KaelinTV wrote: » Where did I ever stated it funded Aion's development on the NA side?, I stated Lineage 2's success in the west lead to an increase in staff at NCWest (Western subsidiary of NCSoft), which lead into Aion from a release perspective for the west, which further increased staff at NCWest. Which lends completely against the 5 figures of profit you pulled out of thin air for the western market profits of L2 yearly. NCSoft saw the NA market as a potential option for additional revenue...They would hardly invest their time and effort if it wasn't an option for a good source of income. They also skipped the idea of allowing a publisher take the reins and not invest heavily, but instead launched it themselves at additional cost under NCWest...To think they only made 5 figures of profit yearly for the west is quite a thing to say.
KaelinTV wrote: » lol. This honestly made me laugh. Of course it wouldn't. The game is nothing but a shell of it's former self, once it went F2P the game was doomed
Noaani wrote: » I'm still trying to parse this... I think you are perhaps not understanding NCSoft Wests role within NCSoft in general. NCSoft West have zero released titles under their banner (though one in development). Essentially - according to NCSoft West themself - they simply manage the NCSoft portfolio across the Americas, Europe, Australia and New Zealand. They are better described as Western publishers for NCSoft than anything else.
Aion was made in Korea.
This is why I am completely unsure why you are making any connection at all between an increase in staff at NCSoft West leading in to Aion. It just doesn't make sense as a thought to even have unless you think there is a connection there somewhere - but there just isn't one. Just to be clear, the increase in staff at NCWest was due to an increase in the number of titles they were managing.
Except it is still the 20th most played game in Korea. Literally all of the development for that game, all the decisions made for it, they were made for the Korean market since that is the target market for the game. The fact that it is still the 20th most popular game there, and literally no one is willing to argue that it could even be in the top 1000 games here should illustrate to you my point about games needing to be different between the two markets - which is my point. If you wish to argue that point, then explain how L2 is still in the top 20 games played in Korea (well, as of May last year), yet is nothing but a shell of it's former self here.
KaelinTV wrote: » When did I ever say NCWest developed a title? I literally never uttered those words whatsoever. If you are mistaking "Released" as developed, you are truly grasping for anything at this point. You are the only one misunderstanding NCSoft West's role...As they were made specifically to publish NCSoft's titles, as a subsidiary of NCSoft. Stop google searching for some random information in order to prove a point that has no merit or standing in the debate.
I don't know how much clearer I can be. Why would a company, such as NCSoft, open up a subsidiary in the west (NCSoft West), open an office, hire personnel, only to end up making 5 figures worth of profit yearly?
You can't just compare apples to apples when he have complete societal differences considering what is acceptable and what is not.
Kilion wrote: » Noaani wrote: » Trost coming on board is probably the best news anyone wanting Ashes to be more than just another pure PvP MMO like L2, Archeage, BDO or Albion could have hoped for (and yes, as far as MMO's go, those games are pure PvP). Ashes in no way has shown signs of being purely PvP or being overly focused on PvP anyways, so that worry seems a bit unfounded to begin with in my opinion. What I am optimistic about is that the final product that was New World will motivate him to be part of a better project without copy pasted towns, contradicting design choices and such. That paired with Steven being quite firm on how he wants the final game to work and the immense body of experience Trost brings should do for an improved development process.
Noaani wrote: » Trost coming on board is probably the best news anyone wanting Ashes to be more than just another pure PvP MMO like L2, Archeage, BDO or Albion could have hoped for (and yes, as far as MMO's go, those games are pure PvP).
Garrtok wrote: » That's simply not true, of course aoc is a very pvp focused game. For everyone who can not handle this, aoc is the wrong game
Noaani wrote: » Mag7spy wrote: » Well short form besides instanced content what would you want for more pve? @Mag7spy Instanced content is indeed one form of content that would satisfy the points I was making. However, if instanced content were added to Ashes for the sake of the content, as opposed to for the sake of the world/lore etc, then it would need to come with an increased PvP risk of some form. [...] One suggestion I have made in the past is that the better rewards for killing an instanced boss need to be transported from the location of the instance to the nearest metropolis (a metropolis nearby should be needed to unlock any raid content). Additionally, a world wide announcement of the kill would probably be in order - so as to alert everyone to the fact that you are running a caravan from that location to the metropolis. This should guarantee some PvP - and even better, it will have a totally different feel to it than just fighting over an encounter. This isn't the only way additional PvP elements could be added to instanced PvE content, but it is one way. Additionally, instanced PvE content isn't the only way to guarantee access to content. Another form of guaranteed content is forced spawn. Have a guild collect a given number of tokens of some form (it doesn't matter what, body parts, scroll fragments, it's all the same mechanically), and go to either a specific location, or any one of many locations and spawn an encounter. With this, the guild can control when (and potentially where) the encounter takes place. Another way to guarantee content to people is to have so much open world content (due to both number of encounters and respawn time) that there is not going to be a shortage. I'm not advocating for this specific method, I am just stating that it exists as a method.
Mag7spy wrote: » Well short form besides instanced content what would you want for more pve?
Laetitian wrote: » I agree with you on everything you suggested in that comment, but can you answer the actual question too please? =') Because that was a pretty essential question for this thread.
Noaani wrote: » Laetitian wrote: » I agree with you on everything you suggested in that comment, but can you answer the actual question too please? =') Because that was a pretty essential question for this thread. Those two things - that you seemed to think were PvP additions - were additions to what we know of about the games PvE.
