BlackBrony wrote: » I think most people don't understand how annoying unwanted PvP is. I played Perfect World where it was all PvP if people wanted. If you didn't fight back the others would turn red, but still, didn't change the fact that I died, wasted time and now I couldn't farm. Most PvPers say "bring friends". But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. So, what will happen? What I do in Wow sometimes when I get killed because I have pvp on to get more exp (p server), I log off. I don't play, watch a movie, do something else. People will do that, stop playing. Until they get bored enough and never log in back
Myosotys wrote: » BlackBrony wrote: » I think most people don't understand how annoying unwanted PvP is. I played Perfect World where it was all PvP if people wanted. If you didn't fight back the others would turn red, but still, didn't change the fact that I died, wasted time and now I couldn't farm. Most PvPers say "bring friends". But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. So, what will happen? What I do in Wow sometimes when I get killed because I have pvp on to get more exp (p server), I log off. I don't play, watch a movie, do something else. People will do that, stop playing. Until they get bored enough and never log in back This argument, I heard it a million time already "you force me to pvp so I stop the game"... Classical... You can also decide to don't start the game at all if you already know that you must PvP in AOC and if you already know in advance that you will stop the game because of PvP. It same if I would tell I want to have the career of Mike Tyson but I don't want to fight. But you can also think smart and tell that you love the boxe environnement, you like to train hard but you can avoid sparrings. It's also fine )
BlackBrony wrote: » But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time.
NiKr wrote: » BlackBrony wrote: » But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. Did PW have some rewards for killing others (like loot or smth)? Or did people just go around PKing random people, who were doing "menial tasks", for no good reason even though they went red? I'm curious because my main experience with this system is L2 and there it's either you farming mobs or you running around the place w/o touching mobs. And mobs were valuable, so, imo, any pvp around them was meaningful. I expect majority of AoC's gathering to be the same as mob farming, with pvp happening for resources, but there's also a chance that people will in fact kill others purely for loot. Hence the question. If PW had player loot on death then Ashes might in fact have more PKers than L2 did.
Azherae wrote: » NiKr wrote: » BlackBrony wrote: » But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. Did PW have some rewards for killing others (like loot or smth)? Or did people just go around PKing random people, who were doing "menial tasks", for no good reason even though they went red? I'm curious because my main experience with this system is L2 and there it's either you farming mobs or you running around the place w/o touching mobs. And mobs were valuable, so, imo, any pvp around them was meaningful. I expect majority of AoC's gathering to be the same as mob farming, with pvp happening for resources, but there's also a chance that people will in fact kill others purely for loot. Hence the question. If PW had player loot on death then Ashes might in fact have more PKers than L2 did. Why wouldn't people kill others purely for the potential loot though? I thought that was 90% of the point of the system...
Azherae wrote: » Why wouldn't people kill others purely for the potential loot though? I thought that was 90% of the point of the system...
Azherae wrote: » Myosotys wrote: » BlackBrony wrote: » I think most people don't understand how annoying unwanted PvP is. I played Perfect World where it was all PvP if people wanted. If you didn't fight back the others would turn red, but still, didn't change the fact that I died, wasted time and now I couldn't farm. Most PvPers say "bring friends". But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. So, what will happen? What I do in Wow sometimes when I get killed because I have pvp on to get more exp (p server), I log off. I don't play, watch a movie, do something else. People will do that, stop playing. Until they get bored enough and never log in back This argument, I heard it a million time already "you force me to pvp so I stop the game"... Classical... You can also decide to don't start the game at all if you already know that you must PvP in AOC and if you already know in advance that you will stop the game because of PvP. It same if I would tell I want to have the career of Mike Tyson but I don't want to fight. But you can also think smart and tell that you love the boxe environnement, you like to train hard but you can avoid sparrings. It's also fine ) But that's the point of the thread. Vyril is asking those who haven't 'decided to not start the game', why they are still here. If their answer was 'for the PvP!' then probably they weren't the target of the question. So ofc you're going to get a few people who answer like this. The only possible 'victory' you could get in this argument is convincing one more person to not play. They're not going to sway Steven at this point.
Vyril wrote: » I'm 100% fine with where AoC is headed with PvX. Many people in these 16 pages don't think so.
mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP.
Noaani wrote: » As someone that is in to top end PvE as well as an amount of PvP, I can see a good number of reasons why someone that prefers PvE would have been looking at Ashes in the past. To start, there is no mention at all of PvP on the games kickstarter page. There is, however, a long list of primarily PvE games that the developers came from - games they wanted people to know "this has been our experience". Generally, when a company does that, it's a way of saying "if you liked these games, you will probably like what we are doing". If you first read the games kickstarter and then went to the games wiki page, you would think they were two different games. As to why anyone that isn't primarily concerned with PvP - not just PvP but actual perpetual competition with other players for basically everything - would still be looking at the game, I am not sure. Hope that perhaps the game will swing back to something closer to what was talked about on the kickstarter page, perhaps.
