TheClimbTo1 wrote: » 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. Bow from a distance. Fireball from a distance. Rogue that is invisible. You shouldn't know the danger is imminent until the attack is on it's way, if they are doing it right.
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.
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.
TheClimbTo1 wrote: » 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". You leave out those PKers that just want to kill and grief people in this explanation.
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".
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]
NiKr wrote: » I would expect top lvl farming to produce top lvl items. Otherwise why the fuck would people even choose that profession?
NiKr wrote: » Yes, and as I said, for some PKers the "value" comes from preventing someone else from doing smth, not from just picking up their loot. You seem to be avoiding this point, because even in your argument below you keep saying
NiKr wrote: » Good point. How did AA address this? Was their land off limits or were others free to attack you on it? What about crops?
Noaani wrote: » If you want a top end item though (Obsidian gear is what I am thinking here, for those that played around the same time I did), you are going to go out and kill the mobs that drop what you need, and then combine that item.
Noaani wrote: » The reason I am ignoring this point is because all this point does is shift things down the production chain. You are saying that people may be able to camp a player to prevent then from harvesting materials with this change. However, without it, they are still able to prevent that player from transporting those same materials, using that same level of effort. If people are sieging a freehold, the inàability to harvest raw materials is not the first concern.
Noaani wrote: » In a PvP zone, all land was open for PvP. You were safe in your house if you closed the door, and set permissions correctly - otherwise you were able to be attacked. All crops, crafting stations etc on your land were subject to permissions you set. The above is literally the sum total of what Intrepid have described to us for Ashes.
NiKr wrote: » Noaani wrote: » If you want a top end item though (Obsidian gear is what I am thinking here, for those that played around the same time I did), you are going to go out and kill the mobs that drop what you need, and then combine that item. Did AA have food buff or anything of the sort? And what was its value, if any. I might be wildly wrong in my assumption here, but I was imagining smth like "you gotta find the seeds for the plant; grow the plant properly; harvest the plant properly; use it properly - and you have yourself a top lvl food buff item that sells for a ton". Outside of maybe the lest step, all that stuff gotta be done outside (well, excluding flowers or something else that can be grown indoors).
NiKr wrote: » Except it would be for a professional harvester. That's their whole gameplay, not the transportation of good. If players can completely prevent you from participating in your preferred gameplay - that's bad, in the context of Intrepid trying to appease some casuals (which they said they want to do).
Noaani wrote: » and 20 of a specific type of coral requiring an underwater house to get - as well as one of the smaller pigments.
Noaani wrote: » How can you say one is worse than the other? I am assuming you are pro-PvP in regards to caravans though. Feel free to correct me if I am wrong.
NiKr wrote: » Noaani wrote: » and 20 of a specific type of coral requiring an underwater house to get - as well as one of the smaller pigments. Was this coral more expensive than other stuff, considering that it had special requirements? What I'm trying to get at, is that there's gonna be some ultimate top lvl farmable item that's gonna be the most valuable thing that you can get from farming. It's gonna be at the very top of the farming profession and all the farming players will be leveling up to start working on it.
That's the point though, it's different situations. Quite a bit of artisanry will be done at your freehold. There's a chance that top lvl artisanry will only be done at your freehold, because you'll need specialized tools/items/etc. People who prefer that gameplay would most likely only have their freehold as the main means of participating in that gameplay.
Pretty much every other type of gameplay has several sources. Boss/mob pve is varied to all hell (well, assuming Intrepid don't fuck up). Pvp is the same. Even certain artisan professions will have different locations where you can partake in them. So in none of those could a pvper prevent you from participating in your preferred gameplay. They can obviously inconvenience you, but that's about it.
Noaani wrote: » We have literally no reason at all to assume there is a "top level" harvesting in the manner you are talking about.
Noaani wrote: » The amount of effort that you are assuming a player would go through in order to "siege" a freehold would - if pout in to any one of the above - absolutely prevent a person from participating in what ever content they want to participate in.
NiKr wrote: » Noaani wrote: » We have literally no reason at all to assume there is a "top level" harvesting in the manner you are talking about. By the pure virtue of having a progression system tied to artisanry, there's gonna be a top lvl item related to each profession.
Even by the simplest action of moving to another place, the victim would highly increase their chances of escaping the attacker. Be it through the means of better mobility, or simply by running into other people who'd kill the free purple. And as soon as the attacker dies and/or loses their target - it's gonna be way more difficult to annoy said target than if the attacker knew exactly where that target would be (that is, the freehold).
And you don't need to be online 24/7, because your victim would most likely not be online 24/7.
As for boss interruption, just as with pretty much any other system, we've got no clue how hardcore it'll truly be.
Noaani wrote: » TheClimbTo1 wrote: » 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. Bow from a distance. Fireball from a distance. Rogue that is invisible. You shouldn't know the danger is imminent until the attack is on it's way, if they are doing it right. Fireball/bow range is within striking distance. A stealthed rogue is only something you can claim to be a potential issue where when we know more about stealth. We dont know enough to know if it is viable for a rogue to sneak up on a player like this. That all said, with the game having a 30 second TTK and you having a safe zone within a few seconds walk, a single rogue shouldn't be a problem. TheClimbTo1 wrote: » 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". You leave out those PKers that just want to kill and grief people in this explanation. I did, but on purpose. Such players will cause grief regardless of this rule. Players will not be able to turn raw materials to finished products on one freehold. As such, those materials need to leave said freehold. All any commenta about these players would do is shift the point at which they are annoying other players from being the point in which resources need to be harvested, to the point at which resources need to be moved to another freehold (or other area with appropriate equipment). As such, there is no point in talking about these people in the context of this mechanic.