Laetitian wrote: » Noaani wrote: » Laetitian wrote: » I agree with you on everything you suggested in that comment, but can you answer the actual question too please? =') Because that was a pretty essential question for this thread. Those two things - that you seemed to think were PvP additions - were additions to what we know of about the games PvE. The addition of transporting rewards to a city and advertise the event for PvP contestation is...a PvP addition.
Noaani wrote: » Laetitian wrote: » Noaani wrote: » Laetitian wrote: » I agree with you on everything you suggested in that comment, but can you answer the actual question too please? =') Because that was a pretty essential question for this thread. Those two things - that you seemed to think were PvP additions - were additions to what we know of about the games PvE. The addition of transporting rewards to a city and advertise the event for PvP contestation is...a PvP addition. The things I was suggesting to be added were the instanced content and cage fights. We know of nothing at all like this in the game as yet. So far, all "PvE" content in the game comes hand in hand with PvP during that PvE. There is some notion of story based instanced content, but that is not something we have any details on, other than the suggestion that it isnt repeatable. The addition of the PvP elements was as a means of pointing that such things can (and should) be added to the game without reducing the over all PvP in the game. It was a into that you can separate out some of the PvE from PvP elements without diminishing the PvP element.
Mag7spy wrote: » So only way there is more pve content is if it is instanced based? So it isn't about the amount of pve content that can exist it is more about adding content where pvp can become impossible during fights. Would you have any other ideas that add more PvE content without separating the two. Because to me I don't see them lacking pve content based on that.
NiKr wrote: » Mag7spy wrote: » So only way there is more pve content is if it is instanced based? So it isn't about the amount of pve content that can exist it is more about adding content where pvp can become impossible during fights. Would you have any other ideas that add more PvE content without separating the two. Because to me I don't see them lacking pve content based on that. The only way to have pve of higher quality is to prevent pvp from happening during the encounter. "More pve" can come in whatever form Intrepid can come up with, but better pve should be in a few instances (still keeping the 80/20 split) and definitely several "cage" encounters. L2 worked just fine with cage design, so I'm sure Steven has at least considered that approach. Hell, the volcano dragon was pretty much that, except he didn't limit entrance when the fight started. But I'd assume that's just a few additional lines of code, so there's already base design that's related to cage encounters. And as Noaani said, there can still be pvp in the overall encounter, but just not directly during the pve part. Variety is the spice of life, so having only "there's a mob that everyone can hit and pvp around" design would be dull.
Mag7spy wrote: » So only way there is more pve content is if it is instanced based?
Noaani wrote: » Mag7spy wrote: » So only way there is more pve content is if it is instanced based? To add to what NiKr said above, it is also about access to content. A siege is PvP content for up to 1,000 players at a time. If Intrepid add in an open world encounter to the game (including the caged fights mentioned above), and put a 3 day respawn timer on it (which is short), that is one encounter for 40 people once every three days. The thing is, e days later it is probably more PvE content for that same 40 people. If Intrepid add another encounter that spawns on a different day than the above, that is more PvE content for that same group of 40 players. The only way to make it so open world encounters are content for different people is to have many encounters spawn at the same time. In order to achieve the same amount of player interaction as a single siege, Intrepid need to have 25 such encounters spawn at the same time. Or they can have one instance with a three day lockout. If the intention is to provide PvE content with the same amount of player participation as a siege, it really isnt a hard decision to make. The key is in making sure any potential PvP opportunities removed due to the content being instanced are made up for. Instancing to separate PvP from the moment of PvE is done, but it is not acceptable (imo) to use instancing to remove PvP from the whole picture. That is why my suggestion requires the use of the caravan system in order to get the better rewards from the encounter, and goes as far as telling the server what it is you are doing. Assuming there are organized PvP oriented guilds on your server, you will probably find yourself having to PvP the entire way - significantly more PvP than if it was just an open world encounter. I am making the assumption Ashes will still have open world bosses to fight over - there is no reason to assume otherwise. What having instanced content like the above means is that there is more variety in PvE encounters, there is more variety in terms of types of PvP, there is more PvP potential in terms of amount of fighting, and there is a higher quality in terms of PvE, and there is PvE content for far more players. Essentially, it is a win all around.
Mag7spy wrote: » If i hear something lacks pve content than I'm hearing their is a lack of actual content to do in the world for people that doesn't come close to the demand. If the discussion is they want pve content where pvp doesn't happen that doesn't mean lacking pve content.
NiKr wrote: » Mag7spy wrote: » If i hear something lacks pve content than I'm hearing their is a lack of actual content to do in the world for people that doesn't come close to the demand. If the discussion is they want pve content where pvp doesn't happen that doesn't mean lacking pve content. But, as Noaani said, that is the case currently. The strongest few guilds will control the majority of pve content (especially bosses), because they'll be able to push anyone else out of the encounter through pvp. At which point all the other guilds simply don't have the access to pve content. I definitely hope that the world is huge and populated enough to provide everyone with enough mid-high quality pve, with the top quality stuff being limited to power checks. I think the easiest way to do this is with party/raid quests and "cage" triggers. Maybe there's an npc you gotta bring to a location, at which point he triggers a fight in a "cage" and then you gotta bring that npc back, but he's now a target for other people and if they kill him - your reward's gone. Or you get a key for a room in an open dungeon, where the fight happens, and you then need to go deeper into the dungeon to get your loot, but your group is now perma-flagged until you get the loot or wipe. In other words, you have assured pve content, but you still have high risk of losing the reward for it due to pvp.
Mag7spy wrote: » When i hear lack of pve content, for me it gives the idea it does not exist on the game. If it is access to content, honestly i have no clue how that will turn out until more of the game is seen, and we see the size of the world, amount of content with the player population and spawn times of the content.