Neurath wrote: » Oh no. You can tell I don't keep up with gossip lol.
Kilion wrote: » NiKr wrote: » Except it won't be. They already said it won't be a deep dive into the dungeon. So we won't see what they've designed, because there's nothing to show. At best, we'll hear what they want to design, but I somehow doubt it. Now we are getting closer to it. You want a full 100% walkthrough. If that is the standard for what you consider the only proper explanation, sit tight and wait for Alpha 2.
NiKr wrote: » Except it won't be. They already said it won't be a deep dive into the dungeon. So we won't see what they've designed, because there's nothing to show. At best, we'll hear what they want to design, but I somehow doubt it.
Noaani wrote: » Neurath wrote: » I hope we don't go full pvp or full pve. I love pvx hence I backed. I'm not suggesting full PvE at all, just enough PvE - and good enough PvE - to encourage PvE players to come to Ashes from other games. The bulk of MMO players are PvE leaning. Note that I am not saying PvE only, centric, preferred or anything like that. Just leaning. In order to back this up, simply look at populations of PvE centric games (WoW, ESO, FFXIV, GW2), and compare them to PvP centric games (Archeage, BDO, Albion, what ever else). 2 years after launch, all of these PvE centric games have measured their population in millions of players, whereas all PvP centric games measure in fractions of a million. Sure, some people in this games spend some time PvP'ing, and some may even argue that PvP servers in these games are popular. However, PvP servers in a PvE centric game are still PvE leaning. Now that we have it established that the bulk of MMO players are PvE leaning, if you look at Ashes, what is there to attract a crowd that leans more towards PvE? The simple answer to this is; nothing at all. There are games existing with some fantastic content that Ashes needs to pull people away from. People aren't going to go to a different game if the content isnt on par with the game they are playing - or at least they wont stay long if they do jump over. The stupid thing is, in order to attract a PvE audience, you don't need to abandon or even lower your PvP. All you need to do is up your PvE. To PvE leaning players, PvP is a thing that is sometimes enjoyed, but sometimes only tolerated when it is unwanted. If the PvE good enough, there is more room to tolerate more unwanted PvP. Truthfully, when PvE players are complaining about PvP in a PvX game, the complaint isnt "this game is too PvP focused", but rather "your PvE isnt good enough for us to put up with this level of unwanted PvP". That is why thousands of PvE leaning players left Archeage before Trion even managed to nerf thunderstruck trees (them leaving is arguably the catalyst of that change). So, leave PvP where it is (or where it falls, in the case of Ashes), but make a game with PvE that rivals WoW, FFXIV and EQ2 and you have a game with a solid core of PvE leaning players that stick around for years due to the great PvE coupled with often times enjoyable, meaningful PvP (and sometimes less enjoyable PvP, but hey), and you have a PvP crowd that has a constant massive number of players to fight, which they can spend their time doing instead of running PvE. In terms of players, there literally isnt a loser. Everyone gets a better game out of it. The closest thing to a "loser" is the developer, whom now has to continually push out new PvE content every month or two. This is the only reason no one has done this as yet.
Neurath wrote: » I hope we don't go full pvp or full pve. I love pvx hence I backed.
Depraved wrote: » most pvp players don't mind doing pve if its tied to pvp.
Noaani wrote: » and you have a PvP crowd that has a constant massive number of players to fight, which they can spend their time doing instead of running PvE.
Spif wrote: » I wonder if NPC caravans are going to be a thing to drive PvP. I think the number of player caravans are going to be very sparse even later in the game, and non-existent early on. At somewhat random times, nodes of a certain level will spawn an NPC caravan that travels to another node. Players can sign up to attack or defend, but there will be a limited number of NPC attackers and defenders to keep things from being too easy with low turnout. Possibly NPCs scaling down as more players join. Sort of a moving public PvP event. The winning side splits the rewards evenly, to discourage all players from picking the same side. Level of the rewards and NPCs scaled to the node
Neurath wrote: » I'd rather not have the npc guards shrink. I do love pvx fights.
George_Black wrote: » You are phrasing it in a way that shows that you are conditioned to BGs. It's an owpvp nmo, with real conflict of interests due to farming and leveling. It doesnt need to provide you with an outlet for safe pvp. What you call structuted, I call boring, predictable, pointless, lobbied team v team match.