FuryBladeborne wrote: » I had to check because I was sure that I knew there was a focus on PVP in Ashes during the Kickstarter. The video at the top of the games Kickstarter page mentions PVP.
mcstackerson wrote: » Azherae wrote: » NiKr wrote: » BlackBrony wrote: » But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. Did PW have some rewards for killing others (like loot or smth)? Or did people just go around PKing random people, who were doing "menial tasks", for no good reason even though they went red? I'm curious because my main experience with this system is L2 and there it's either you farming mobs or you running around the place w/o touching mobs. And mobs were valuable, so, imo, any pvp around them was meaningful. I expect majority of AoC's gathering to be the same as mob farming, with pvp happening for resources, but there's also a chance that people will in fact kill others purely for loot. Hence the question. If PW had player loot on death then Ashes might in fact have more PKers than L2 did. Why wouldn't people kill others purely for the potential loot though? I thought that was 90% of the point of the system... The question confuses me so I'm sorry if this doesn't answer it but they don't always have loot and if they do, you usually don't know how much loot they have so it's hard to tell if the risk is worth it. The loot they have might not be that valuable to you. You might be in a populated area so you know if you go red, someone will probably jump you before you can get away. They also might kill you.
BlackBrony wrote: » mcstackerson wrote: » Azherae wrote: » NiKr wrote: » BlackBrony wrote: » But yeah sometimes you just wanna chilld, not every single menial tasks needs to be a adrenaline rush experience, specially when you have limited time. Did PW have some rewards for killing others (like loot or smth)? Or did people just go around PKing random people, who were doing "menial tasks", for no good reason even though they went red? I'm curious because my main experience with this system is L2 and there it's either you farming mobs or you running around the place w/o touching mobs. And mobs were valuable, so, imo, any pvp around them was meaningful. I expect majority of AoC's gathering to be the same as mob farming, with pvp happening for resources, but there's also a chance that people will in fact kill others purely for loot. Hence the question. If PW had player loot on death then Ashes might in fact have more PKers than L2 did. Why wouldn't people kill others purely for the potential loot though? I thought that was 90% of the point of the system... The question confuses me so I'm sorry if this doesn't answer it but they don't always have loot and if they do, you usually don't know how much loot they have so it's hard to tell if the risk is worth it. The loot they have might not be that valuable to you. You might be in a populated area so you know if you go red, someone will probably jump you before you can get away. They also might kill you. But that's the problem imo. Attacker doesn't know what they have, but the person being attacked does. If I am carrying lots of materials because I have been gathering, I am FORCED to PvP back. It doesn't matter what I want, it doesn't matter that the enemy will go red, I have to PvP back because otherwise I lose a lot of progress. Attacker going red does nothing for me, on the contrary, if they go red it means I lost a lot more than just by fighting back. Corruption it's just there to avoid griefing, but if you have valuables on you there's no other option than to fight back
Dygz wrote: » Vyril wrote: » I'm 100% fine with where AoC is headed with PvX. Many people in these 16 pages don't think so. Describe what you mean by PvX.
BlackBrony wrote: » Farming spots had priorities. So if you went farming the best spot, PvP was inevitable. Thing is... you then keep going down in the list, until eventually there are no spots left to farm.
BlackBrony wrote: » Attacker going red does nothing for me, on the contrary, if they go red it means I lost a lot more than just by fighting back. Corruption it's just there to avoid griefing, but if you have valuables on you there's no other option than to fight back
Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP.
mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP. I'm not sure what you mean. You seem to be implying that the more time it takes to get something, the more value it has which is false. Yes, more valuable things usually take longer to acquire but the more time it takes to acquire something doesn't increase it's value. If i auto-attack a boss to death, it's not going to drop more valuable loot because i took longer to kill it.
Vyril wrote: » PvE and PvP content intertwined.
Dygz wrote: » Vyril wrote: » PvE and PvP content intertwined. Describe 3 examples of PvE content and PvP content intertwined in Ashes of Creation game design.
Dygz wrote: » Vyril wrote: » PvE and PvP content intertwined. Describe 3 examples of PvE content and PvP content intertwined in Ashes of Creation game design. I'll share 3 of my original expectations: Node Sieges in order to ensure a Metro that allows my Race to complete Racial progression. Caravan defense and Caravan attacks in prep for Castle Sieges. And... some Ashes of CReation version of... "If I have to kill dryads to siphon their Life magic and convert it into Shadow energy which powers the Stealth abilities for my Rogue... any player characters who try to stop me from killing dryads will just have to die!!"
mcstackerson wrote: » Dygz wrote: » Vyril wrote: » PvE and PvP content intertwined. Describe 3 examples of PvE content and PvP content intertwined in Ashes of Creation game design. You need to PvE to increase your character's power which you need for PVP and Pvp is a tool you can use to control PvE content. Not 3 but I'm sure you could find some way to break it down.
