Cadror wrote: » This probably already has been asked before, but do animations for sitting on furniture currently exist in AOC?
Cadror wrote: » Does animation for sending an opponent over a ledge or a cliff exist as well?
NiKr wrote: » Cadror wrote: » Does animation for sending an opponent over a ledge or a cliff exist as well? I think we'll be able to push people, because there's body collision, but I don't think there's gonna be any special animations for that.
SunScript wrote: » If I am not dabbing in midair as I plummet to my death, then what has all this been for?
Noaani wrote: » Fact is, Ashes needs to actually go a little beyond other games in regards to PvE in order to attract these guilds - and so far it is sitting at having literally nothing.
Abarat wrote: » You are like the infant who the moment they cannot see something thinks it has disappears from their world.
Noaani wrote: » Like you, I want Ashes PvP to have real meaning. If we are fighting over the results of PvE, the PvP in Ashes can only have meaning in relation to the PvE. Better, harder PvE means more meaningful PvP. Put an encounter in the game and make people fight over it to see who gets to kill the mo and thu get the rewards and it means little. Put an instanced encounter in the game and make it so hard that only 3 or 4 guilds in the game (ie, no guilds at all on some servers) can kill it, and fighting those players over the results of that PvE has real meaning.
NiKr wrote: » SunScript wrote: » If I am not dabbing in midair as I plummet to my death, then what has all this been for? But you can only dab after this animation
morphwastaken wrote: » Noaani wrote: » Like you, I want Ashes PvP to have real meaning. If we are fighting over the results of PvE, the PvP in Ashes can only have meaning in relation to the PvE. Better, harder PvE means more meaningful PvP. Put an encounter in the game and make people fight over it to see who gets to kill the mo and thu get the rewards and it means little. Put an instanced encounter in the game and make it so hard that only 3 or 4 guilds in the game (ie, no guilds at all on some servers) can kill it, and fighting those players over the results of that PvE has real meaning. I don't see how quality of PvE relates to how meaningful is PvP.
morphwastaken wrote: » I don't see how quality of PvE relates to how meaningful is PvP. If there is reward worth fighting for - it is meaningful
Noaani wrote: » Thus, if PvP is about redistributing the results of PvE, and PvE is dead easy, PvP is near meaningless because you aren't fighting over anything worth fighting over.
Noaani wrote: » Since PvP in Ashes is largely supposed to be fighting over the results of PvE, if that PvE is dead easy, the results of it aren't worth fighting over. I mean, if the thing you are fighting over is dead easy to obtain, who cares if you win or lose it in PvP? Thus, if PvP is about redistributing the results of PvE, and PvE is dead easy, PvP is near meaningless because you aren't fighting over anything worth fighting over. I mean, you wouldn't PvP someone for 2 hours in order to get a reward that you could get in a 2 minute arena and consider it worth it. Thus, you wouldn't PvP someone for 2 hours over something that took 2 minutes of PvE to achieve and consider it worth it. If you want to claim that PvP over something that is inherently easy to obtain otherwise is worthwhile, have at it. To me though, the worth of PvP is based purely in the effort I would need to go to in order to get the thing I am looking at gaining via PvP.
NishUK wrote: » Noaani Your deep seated personal opinion of multiplayer not being worth it if the PvE isn't difficult or complex has very little meaning towards the desires of most of the competitive playerbase.
morphwastaken wrote: » PvE content does not need to be difficult to provide meaningful reward that would be considered worthwhile to fight over.
If you want difficulty - you got it. That's the beauty of PvX game, and why so many of us are excited about it. Lamest boss, that you killed many times can suddenly turn into hardest and most memorable fight, thanks to the best boss mechanic ever invented - "Call Competition". Yes, that means you will not always get to kill the boss - that's the point, it's hard.
Noaani wrote: » If the best item in the game is from a solo-able encounter, that item is meaningless because anyone can get it. You wouldn't ever bother fighting someone over it.
Noaani wrote: » Yeah, this is poor game design.
NiKr wrote: » Noaani wrote: » If the best item in the game is from a solo-able encounter, that item is meaningless because anyone can get it. You wouldn't ever bother fighting someone over it. But what if that encounter can only be cleared by one person once a week for the entire server? If there's even just a 100 people who'd want that item - that's 100 weeks of farming this super easy encounter just to get the item. I'd assume people would definitely kill each other to be as high on that list of farmers as possible. Though I'm sure you'd just call this bad design
morphwastaken wrote: » Another example detached from reality. Who would design the game like this? And you know what, sure, let's say it exists and is meaningless, and no one wants to fight for it - players will go fight over something that isn't solo-able and isn't meaningless. Now what?