Dustwall wrote: » Not the right question Imo, it implies pvp is more important when rather it's equal. On top of that it focuses on dynamics which do not favor an mmorpg to be completely honest by this i mean fighting for the sake of it instead of fighting for resources.
Kilion wrote: » Noaani wrote: » My trust in Intrepid in relation to PvE is near zero. This is mostly because they simply dont talk about it. If they dont have a basic understanding of what they want from PvE this far in to development, I doubt that they will ever arrive at that understanding. None of what has been shown gives us an understanding of what they want from PvE - just as nothing of what they have shown gives us an understanding of what they want from PvP. Our understanding of what they want out of PvP comes from what they have said when talking about PvP. Based on that, the only thing I can assume they want out of PvE is massive amounts of crickets. That is probably on of the most pessimistic takes you can have on it. One that brings me back to the question I often ask when people seem so sceptic about Intrepid's most basic ability to do anything: Why are you following this project? There is plenty of information around what they want this game to be and in what ways they intend to build that. In fact, the Tower of Carphin Livestream is about PvE and will shed a light on some of the things they have designed so far to put these things into practice. The Tank reveal also showed us a few things regarding PvE content - a point of interest to be precise. We know that PvE is necessary to find resources, the PvE (quests, dungeons, resource gathering, world bosses, exploration etc) will contribute to Node progression and therefore lead to changes in the world for us to explore, use, fight over, fend against and so on. Stating there is no goal behind the PvE and no understanding is a bit overly dramatic. Unless of course you don't trust any of the words and showcases so far, which would lead us back to the question what keeps you here.
Noaani wrote: » My trust in Intrepid in relation to PvE is near zero. This is mostly because they simply dont talk about it. If they dont have a basic understanding of what they want from PvE this far in to development, I doubt that they will ever arrive at that understanding. None of what has been shown gives us an understanding of what they want from PvE - just as nothing of what they have shown gives us an understanding of what they want from PvP. Our understanding of what they want out of PvP comes from what they have said when talking about PvP. Based on that, the only thing I can assume they want out of PvE is massive amounts of crickets.
Spif wrote: » Dustwall wrote: » Not the right question Imo, it implies pvp is more important when rather it's equal. On top of that it focuses on dynamics which do not favor an mmorpg to be completely honest by this i mean fighting for the sake of it instead of fighting for resources. It doesn't imply PvP is more important, just acknowledges that it's harder to setup a good ecosystem that supports it.
Spif wrote: » "I can play for 2 hours and want to PvE (xp farm/gold farm/dungeons/gather/explore/jump puzzle/collect achievments/etc)" - This is an easy condition to satisfy. It may be hard to get a group together for a specific objective. It may be hard to avoid PvP if the specific objective you want to do is contested (but flagging is designed to cover this). But in general, most people can find something they can do that's fun or at least advances the character. If not, that's usually an endgame design issue.
Spif wrote: » "I can play for 2 hours and want to mostly PvP" - This is a lot harder to design. Solo is tough outside of arena/BGs. So you get a group together and now you need to find other groups that wants PvP. This is why there need to be PvP events, activities and zones. These things are a beacon to gather the PvP'rs to a specific area. And of course there can't be just one any more than PvE can have only one dungeon.
Spif wrote: » Before the "Dude, it's PvX" people chime in, I'm not talking about pure PvP. I'm talking about caravans with guards and people defending, open world bosses whose area force-flags everyone purple, keeps (or islands) that you PvX against guards and maybe people to take, then you PvX against people trying to take it from you and your guards. Even odd stuff like a race to gather 100 ore...where you can kill the other miners (getting x% of their ore) because participation flags everyone.
Spif wrote: » Sieges and node wars are not going to be frequent with 30-day cooldowns on declarations, and the resources needed to make a node siege declaration" "Sieging will require a similar amount of resources and time to what it took to develop the node being sieged.[24]"
Sybil_Lanel wrote: » Someone being skeptical is completely ok. I have my own concerns about what intrepid is promising. I have to agree with them wanting to have group content that requires you to do PvP and PvE at the same time seems a bit odd. We'll see as always I'll believe intrepid when I see it.
WHIT3ROS3 wrote: » If it takes more than 10 minutes from logging in, to be either killing mobs or killing players there is a problem.