Dygz wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP. I'm not sure what you mean. You seem to be implying that the more time it takes to get something, the more value it has which is false. Yes, more valuable things usually take longer to acquire but the more time it takes to acquire something doesn't increase it's value. If i auto-attack a boss to death, it's not going to drop more valuable loot because i took longer to kill it. Yes... and this is another example of Reward = Loot. What originally attracted me to Ashes was the example of the Winter Dragon that causes a perpetual WInter across the Region until the Winter Dragon is killed. The Risk of failing/dying is high in small groups -even with a few Raids or a few Guilds- which means that rivals will have to work together to rid the threat the WInter Dragon poses. The true Reward is ending the perpetual Winter. And that goal should have enough primacy for everyone in the Region to set aside rivalries until the Winter Dragon is slain. Sure... if I do 5% of the damage to the Winter Dragon, I hope to gain at least a Dragon Scale for my contribution to ending the threat, but the actual Reward is that we can finally move on to the resources avalilable during Spring and we can rebuild the Node services disabled by the Perpetual Winter. I think Noanni and his Community are hoping to hear more about those kinds of events... epic PvE battles where PvP is unlikely to interfere. (Though, I think they would expect to among those dealing most of the damage since they are top-end raiders.) But, what we've come to learn bit by bit in the past year is that Steven believes that such a battle would not have sufficient adrenaline rush without the "Risk" of PvP also being high. So... it's not really about hating PvP. It's realizing after 5 years... that PvP is intended to be inextricably tied to everything. Because, for Steven, PvE is not fun without the adrenaline rush PvP provides.
mcstackerson wrote: » Noanni said earlier in the thread what they want, they want enough instanced content to fill a 3 day raid week and i was pointed out how rewards from that content would impact the rewards in the world. Just because pvp can happen everywhere doesn't mean it will or is intended to. The Pvp element of the game isn't about making the encounter itself fun. PvE content serves as potential objectives for PVP so if anything, it's the other way around.
Vyril wrote: » I'm gathering, player attacks me, I kill them and then likely teabag them for attacking me and losing. I'm in a party with friends, farming a dungeon, another group rolls up to attack us, we ensue in an epic battle in the dungeon to defend our farming spot for crafting materials to make better gear. Be involved in a node war, to defend the storage coffers of the goods we have collected.
mcstackerson wrote: » Dygz wrote: » mcstackerson wrote: » Noaani wrote: » mcstackerson wrote: » The issue with what want is the rewards. Not only is there no risk in the rewards but more importantly, by being easier to acquire (because of the decreased risk), It devalues all the rewards in the world, especially those with less power and/or value. Pvp has no rewards on it's own. All the rewards from it come from what you choose to fight over so by devaluing the rewards from the world, you are devaluing the PVP. To be honest, I disagree with your entire premise here. The value of any reward in the game is directly tied to the time spent to get it including any PvP, not just on the PvP. I'm not sure what you mean. You seem to be implying that the more time it takes to get something, the more value it has which is false. Yes, more valuable things usually take longer to acquire but the more time it takes to acquire something doesn't increase it's value. If i auto-attack a boss to death, it's not going to drop more valuable loot because i took longer to kill it. Yes... and this is another example of Reward = Loot. What originally attracted me to Ashes was the example of the Winter Dragon that causes a perpetual WInter across the Region until the Winter Dragon is killed. The Risk of failing/dying is high in small groups -even with a few Raids or a few Guilds- which means that rivals will have to work together to rid the threat the WInter Dragon poses. The true Reward is ending the perpetual Winter. And that goal should have enough primacy for everyone in the Region to set aside rivalries until the Winter Dragon is slain. Sure... if I do 5% of the damage to the Winter Dragon, I hope to gain at least a Dragon Scale for my contribution to ending the threat, but the actual Reward is that we can finally move on to the resources avalilable during Spring and we can rebuild the Node services disabled by the Perpetual Winter. I think Noanni and his Community are hoping to hear more about those kinds of events... epic PvE battles where PvP is unlikely to interfere. (Though, I think they would expect to among those dealing most of the damage since they are top-end raiders.) But, what we've come to learn bit by bit in the past year is that Steven believes that such a battle would not have sufficient adrenaline rush without the "Risk" of PvP also being high. So... it's not really about hating PvP. It's realizing after 5 years... that PvP is intended to be inextricably tied to everything. Because, for Steven, PvE is not fun without the adrenaline rush PvP provides. Noanni said earlier in the thread what they want, they want enough instanced content to fill a 3 day raid week and i was pointed out how rewards from that content would impact the rewards in the world.
Dygz wrote: » Well, I mean... also if the raid is fighting that boss as Non-Combatants, it's normal death penalties. If the raid is fighting that boss as Combatants, it's half-normal death penalties. So... it's more Risk attempting to complete that dungeon as Non-Combatants than it is as Combatants.