Noaani wrote: » 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
NiKr wrote: » Noaani wrote: » And sure, it would suck to be killed on your freehold, but imo that is no where near as bad as being attacked while trying to take on an actual difficult top end boss with your guild. These two situations are honestly not even in the same league in terms of how much each one would suck. Well, to you, obviously that would be worse. But to any player who wants to go as hardcore into artisanry as you go into pve - they'd be as pissed off at getting attacked while doing that as you'd be when attacked on a boss. And again, even if we assume that everyone will always afk in their house, even if they put as much stuff as possible inside their house - there'll still be things that you'll have to put outside and use outside. And now any dickhole can just prevent you from doing that content. You have some rare plants growing? The attacker will keep your nameplate at the lowest decay state and as soon as you even touch those plants - they kill you and loot you. You have some animals that you want to tend to? Attacked and killed and prevented from doing anything. Have some processing building outside that you gotta execute an intricate action to properly use? Killed. And I forgot the main damn point. Green deaths come with the normal penalties. All that a shitty person would need to do is just get a few alts to the same freehold location, PK the freehold owner over and over and over again until your PK alts can no longer even damage them. Your alts wouldn't have any valuable at all too, so you'd lose literally nothing, while you'd shit on a unsuspecting artisan player. And to just reinforce your shittiness, you bring a friend who'll be ready to pvp the artisan player if they ever decide to fight back against your PK alt. This change is so fucking abusable that I can't even believe they've made it.
Noaani wrote: » And sure, it would suck to be killed on your freehold, but imo that is no where near as bad as being attacked while trying to take on an actual difficult top end boss with your guild. These two situations are honestly not even in the same league in terms of how much each one would suck.
Noaani wrote: » Voxtrium wrote: » 6 Noaani wrote: » Voxtrium wrote: » Uhm ok basic logic, who the fudge cakes would implement a multi tiered processing system that exist solely indoors after designing a freehold system? Literally any sane developer anywhere in the world. Every game I have ever played that has had housing that has been able to hold crafting equipment has been able to have it indoors. There is literally no reason at all that this would reduce freehold customization at all, I have literally no idea at all what it is you are assuming that has led you to believe all of this. Yeah there will probably be SOME processing in doors but EVEN IF they did have processing indoors which I would bet money that some processing was required to be outside that still leaves, farming, animal husbandry, etc are these not requiring mats all of the sudden? Yeah, but with all of these things, you only need to not be attacked while harvesting and bring the materials to your storage. Someone attacking you while you are tending to your crops/animals isn't going to get anything from you. As I have said in the past few posts, the owner of the freehold literally has 100% control over this. They can simply opt to not harvest their materials when there is a threat nearby. For the most part, people will very quickly realize that someone on their own freehold (or even near it) is likely to have basically no materials on them, as they are right beside their own bulk storage. People will VERY quickly learn that this is not the time to attack players for profit. I mean, imagine you are a train robber and you are going to rob, well, a train full of money. Do you attack it when it is full, or when it is empty? For the most part, players on their freehold will be empty, so anyone looking to attack someone for profit is going to be hanging out around resources where players will want to load up their inventory and head back to their storage, not around people that can gather two or three things and then empty it in to their storage. Quite honestly, all people need to do is apply some logic to the situation. Work out what both sides will do given the systems as we know them. You aren't going to sit on your freehold, right next to your storage, with a full inventory. If you know a player is able to do that, do you have any actual motivation to attack them and risk corruption for potentially a single resource of the type they are harvesting?
Voxtrium wrote: » 6 Noaani wrote: » Voxtrium wrote: » Uhm ok basic logic, who the fudge cakes would implement a multi tiered processing system that exist solely indoors after designing a freehold system? Literally any sane developer anywhere in the world. Every game I have ever played that has had housing that has been able to hold crafting equipment has been able to have it indoors. There is literally no reason at all that this would reduce freehold customization at all, I have literally no idea at all what it is you are assuming that has led you to believe all of this. Yeah there will probably be SOME processing in doors but EVEN IF they did have processing indoors which I would bet money that some processing was required to be outside that still leaves, farming, animal husbandry, etc are these not requiring mats all of the sudden?
Noaani wrote: » Voxtrium wrote: » Uhm ok basic logic, who the fudge cakes would implement a multi tiered processing system that exist solely indoors after designing a freehold system? Literally any sane developer anywhere in the world. Every game I have ever played that has had housing that has been able to hold crafting equipment has been able to have it indoors. There is literally no reason at all that this would reduce freehold customization at all, I have literally no idea at all what it is you are assuming that has led you to believe all of this.
Voxtrium wrote: » Uhm ok basic logic, who the fudge cakes would implement a multi tiered processing system that exist solely indoors after designing a freehold system?
NiKr wrote: » Are we sure it is though?
A permissions system will enable an owner to grant access to specific parts of their housing.[67][68][69] Ability to open the door and enter the home.[70][68][69] Access to crops.[68] Ability to deposit or withdraw items from storage containers.[71][70][68][72][73] Permission to use furniture or crafting stations.[70] A property has a single owner.[67]
TheClimbTo1 wrote: » I mean you say hey for the horses, water... what if I have a nice farm of "Goldweave"? If I have those nice Top Tier Plants. Now THESE have value.
