Ravicus wrote: » Mag7spy wrote: » Ravicus wrote: » Mag7spy wrote: » CROW3 wrote: » From reading all the response, I have a bit of a different take. Exploration, gathering & crafting, dynamic nodes, and ocean / water content all caught my eye from the start. That said, Ashes main differentiator is PvX - which is what I've sought in MMOs since UO. Be attacked by and attacking players is part of the narrative, which is why I played on PvP servers in other mmos. The story I want to be a part of is one where the world is a dangerous place. Monsters, rugged biomes, and PLAYERS are part of that dangerous world. I don't box my experience as 'PvE' or 'PvP,' I want to play in a world where those boxes don't exist and there's just a world we explore & survive & battle and what happens happens. Honestly i hate crafting / life skilling. New world made it a bit more fun, them building upon that from new world and making it feel randomly generated and like materials you gather are almost like loot boxes that can have random other elements in it really peak my interest. Feels like that kind of things is finally evolving in a more dynamic way over in the past feeling very static. My hopes is that if the guilds work properly (the way I might like to do it) would be to have the people do what there desired roles would be. There are gatherers that love to gather, the refiners who would refine, and the crafters who would craft. Now for people that do not like doing that could contribute to the defense of the nodes, or getting blue prints from boss drops for the crafters. The crafters in turn could provide weapons and armor for the person who deserves and earned them. (crafters could basically have an armory to have weapons and armor available in bulk) That could be the case, i know for my guild I'll be having people doing that and ones in charge of looking over others and such. We still need to learn more about crafting and how that will work (i like the idea of corrupted mats, adds more depth and scarcity) One big question that is huge though is how does enhancing work, are they going to be tradeable as well for weapons that are enhanced. What will be the difficulty, what will be the loss or negative effects of enhancing. I feel this is the part where if you have weapons made and are ones that are enhanced will be the ones with the most valued armories. We can only wait and see until they show how things will work with enhancing though. I agree. And you are right, the balancing of all that stuff wont be until we are doing alpha 2.
Mag7spy wrote: » Ravicus wrote: » Mag7spy wrote: » CROW3 wrote: » From reading all the response, I have a bit of a different take. Exploration, gathering & crafting, dynamic nodes, and ocean / water content all caught my eye from the start. That said, Ashes main differentiator is PvX - which is what I've sought in MMOs since UO. Be attacked by and attacking players is part of the narrative, which is why I played on PvP servers in other mmos. The story I want to be a part of is one where the world is a dangerous place. Monsters, rugged biomes, and PLAYERS are part of that dangerous world. I don't box my experience as 'PvE' or 'PvP,' I want to play in a world where those boxes don't exist and there's just a world we explore & survive & battle and what happens happens. Honestly i hate crafting / life skilling. New world made it a bit more fun, them building upon that from new world and making it feel randomly generated and like materials you gather are almost like loot boxes that can have random other elements in it really peak my interest. Feels like that kind of things is finally evolving in a more dynamic way over in the past feeling very static. My hopes is that if the guilds work properly (the way I might like to do it) would be to have the people do what there desired roles would be. There are gatherers that love to gather, the refiners who would refine, and the crafters who would craft. Now for people that do not like doing that could contribute to the defense of the nodes, or getting blue prints from boss drops for the crafters. The crafters in turn could provide weapons and armor for the person who deserves and earned them. (crafters could basically have an armory to have weapons and armor available in bulk) That could be the case, i know for my guild I'll be having people doing that and ones in charge of looking over others and such. We still need to learn more about crafting and how that will work (i like the idea of corrupted mats, adds more depth and scarcity) One big question that is huge though is how does enhancing work, are they going to be tradeable as well for weapons that are enhanced. What will be the difficulty, what will be the loss or negative effects of enhancing. I feel this is the part where if you have weapons made and are ones that are enhanced will be the ones with the most valued armories. We can only wait and see until they show how things will work with enhancing though.
Ravicus wrote: » Mag7spy wrote: » CROW3 wrote: » From reading all the response, I have a bit of a different take. Exploration, gathering & crafting, dynamic nodes, and ocean / water content all caught my eye from the start. That said, Ashes main differentiator is PvX - which is what I've sought in MMOs since UO. Be attacked by and attacking players is part of the narrative, which is why I played on PvP servers in other mmos. The story I want to be a part of is one where the world is a dangerous place. Monsters, rugged biomes, and PLAYERS are part of that dangerous world. I don't box my experience as 'PvE' or 'PvP,' I want to play in a world where those boxes don't exist and there's just a world we explore & survive & battle and what happens happens. Honestly i hate crafting / life skilling. New world made it a bit more fun, them building upon that from new world and making it feel randomly generated and like materials you gather are almost like loot boxes that can have random other elements in it really peak my interest. Feels like that kind of things is finally evolving in a more dynamic way over in the past feeling very static. My hopes is that if the guilds work properly (the way I might like to do it) would be to have the people do what there desired roles would be. There are gatherers that love to gather, the refiners who would refine, and the crafters who would craft. Now for people that do not like doing that could contribute to the defense of the nodes, or getting blue prints from boss drops for the crafters. The crafters in turn could provide weapons and armor for the person who deserves and earned them. (crafters could basically have an armory to have weapons and armor available in bulk)
Mag7spy wrote: » CROW3 wrote: » From reading all the response, I have a bit of a different take. Exploration, gathering & crafting, dynamic nodes, and ocean / water content all caught my eye from the start. That said, Ashes main differentiator is PvX - which is what I've sought in MMOs since UO. Be attacked by and attacking players is part of the narrative, which is why I played on PvP servers in other mmos. The story I want to be a part of is one where the world is a dangerous place. Monsters, rugged biomes, and PLAYERS are part of that dangerous world. I don't box my experience as 'PvE' or 'PvP,' I want to play in a world where those boxes don't exist and there's just a world we explore & survive & battle and what happens happens. Honestly i hate crafting / life skilling. New world made it a bit more fun, them building upon that from new world and making it feel randomly generated and like materials you gather are almost like loot boxes that can have random other elements in it really peak my interest. Feels like that kind of things is finally evolving in a more dynamic way over in the past feeling very static.
