doors but what about the farming, fishing and animal husbandry folks. I have to think this has more to do with freehold density in specific areas than anything else. If freeholds are dense enough and all are exempt from PvP I could see where that would make the world feel very choppy to the PvP crowd. But this is a terrible way to compromise.
Noaani wrote: » Freehold density qont be that much if a thing in Ashes. They will all be a fairly good distance apart. As to farmers and such on their freehold, why would anyone attack you? I mean, they *could* attack you, but they dont really stand to gain all that much if they do. You are right at your storage chests, so there is no reason for you to have much in your inventory. As such, there is no real reason for anyone to attack anyone on their freehold. The only time someone will be attacked on their freehold (once people realize there is no profit in doing so), is I'd the owner of the freehold was specifically the target.
Zainox wrote: » Noaani wrote: » Freehold density qont be that much if a thing in Ashes. They will all be a fairly good distance apart. As to farmers and such on their freehold, why would anyone attack you? I mean, they *could* attack you, but they dont really stand to gain all that much if they do. You are right at your storage chests, so there is no reason for you to have much in your inventory. As such, there is no real reason for anyone to attack anyone on their freehold. The only time someone will be attacked on their freehold (once people realize there is no profit in doing so), is I'd the owner of the freehold was specifically the target. I can agree with you for the most part. I think most attacks on free holds will be random. But, there will be times when someone comes across a rare craft or schematic, or, maybe they are able to do well in a certain aspect of the market. which, I believe would open them up to be a target of free hold attacks and camping. Since this could easily stop them from progressing.
More popular people on a server, including streamers, I could easily see becoming big targets to PVP. Having those people wait for you at your home and knowing where it is, could become an easy and debilitating annoyance. Not having a home to call safe, I feel makes having a free hold for these types of players a lot more worthless. I don't think it's a good idea to have content like this segregated from those who may seek to put in the time and want it.
Noaani wrote: » Would it though? Me doing well on the market doesnt give anyone a reason to attack me on my freehold. This is because while I am on my freehold, all my resources- anything that I could drop if killed - will be put away in storage. This means it wont drop. As such, there is no reason for someone to attack me while I am on my freehold. It may be worth attacking someone while they are traveling between the market and their freehold - a point in time where they may have an inventory full of materials. However, as soon as they get to their freehold, they will empty their inventory of said materials. Coming across a rare craft or schematic wont have any impact on whether you will be attacked on your freehold or not. Someone may grow a rare resource or some such, and there is a chance that a player may camp them because of it. However, the player with the freehold need not harvest that material while a threat is nearby. A would be attacker cant get that material until it is harvested, and the owner of the freehold could just go off and do something else, either on runoff their freehold. That rare raw material is safe where it is.
Noaani wrote: » Streamers sign up for that life. If it is an issue for them, they can always play a different game.
Zainox wrote: » I mean more of, lets say you run inside and you get away and they leave. what if they keep coming back? what if they don't leave? What if more come? Are stuck in your house waiting or forced to fight?
Noaani wrote: » A would be attacker cant get that material until it is harvested, and the owner of the freehold could just go off and do something else, either on runoff their freehold. That rare raw material is safe where it is.
Noaani wrote: » Zainox wrote: » I mean more of, lets say you run inside and you get away and they leave. what if they keep coming back? what if they don't leave? What if more come? Are stuck in your house waiting or forced to fight? I think you are missing the main point I am making. Why would any of the above happen? It will very quickly become common knowledge that people on their own freehold are not worth attacking, as they are likely to not have anything on them of value, as they are right by their storage. So, given people know there is no reason to attack you in the first place, why would anyone be getting people to camp you? You are not a valuable target, you will never be a valuable target, and other people out in the game world could well be high value targets. Unless those players are specifically after *YOU* for what ever reason, they have literally no reason at all to even look at you as a viable target. The most logical thing for them to do is to not even Your argument here seems to be based on the assumption that someone will be attacking you on your freehold - my argument is based on the fact that people have no reason to do so and so won't.