Dygz wrote: » "So.... Castles when captured by a guild have 3 nodes that are tied to that castle, and exist in close proximity to the castle itself. Only the guild's members can participate in the development of those 3 nodes, and they must develop those nodes to enhance the defenses of the castle. Sieges for a castle are once every month, and during the 3 weeks leading up to the castle siege week, each node will auto experience a siege, where attackers can try to destroy what the guild has built, in order to weaken the defenses for the castle when it's siege comes later in the month. Being a member of the guild will automatically make you a garrison of the castle nodes and castle itself. These nodes next to the castle cannot exceede node stage 4 and are always military node types." ---- Steven ---- https://ashesofcreation.wiki/Guild_castles | The guild must develop those nodes to enhance the defenses of the castle.[3]
Dygz wrote: » You don't get it. You just argue because you love to read your own inane arguments. Even when there is nothing for you to argue over - you just make up shit to argue about.
Dygz wrote: » It was pointless for you... and yet helpful for NiKr. The forums do not revolve around you.
NiKr wrote: » I'm just blind because I've dried the hell out of my eyes playing Palia.
Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest. That's how it feels to me. Sieges will probably not happen often. The game offers similar content as castle sieges.https://ashesofcreation.wiki/Castle_sieges At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[27][36] Not daily but weekly. Eventually you will start seeing all caravans the same, whether initiated by NPC, mayor or guild leader. Walking along the caravan and maybe nothing happening. For the greater benefit of some group. Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing. Without evil there is no good. If the game prevents evil and chaos, players will feel less rewarded achieving order. How can you balance this? Who is the target audience? Open world PvPers are those who cause the ganking. It is a normal reality for them. The way how conflict rules are set, seems that PvPers are pushed away. But is not a PvE game either because they have to PvP. This bottom part just sounds like random RP to me good and evil doesn't really matter when we are talking what and how the game is designed. I'm unsure where you are getting this players are rewarded for achieving good, there is no gameplay system in place except being a bounty hunter to punish corrupt players. To focus in on this good / evil thing. Please tell me on how players will feel rewarded from killing random people pvping everywhere. Please explain to me why people are going to be motivated to do that?The effect it actually will have is reducing the amount of people interested int he game from people getting annoyed and constantly having to fight. Again I feel you you are trying to use rp words to doll it up than looking at the actual reality. If you were using good /evil in meaningful pvp as i stated above group based, objective, guild wars, etc. It would make more sense atleast....I feel liek you are trying to use good / evil makes things meaningful yet trying to use it to advocate for random PvP everywhere that is not focused on group play (or any sense of meaning) but simply the selfishly nature of other players lol. That isn't good or evil, it is just random pvp. Based on what the developers are designing to be meaningful PvP is really what matters at the end of the day. Im a heavy ganker i kill people for 0 reason or reasons i make up. They are the most meaningless pvp experiences ever. Any interesting PvP that was meaningful was around drama, story and wars, objective base gameplay.Going to point out caravans right here. If you are trying to stop a caravan before a siege that sounds like meaningful pvp right there since you are having a impact and they have a reason to protect and stop you so they get their tax money. The idea you think this is not meaningful in a world where you need things to progress your node and build defenses is insanely silly. You think because of repetition it is not meaningful if there are consequences on failing??? You realize if you are leading up to a siege you don't have sieges every week....there is a limit based on the node level. I'm unsure why you are using this as a argument that is is family (not that daily does not mean it is meaningful). If it has a big impact on the node people are going to feel the need to defend, it is going to make it more competitive with stronger figure coming out to fight and create great interesting pvp events. How can you not see this? We will need to learn more about caravans but the points you are bringing up like you can only use a caravans one a week makes no sense since you spawn it when you need to deliver resources per player...Pleas read up on the wiki so you can understand more so how it works with the limited information we have.https://ashesofcreation.wiki/Caravanserai Again either way if caravans are weekly and their is reason to defend them that is meaningful content. If it is not meaningful to you for reasons like (you don't care about the node, don't want to defend it, don't care if you lose things, etc etc) That would be on you and dealing with the consequences. This idea that PvP is good/ evil because people can gank in ow is pretty silly to think that is meaningful content. It can create fun things and lead to bigger things time to time, but to not people it is generally annoying and why you don't need people being pk'd every second pointlessly. Ganking is not actually pvp when you compare it to actual meaningful pvp. Though ganking does create a fun element of friction and danger in the world. And the dose of that needs to be limited since people are unrelenting in a way that does not creative a positive or fun experience. You like talking quite a lot and baiting to get more information. But I will not tell you how I play and why I enjoy playing the games the way I do. What you enjoy (griefing included) does not matter when it comes to what is meaningful conflict based on the game design and what they have decided can create impact. Choose to ignore the effects it has on the world and say it is not meaningful is either ignorance or you not able to be competitive in the pvp scene that will become established.