CROW3 wrote: » From reading all the response, I have a bit of a different take. Exploration, gathering & crafting, dynamic nodes, and ocean / water content all caught my eye from the start. That said, Ashes main differentiator is PvX - which is what I've sought in MMOs since UO. Be attacked by and attacking players is part of the narrative, which is why I played on PvP servers in other mmos. The story I want to be a part of is one where the world is a dangerous place. Monsters, rugged biomes, and PLAYERS are part of that dangerous world. I don't box my experience as 'PvE' or 'PvP,' I want to play in a world where those boxes don't exist and there's just a world we explore & survive & battle and what happens happens.
Liniker wrote: » just another day with Noaani being wrong.
Noaani wrote: » That is because there aren't any.
Noaani wrote: » You are taking comments out of context - unsure if on purpose or not - but since I am sick of this shit on these forums, I'm calling it out early. So cut this bullshit out right fucking now.
Abarat wrote: » Liniker wrote: » just another day with Noaani being wrong. Well, at least he takes accountability when he is wrong and admits it, rather than obfuscating and making excuses and convoluted reasoning about why he is not really wrong at all. Noaani wrote: » That is because there aren't any. This is not just Noaani's opinion, it is a known fact. Noaani wrote: » You are taking comments out of context - unsure if on purpose or not - but since I am sick of this shit on these forums, I'm calling it out early. So cut this bullshit out right fucking now. Uh.Oh. Daddy is mad.
Noaani wrote: » If you first read the games kickstarter and then went to the games wiki page, you would think they were two different games. .
Noaani wrote: » since I am sick of this shit on these forums, I'm calling it out early. So cut this bullshit out right fucking now.
Dygz wrote: » HumblePuffin wrote: » If they only put up promotions of EverQuest development work done I would have expected something close to EverQuest, just planetside something similar to that, swg something similar to that. When I take all of those games together though in the context of what we are currently seeing, I think that list was very representative of what we are getting. Well, with so many leads devs from SOE/Daybreak/EQ/EQNext... I was expecting the devs to want to support Casual Challenge players and players who typically play on PvE-servers. And I accepted the pitch that only those who never want to experience PvP at all should have issues with Corruption being an insufficient PvP deterent. Since the departure of Jeffrey Bard, every couple of months we get a reveal of new Hardcore Challenge features and mechanics and an ever increasing focus on ubiquitous competition and PvP mechanics and rulesets. I no longer consider Ashes to be attempting to appeal to EQ/EQ2 players in general. I guess I might say that there will be some crossover with the EQ/EQ2 gamers who played on PvP servers and PvP-Optional servers. Probably the Hardcore Challenge gamers who played on those servers. Part of the issue is that Steven says, "Ashes is not made for everyone." but, he's not clear about who it's made for and who it isn't made for. And some of us are only now starting to discover we're on the "not made for us" list.
HumblePuffin wrote: » If they only put up promotions of EverQuest development work done I would have expected something close to EverQuest, just planetside something similar to that, swg something similar to that. When I take all of those games together though in the context of what we are currently seeing, I think that list was very representative of what we are getting.
Dhaiwon wrote: » This might sound silly or small, but the thing that caught my attention first, second and third was the hope of a "fully functional market" and meaningful life-skilling. For context, one of the most enjoyable things I know to do in MMO's is casual hunting of ordinary mobs. It's almost therapy to spend and hour or two doing that after a hard days work. But, it needs to feel meaningful. So, a market for the things that comes out of that is a key element. Other than that we have the node system, the seasons, the large map for exploration. Also the way the systems are interwoven interest me as well. Even if all of that would be fourth, and fifth and so on So for the elephant in the room, while I am aware that PvP is going to be a central aspect of AoC, to me, it's just the engine needed to drive the market and crafting. It has very little direct value to me, and aside from when it is needed, defending caravans or nodes for instance, I don't really see myself actively seeking it out. And even when I do, it's probably more going to be about enduring than enjoying it. At some point I was kinda hoping to get PvP action in a similar vein of the PvP-lakes in Warhammer Online but I'm not quite sure I will be getting that. At this point in time it feels like PvP in AoC is likely to be either too organised or not organised enough to hit that sweet spot in between the two. That said, my interest is somewhat selective, so I can't really claim to be your average PvEr. Or maybe that is your average PvEr?