Zainox wrote: » Sorry, maybe i'm not explaining myself 100% properly to get my view across. My bad. I don't mean a risk of losing anything on a property for the PVP'ers gain. But more of becoming an annoyance of players floating around a freehold off/on and the risk of players losing valuables being there so they have to avoid such activities on their freeholds instead.
Noaani wrote: » 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. 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.
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: » Fairly sure.
Noaani wrote: » As for "being sieged" by players - absolute top end materials won't be able to be grown on a freehold - that is what content is for.
Noaani wrote: » All a camp on a freehold could do is make it so the owner of the freehold won't gather. Which again, only people that specifically want to piss you off would do, as there is nothing in it for them.
Noaani wrote: » Put yourself in the shoes of a would be attacker. You are on your way to a currently hot resource location in order to fight some people and take their stuff. Along the way, you come across a freehold with a random person just working away at it. Why would you opt to attack this player, risk gaining corruption and thus likely slow down your desired activity?
Noaani wrote: » Keep in mind, in the same way that people have thought they have found issues with the corruption system and people have said "it's fine, it's the same system from L2, it's been tested", we are all also able to say "this is the same farming system as Archeage, it's been tested".
NiKr wrote: » If Steven decided to just copy AA's flagging system (in the context of housing) - so be it. I'll dislike it, but if it worked in AA, I can live with it.
Azherae wrote: » Everything I find indicates that this didn't actually 'work' in AA.
Noaani wrote: » TheClimbTo1 wrote: » I mean you say hey for the horses, water... what if I have a nice farm of "Goldweave"? If I have those nice Top Tier Plants. Now THESE have value. The reason people aren't going to get anything is because people are generally not stupid enough to farm resources when there is imminent danger. If you standing within striking distance of a rival player and opt to harvest some rare resource that said rival player is literally unable to harvest, you deserve to lose said resource.
Noaani wrote: » NiKr wrote: » Are we sure it is though? A permissions system will enable an owner to grant access to specific parts of their housing.[67][68][69] Ability to open the door and enter the home.[70][68][69] Access to crops.[68] Ability to deposit or withdraw items from storage containers.[71][70][68][72][73] Permission to use furniture or crafting stations.[70] A property has a single owner.[67] Fairly sure. As for "being sieged" by players - absolute top end materials won't be able to be grown on a freehold - that is what content is for. Even if we ignore that though, anything that can be grown on a freehold can be bought. In order for it to be worth it to some people to camp a freehold (the notion of which is just humorous to me), the potential gains need to be worth as much or more than what they could earn in the time they spend on the endeavor. Since the owner of the freehold has literally no reason to harvest the resource while danger is present, that time needed simply would never be worth it. All a camp on a freehold could do is make it so the owner of the freehold won't gather. Which again, only people that specifically want to piss you off would do, as there is nothing in it for them. Keep in mind, in the same way that people have thought they have found issues with the corruption system and people have said "it's fine, it's the same system from L2, it's been tested", we are all also able to say "this is the same farming system as Archeage, it's been tested".
Arya_Yeshe wrote: » Another problem about having PvP off in the freehold yard is giving too much advantage to it's residents. With PvP off, people who live in that freehold can just sit and wait for the perfect targets. It would be a gross advantage.
Zainox wrote: » Arya_Yeshe wrote: » Another problem about having PvP off in the freehold yard is giving too much advantage to it's residents. With PvP off, people who live in that freehold can just sit and wait for the perfect targets. It would be a gross advantage. I could see that being a problem. Especially with a first hit from safety. But, they could just make it, as soon as someone initiates combat, Freeholds are no longer a safe point for that player. If someone wants to PVP, they will be getting a first hit out in the world anyway.
TheClimbTo1 wrote: » Don't allow first hits from safety. If you are on the Freehold... you can't Attack, you can't be Attacked.
Fantmx wrote: » Arya_Yeshe wrote: » Another problem about having PvP off in the freehold yard is giving too much advantage to it's residents. With PvP off, people who live in that freehold can just sit and wait for the perfect targets. It would be a gross advantage. This is not a valid argument. The vast majority of players will be on freeholds to craft or sell their creations. What you are talking about is a theoretical and an absolute waste of time. Even if this was a thing, isn't this what PvP players want? Engagement?
Arya_Yeshe wrote: » Fantmx wrote: » Arya_Yeshe wrote: » Another problem about having PvP off in the freehold yard is giving too much advantage to it's residents. With PvP off, people who live in that freehold can just sit and wait for the perfect targets. It would be a gross advantage. This is not a valid argument. The vast majority of players will be on freeholds to craft or sell their creations. What you are talking about is a theoretical and an absolute waste of time. Even if this was a thing, isn't this what PvP players want? Engagement? The problem is the abuse by the people who have a safe haven vs the people who are traveling. If people have a safe haven in the yard, that's an overkill, people be step in and out the yard when they can take the fight... people who are travelling don't get to choose this
Arya_Yeshe wrote: » The problem is the abuse by the people who have a safe haven vs the people who are traveling. If people have a safe haven in the yard, that's an overkill, people be step in and out the yard when they can take the fight... people who are travelling don't get to choose this