Raven016 wrote: » Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest. That's how it feels to me. Sieges will probably not happen often. The game offers similar content as castle sieges.https://ashesofcreation.wiki/Castle_sieges At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[27][36] Not daily but weekly. Eventually you will start seeing all caravans the same, whether initiated by NPC, mayor or guild leader. Walking along the caravan and maybe nothing happening. For the greater benefit of some group. Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing. Without evil there is no good. If the game prevents evil and chaos, players will feel less rewarded achieving order. How can you balance this? Who is the target audience? Open world PvPers are those who cause the ganking. It is a normal reality for them. The way how conflict rules are set, seems that PvPers are pushed away. But is not a PvE game either because they have to PvP. This bottom part just sounds like random RP to me good and evil doesn't really matter when we are talking what and how the game is designed. I'm unsure where you are getting this players are rewarded for achieving good, there is no gameplay system in place except being a bounty hunter to punish corrupt players. To focus in on this good / evil thing. Please tell me on how players will feel rewarded from killing random people pvping everywhere. Please explain to me why people are going to be motivated to do that?The effect it actually will have is reducing the amount of people interested int he game from people getting annoyed and constantly having to fight. Again I feel you you are trying to use rp words to doll it up than looking at the actual reality. If you were using good /evil in meaningful pvp as i stated above group based, objective, guild wars, etc. It would make more sense atleast....I feel liek you are trying to use good / evil makes things meaningful yet trying to use it to advocate for random PvP everywhere that is not focused on group play (or any sense of meaning) but simply the selfishly nature of other players lol. That isn't good or evil, it is just random pvp. Based on what the developers are designing to be meaningful PvP is really what matters at the end of the day. Im a heavy ganker i kill people for 0 reason or reasons i make up. They are the most meaningless pvp experiences ever. Any interesting PvP that was meaningful was around drama, story and wars, objective base gameplay.Going to point out caravans right here. If you are trying to stop a caravan before a siege that sounds like meaningful pvp right there since you are having a impact and they have a reason to protect and stop you so they get their tax money. The idea you think this is not meaningful in a world where you need things to progress your node and build defenses is insanely silly. You think because of repetition it is not meaningful if there are consequences on failing??? You realize if you are leading up to a siege you don't have sieges every week....there is a limit based on the node level. I'm unsure why you are using this as a argument that is is family (not that daily does not mean it is meaningful). If it has a big impact on the node people are going to feel the need to defend, it is going to make it more competitive with stronger figure coming out to fight and create great interesting pvp events. How can you not see this? We will need to learn more about caravans but the points you are bringing up like you can only use a caravans one a week makes no sense since you spawn it when you need to deliver resources per player...Pleas read up on the wiki so you can understand more so how it works with the limited information we have.https://ashesofcreation.wiki/Caravanserai Again either way if caravans are weekly and their is reason to defend them that is meaningful content. If it is not meaningful to you for reasons like (you don't care about the node, don't want to defend it, don't care if you lose things, etc etc) That would be on you and dealing with the consequences. This idea that PvP is good/ evil because people can gank in ow is pretty silly to think that is meaningful content. It can create fun things and lead to bigger things time to time, but to not people it is generally annoying and why you don't need people being pk'd every second pointlessly. Ganking is not actually pvp when you compare it to actual meaningful pvp. Though ganking does create a fun element of friction and danger in the world. And the dose of that needs to be limited since people are unrelenting in a way that does not creative a positive or fun experience. You like talking quite a lot and baiting to get more information. But I will not tell you how I play and why I enjoy playing the games the way I do.
Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest. That's how it feels to me. Sieges will probably not happen often. The game offers similar content as castle sieges.https://ashesofcreation.wiki/Castle_sieges At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[27][36] Not daily but weekly. Eventually you will start seeing all caravans the same, whether initiated by NPC, mayor or guild leader. Walking along the caravan and maybe nothing happening. For the greater benefit of some group. Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing. Without evil there is no good. If the game prevents evil and chaos, players will feel less rewarded achieving order. How can you balance this? Who is the target audience? Open world PvPers are those who cause the ganking. It is a normal reality for them. The way how conflict rules are set, seems that PvPers are pushed away. But is not a PvE game either because they have to PvP. This bottom part just sounds like random RP to me good and evil doesn't really matter when we are talking what and how the game is designed. I'm unsure where you are getting this players are rewarded for achieving good, there is no gameplay system in place except being a bounty hunter to punish corrupt players. To focus in on this good / evil thing. Please tell me on how players will feel rewarded from killing random people pvping everywhere. Please explain to me why people are going to be motivated to do that?The effect it actually will have is reducing the amount of people interested int he game from people getting annoyed and constantly having to fight. Again I feel you you are trying to use rp words to doll it up than looking at the actual reality. If you were using good /evil in meaningful pvp as i stated above group based, objective, guild wars, etc. It would make more sense atleast....I feel liek you are trying to use good / evil makes things meaningful yet trying to use it to advocate for random PvP everywhere that is not focused on group play (or any sense of meaning) but simply the selfishly nature of other players lol. That isn't good or evil, it is just random pvp. Based on what the developers are designing to be meaningful PvP is really what matters at the end of the day. Im a heavy ganker i kill people for 0 reason or reasons i make up. They are the most meaningless pvp experiences ever. Any interesting PvP that was meaningful was around drama, story and wars, objective base gameplay.Going to point out caravans right here. If you are trying to stop a caravan before a siege that sounds like meaningful pvp right there since you are having a impact and they have a reason to protect and stop you so they get their tax money. The idea you think this is not meaningful in a world where you need things to progress your node and build defenses is insanely silly. You think because of repetition it is not meaningful if there are consequences on failing??? You realize if you are leading up to a siege you don't have sieges every week....there is a limit based on the node level. I'm unsure why you are using this as a argument that is is family (not that daily does not mean it is meaningful). If it has a big impact on the node people are going to feel the need to defend, it is going to make it more competitive with stronger figure coming out to fight and create great interesting pvp events. How can you not see this? We will need to learn more about caravans but the points you are bringing up like you can only use a caravans one a week makes no sense since you spawn it when you need to deliver resources per player...Pleas read up on the wiki so you can understand more so how it works with the limited information we have.https://ashesofcreation.wiki/Caravanserai Again either way if caravans are weekly and their is reason to defend them that is meaningful content. If it is not meaningful to you for reasons like (you don't care about the node, don't want to defend it, don't care if you lose things, etc etc) That would be on you and dealing with the consequences. This idea that PvP is good/ evil because people can gank in ow is pretty silly to think that is meaningful content. It can create fun things and lead to bigger things time to time, but to not people it is generally annoying and why you don't need people being pk'd every second pointlessly. Ganking is not actually pvp when you compare it to actual meaningful pvp. Though ganking does create a fun element of friction and danger in the world. And the dose of that needs to be limited since people are unrelenting in a way that does not creative a positive or fun experience.
Raven016 wrote: » Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest. That's how it feels to me. Sieges will probably not happen often. The game offers similar content as castle sieges.https://ashesofcreation.wiki/Castle_sieges At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[27][36] Not daily but weekly. Eventually you will start seeing all caravans the same, whether initiated by NPC, mayor or guild leader. Walking along the caravan and maybe nothing happening. For the greater benefit of some group. Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing. Without evil there is no good. If the game prevents evil and chaos, players will feel less rewarded achieving order. How can you balance this? Who is the target audience? Open world PvPers are those who cause the ganking. It is a normal reality for them. The way how conflict rules are set, seems that PvPers are pushed away. But is not a PvE game either because they have to PvP.
Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest.
Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing.