iccer wrote: » In games like WoW, it's mostly frustration, rather than anxiety. You really lose nothing by getting PK'd, other than your time and maybe pride. The main emotion here is frustration, because someone just interrupted your gameplay.
iccer wrote: » In games like Ashes, Albion Online, etc. it's going to be a little bit different. Here, fear and anxiety are more prominent, because you actually lose stuff when you die. You don't just lose a few minutes of your time, you lose all that time you previously spent gathering materials, or getting gear. It feels like you spent all that time for nothing, because you now have to do it all over again, because someone just PK'd you. Alternatively, you could go back and try to PK that person and get your stuff back, but if you're someone who dislikes PvP, it's unlikely you would do that.
Boneshatter wrote: » I honestly think its unproductive to try to separate pve players from pvp players. In my experience the purely pve players are very few in number and almost certainly won't consider this game. The vast majority of gamers I have played with or spoken to like both.
Boneshatter wrote: » On pve servers people would always line up for scheduled pvp like Tol Barad and Wintergrasp in WoW. De facto pvp like arena and battlegrounds have high participation on pve servers. You'll even see people doing "off the cuff" pvp like attacking/defending towns, open world pvp objectives, and dueling on pve servers. Heck, FFXiv has high participation in their battleground-esque content and that game is about as pve focused as it gets.
Boneshatter wrote: » I think the much better dividing line to place is between players that like consensual pvp and those that like non-consensual pvp. Can they turn and walk away or can they not. In my experience the majority of players enjoy pvp, but they want the choice.
Boneshatter wrote: » I've noticed a common theme in various Ashes forums where everyone wants to put the consensual and non-consensual pvp players into the same basket and the pve players into another basket just to suit their point. That's an us vs them strawman because the pve only players aren't even here. They create a Boogeyman just to have an enemy and it serves no purpose.
Dygz wrote: » iccer wrote: » In games like WoW, it's mostly frustration, rather than anxiety. You really lose nothing by getting PK'd, other than your time and maybe pride. The main emotion here is frustration, because someone just interrupted your gameplay. That's an interesting take. I mean... in Bless Online... getting PKed was irrelevant. It took maybe 45 seconds out of my gameplay and happened maybe once per week. I just let the person kill me. Extremely quick corpse run. No anxiety and no frustration. In NWO, PvP was instanced. You chose when to participate. The only reason to go to the instance was to PvP. It was mostly capture the flag or base defense/destruction. In both, I pretty much just concentrated on capturing as many flags as possible as quickly as possible. I let people kill me as much as they wanted to. I didn't waste time fighting back. No frustration and no anxiety. I had no frustration and no anxiety in Ashes Alpha 1 Sieges. So... again... My issue isn't really about fear and anxiety from being PKed. It is frustration and annoyance from having my intended goals and gameplay interrupted by non-consnsual PvP when I'm not in the mood for PvP combat. Some other player is forcing me to do something I'm not in the mood for. How much of a negative impact is that going to have on my game session goals? If Corruption is in play... and I can punish the person who interrupts my gameplay with Corruption. I'm probably OK with that... as long as Corruption is a signifcant enough deterrent that it doesn't occur with more frequency than I die from a mob. And as long as the TTK is quick enough that I'm not wasting significant time on an activity I'm not in the mood for. So, I don't have much fear or anxiety about that. What I'm not going to do is play on a server that as large permanent zones with auto-consent, Corruption-free PvP. Because that is a PvP ruleset I abhor. iccer wrote: » In games like Ashes, Albion Online, etc. it's going to be a little bit different. Here, fear and anxiety are more prominent, because you actually lose stuff when you die. You don't just lose a few minutes of your time, you lose all that time you previously spent gathering materials, or getting gear. It feels like you spent all that time for nothing, because you now have to do it all over again, because someone just PK'd you. Alternatively, you could go back and try to PK that person and get your stuff back, but if you're someone who dislikes PvP, it's unlikely you would do that. Exactly. How much time do I waste recouping losses due to some other player deciding I have to participate in an activity I'm not in the mood for?
Garrtok wrote: » Hope not only FF and Wow people are interested in ashes. There were some really good pvp focused MMOs. Iam pretty sure for PVE only people ashes is the wrong MMO
Toothpaste wrote: » Even though this game will have a corruption system that will deter players from constantly ganking me in the open world while I am gathering resources AND the inventory system will prevent most players from looting my gathered resources, I would say this game is not for me and I will not play. I only enjoy pvp when I have the ability to toggle pvp participation on/off whenever I want to. I don’t like the idea of designated pvp areas because then I can’t explore them because players will just gank me. Freeholds were my only hope of solo playing a pvx game, and since Steven won’t just give me a freehold I will not play this game.