TheClimbTo1 wrote: » What I don't want is the guys to not even be able to farm their own farm on their own land. Griefers MIGHT sit on a guy about to move his stuff to another Freehold, but it would be smart for one doing such a move of resources to be in a group for protection. So they'd only grief some one who was doing it solo... since they do it for grief and not profit. What I want is to take that grief aspect out as much as possible. PvP for Profit I'm all for... kill those guys and take their stuff. But killing a guy just so he has to sit inside in his freehold, I just don't see why that should be a thing allowed.
TheClimbTo1 wrote: » Noaani wrote: » TheClimbTo1 wrote: » 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. Bow from a distance. Fireball from a distance. Rogue that is invisible. You shouldn't know the danger is imminent until the attack is on it's way, if they are doing it right. Fireball/bow range is within striking distance. A stealthed rogue is only something you can claim to be a potential issue where when we know more about stealth. We dont know enough to know if it is viable for a rogue to sneak up on a player like this. That all said, with the game having a 30 second TTK and you having a safe zone within a few seconds walk, a single rogue shouldn't be a problem. TheClimbTo1 wrote: » 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". You leave out those PKers that just want to kill and grief people in this explanation. I did, but on purpose. Such players will cause grief regardless of this rule. Players will not be able to turn raw materials to finished products on one freehold. As such, those materials need to leave said freehold. All any commenta about these players would do is shift the point at which they are annoying other players from being the point in which resources need to be harvested, to the point at which resources need to be moved to another freehold (or other area with appropriate equipment). As such, there is no point in talking about these people in the context of this mechanic. On the latter point, there IS an idea to a group of PVP, likely in a family/clan/guild, targeting the move of goods from one freehold to another. And that's perfectly fine. Trying to disrupt that logistics move out in the open world. What I don't want is the guys to not even be able to farm their own farm on their own land. Griefers MIGHT sit on a guy about to move his stuff to another Freehold, but it would be smart for one doing such a move of resources to be in a group for protection. So they'd only grief some one who was doing it solo... since they do it for grief and not profit. What I want is to take that grief aspect out as much as possible. PvP for Profit I'm all for... kill those guys and take their stuff. But killing a guy just so he has to sit inside in his freehold, I just don't see why that should be a thing allowed.
Noaani wrote: » You guys keep saying the things you dont want, but then simply fail to understand that those things wont happen. Once again, there is NO REASON for a player to do this. As such, if a player DOES do this, it comes in under harassment, and is to be dealt with as such, with action taken on the offenders account. In order for people to be all up in arms about a possible action players may take to lessen the experience of others, there needs to be something viable in it for that player. If there is nothing in it for them, it is simply harassment. Intrepid have already made it clear that they will take action against harassment, and the actions being described here fit the description they have given of situations they would take action.
NiKr wrote: » Noaani wrote: » You guys keep saying the things you dont want, but then simply fail to understand that those things wont happen. Once again, there is NO REASON for a player to do this. As such, if a player DOES do this, it comes in under harassment, and is to be dealt with as such, with action taken on the offenders account. In order for people to be all up in arms about a possible action players may take to lessen the experience of others, there needs to be something viable in it for that player. If there is nothing in it for them, it is simply harassment. Intrepid have already made it clear that they will take action against harassment, and the actions being described here fit the description they have given of situations they would take action. Don't you see the contradiction in this change then? If pvp on a freehold is seen as harassment and anyone who attacks you on your freehold is just harassing you (cause they have no benefit in it) - why in hell would you even allow pvp there? Is it a bait for bans? Or... by chance... you WILL have benefits if you attack someone on their freehold. This is why we worry about this change. Intrepid have either made a change that just baits people to get banned (because there's always people who'll play the game in the way they were allowed to play), or they made a pointless dumb decision that literally benefits no one.
Arya_Yeshe wrote: » If it is allowed, it is allowed If they die, they die That's why I campaign against such arguments that say that anything is harassment and everything is an exploit and everything is griefing It is intended gameplay, it works both ways and it has counters, that's all
NiKr wrote: » Noaani wrote: » You guys keep saying the things you dont want, but then simply fail to understand that those things wont happen. Once again, there is NO REASON for a player to do this. As such, if a player DOES do this, it comes in under harassment, and is to be dealt with as such, with action taken on the offenders account. In order for people to be all up in arms about a possible action players may take to lessen the experience of others, there needs to be something viable in it for that player. If there is nothing in it for them, it is simply harassment. Intrepid have already made it clear that they will take action against harassment, and the actions being described here fit the description they have given of situations they would take action. Don't you see the contradiction in this change then? If pvp on a freehold is seen as harassment and anyone who attacks you on your freehold is just harassing you (cause they have no benefit in it) - why in hell would you even allow pvp there?
Noaani wrote: » This should not be a hard concept to grasp.
TheClimbTo1 wrote: » If you are harvesting on your land and I kill you and take some stuff - that is legitimate PvP. If i then hang around for hours while you do nothing, waiting for another chance to attack you, that is harassment.