Raven016 wrote: » Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest. That's how it feels to me. Sieges will probably not happen often. The game offers similar content as castle sieges.https://ashesofcreation.wiki/Castle_sieges At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[27][36] Not daily but weekly. Eventually you will start seeing all caravans the same, whether initiated by NPC, mayor or guild leader. Walking along the caravan and maybe nothing happening. For the greater benefit of some group. Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing. Without evil there is no good. If the game prevents evil and chaos, players will feel less rewarded achieving order. How can you balance this? Who is the target audience? Open world PvPers are those who cause the ganking. It is a normal reality for them. The way how conflict rules are set, seems that PvPers are pushed away. But is not a PvE game either because they have to PvP. This bottom part just sounds like random RP to me good and evil doesn't really matter when we are talking what and how the game is designed. I'm unsure where you are getting this players are rewarded for achieving good, there is no gameplay system in place except being a bounty hunter to punish corrupt players. To focus in on this good / evil thing. Please tell me on how players will feel rewarded from killing random people pvping everywhere. Please explain to me why people are going to be motivated to do that?The effect it actually will have is reducing the amount of people interested int he game from people getting annoyed and constantly having to fight. Again I feel you you are trying to use rp words to doll it up than looking at the actual reality. If you were using good /evil in meaningful pvp as i stated above group based, objective, guild wars, etc. It would make more sense atleast....I feel liek you are trying to use good / evil makes things meaningful yet trying to use it to advocate for random PvP everywhere that is not focused on group play (or any sense of meaning) but simply the selfishly nature of other players lol. That isn't good or evil, it is just random pvp. Based on what the developers are designing to be meaningful PvP is really what matters at the end of the day. Im a heavy ganker i kill people for 0 reason or reasons i make up. They are the most meaningless pvp experiences ever. Any interesting PvP that was meaningful was around drama, story and wars, objective base gameplay.Going to point out caravans right here. If you are trying to stop a caravan before a siege that sounds like meaningful pvp right there since you are having a impact and they have a reason to protect and stop you so they get their tax money. The idea you think this is not meaningful in a world where you need things to progress your node and build defenses is insanely silly. You think because of repetition it is not meaningful if there are consequences on failing??? You realize if you are leading up to a siege you don't have sieges every week....there is a limit based on the node level. I'm unsure why you are using this as a argument that is is family (not that daily does not mean it is meaningful). If it has a big impact on the node people are going to feel the need to defend, it is going to make it more competitive with stronger figure coming out to fight and create great interesting pvp events. How can you not see this? We will need to learn more about caravans but the points you are bringing up like you can only use a caravans one a week makes no sense since you spawn it when you need to deliver resources per player...Pleas read up on the wiki so you can understand more so how it works with the limited information we have.https://ashesofcreation.wiki/Caravanserai Again either way if caravans are weekly and their is reason to defend them that is meaningful content. If it is not meaningful to you for reasons like (you don't care about the node, don't want to defend it, don't care if you lose things, etc etc) That would be on you and dealing with the consequences. This idea that PvP is good/ evil because people can gank in ow is pretty silly to think that is meaningful content. It can create fun things and lead to bigger things time to time, but to not people it is generally annoying and why you don't need people being pk'd every second pointlessly. Ganking is not actually pvp when you compare it to actual meaningful pvp. Though ganking does create a fun element of friction and danger in the world. And the dose of that needs to be limited since people are unrelenting in a way that does not creative a positive or fun experience. You like talking quite a lot and baiting to get more information. But I will not tell you how I play and why I enjoy playing the games the way I do. What you enjoy (griefing included) does not matter when it comes to what is meaningful conflict based on the game design and what they have decided can create impact. Choose to ignore the effects it has on the world and say it is not meaningful is either ignorance or you not able to be competitive in the pvp scene that will become established. You are right but also wrong @Mag7spy. I am not able to be competitive in one vs one fights. Or so I believe because I have not tried to be for quite some time. I will try though soon and I will find out. The main problem I have is that somehow some ethical principles grew stronger and I feel bad killing solo players. I did that recently while playing with my guild and I felt very bad. So I understand what you say by meaningful combat. Certain conditions could remove that ethical barrier because I would not see that solo player just as harmless innocent gatherer or traveler transporting his stuff but as a supporter of a competitor guild or node. That's what we call a "meaningful" PvP. What are those attributes which have this effect might be different from player to player. Players who play in guilds feel more loyal to the guild while soloers would get it through the citizenship aspect of AoC. However I think AoC is trying to handhold and protect too much through the corruption and some game mechanics, like invulnerability in the main building of the freehold or allowing players to launch caravans from a larger area around the caravanserai. It also takes away from immersion.
Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » Raven016 wrote: » Mag7spy wrote: » I'm unsure how you are trying to compare it to a daily quest. That's how it feels to me. Sieges will probably not happen often. The game offers similar content as castle sieges.https://ashesofcreation.wiki/Castle_sieges At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[27][36] Not daily but weekly. Eventually you will start seeing all caravans the same, whether initiated by NPC, mayor or guild leader. Walking along the caravan and maybe nothing happening. For the greater benefit of some group. Mag7spy wrote: » A server where everyone just pks each other for no reason, is not meaningful conflict it is just random ganking - griefing. Without evil there is no good. If the game prevents evil and chaos, players will feel less rewarded achieving order. How can you balance this? Who is the target audience? Open world PvPers are those who cause the ganking. It is a normal reality for them. The way how conflict rules are set, seems that PvPers are pushed away. But is not a PvE game either because they have to PvP. This bottom part just sounds like random RP to me good and evil doesn't really matter when we are talking what and how the game is designed. I'm unsure where you are getting this players are rewarded for achieving good, there is no gameplay system in place except being a bounty hunter to punish corrupt players. To focus in on this good / evil thing. Please tell me on how players will feel rewarded from killing random people pvping everywhere. Please explain to me why people are going to be motivated to do that?The effect it actually will have is reducing the amount of people interested int he game from people getting annoyed and constantly having to fight. Again I feel you you are trying to use rp words to doll it up than looking at the actual reality. If you were using good /evil in meaningful pvp as i stated above group based, objective, guild wars, etc. It would make more sense atleast....I feel liek you are trying to use good / evil makes things meaningful yet trying to use it to advocate for random PvP everywhere that is not focused on group play (or any sense of meaning) but simply the selfishly nature of other players lol. That isn't good or evil, it is just random pvp. Based on what the developers are designing to be meaningful PvP is really what matters at the end of the day. Im a heavy ganker i kill people for 0 reason or reasons i make up. They are the most meaningless pvp experiences ever. Any interesting PvP that was meaningful was around drama, story and wars, objective base gameplay.Going to point out caravans right here. If you are trying to stop a caravan before a siege that sounds like meaningful pvp right there since you are having a impact and they have a reason to protect and stop you so they get their tax money. The idea you think this is not meaningful in a world where you need things to progress your node and build defenses is insanely silly. You think because of repetition it is not meaningful if there are consequences on failing??? You realize if you are leading up to a siege you don't have sieges every week....there is a limit based on the node level. I'm unsure why you are using this as a argument that is is family (not that daily does not mean it is meaningful). If it has a big impact on the node people are going to feel the need to defend, it is going to make it more competitive with stronger figure coming out to fight and create great interesting pvp events. How can you not see this? We will need to learn more about caravans but the points you are bringing up like you can only use a caravans one a week makes no sense since you spawn it when you need to deliver resources per player...Pleas read up on the wiki so you can understand more so how it works with the limited information we have.https://ashesofcreation.wiki/Caravanserai Again either way if caravans are weekly and their is reason to defend them that is meaningful content. If it is not meaningful to you for reasons like (you don't care about the node, don't want to defend it, don't care if you lose things, etc etc) That would be on you and dealing with the consequences. This idea that PvP is good/ evil because people can gank in ow is pretty silly to think that is meaningful content. It can create fun things and lead to bigger things time to time, but to not people it is generally annoying and why you don't need people being pk'd every second pointlessly. Ganking is not actually pvp when you compare it to actual meaningful pvp. Though ganking does create a fun element of friction and danger in the world. And the dose of that needs to be limited since people are unrelenting in a way that does not creative a positive or fun experience. You like talking quite a lot and baiting to get more information. But I will not tell you how I play and why I enjoy playing the games the way I do. What you enjoy (griefing included) does not matter when it comes to what is meaningful conflict based on the game design and what they have decided can create impact. Choose to ignore the effects it has on the world and say it is not meaningful is either ignorance or you not able to be competitive in the pvp scene that will become established. You are right but also wrong @Mag7spy. I am not able to be competitive in one vs one fights. Or so I believe because I have not tried to be for quite some time. I will try though soon and I will find out. The main problem I have is that somehow some ethical principles grew stronger and I feel bad killing solo players. I did that recently while playing with my guild and I felt very bad. So I understand what you say by meaningful combat. Certain conditions could remove that ethical barrier because I would not see that solo player just as harmless innocent gatherer or traveler transporting his stuff but as a supporter of a competitor guild or node. That's what we call a "meaningful" PvP. What are those attributes which have this effect might be different from player to player. Players who play in guilds feel more loyal to the guild while soloers would get it through the citizenship aspect of AoC. However I think AoC is trying to handhold and protect too much through the corruption and some game mechanics, like invulnerability in the main building of the freehold or allowing players to launch caravans from a larger area around the caravanserai. It also takes away from immersion. When i say competitive I'm not talking about 1v1 but more about guild / node / group oriented gameplay. If it is a rival guild that is meaningful pvp because it is above a conflict between 2 people alone and guild oriented with conflict that will have positive or negative effects between the guilds as to who wins. AoC is simply putting a lot of emphasis on players willing to pk, this doesn't mean everyone will simply not fight back and let one go red. If you have reason to kill them and know they have something good, there is more chance they will defend themselves. It gets into a pretty long disccusion on the whole psychology aspect of things, but what they are doing is good to have some protection on the player base. Because dropping mats and losing xp on death is a very, very big deal With a lighter barrier to entry making more people willing to kill and the time it takes to get your xp back, you would be substantially effecting player progress. It isn't just about pk but players attachment to what they have and annoying feeling having to retrace their steps. Can you imagine how a player base would feel upon less consequences to corruption and getting pked far more often, depending on the amount your progression could be worse off for the day *ie rather than being closer to your level, you are now further away from your level. Another thing people don't understand as well when it comes to fighting back and flagging purple. It means there is a good chance to have a winner and a lose, even at reduced penalties for flagging you still can potentially lose xp. It could become a thing where you question if it is worth flagging if you feel like you lost a few fights in a row and might want a break for the moment to lose loss progress. All of this has to be cross checked as well with player time, and the effects it has on your player base. negative effects lead people to complain when it is out of their control. You can look at BDO as an example that had player xp debt upon death in pvp. BDO used a karma system giving you a buffer before you were red so you can kill people multiple times. It lead to people complain do tot he time it takes to gain xp and was removed because the frequency was too strong on players. (Though BDO has issues where you can spawn back where you die pretty much double down on xp loss per pvp death.) Corruption is something that is always needed, though OWpvp is fun you need the balance to keep a heathy game. And why the most likely use the term meaningful pvp which is more group oriented which they will be pushing towards players and without the limit of corruption. It keeps the pvp focused between guilds and groups and not people going on a mass murder on the server. While keeping the threat of open world pvp if someone sees you get some rare material and they decide they want it, or they simply really don't like you and deal with the consequences. I'm very confident if you want a lot of pvp, the game will have that option for players and there won't be any short feeling of it. While trying to have the game grow and not kill it off from evil players like me for example that will feel nothing and kill everyone. I literarily did this in BDO and wiped out an entire guild, and then their officers when the game as well any time they were doing a world boss. Simply gear checking every single one of their members for my own enjoyment. Granted that would be group fighting but still, can't have that kind of thing happening to random people not associated with certain wars going on. This post is getting to long but to finish off pvp and the risk that comes with it can be a lot of pressure, but things need to be balanced out by some relaxing moments as well. Else you end up pushing some people away.
Noaani wrote: » Honest question, why are you playing that? As much as I enjoy good PvE, I'm not even remotely interested in it. I can't think of any reason you'd play it - other than just curiosity.
Mag7spy wrote: » @Raven016 When players are getting their own caravans to deliver their goods and it is a enemy guild, I'm sure it is going to feel natural seeing them and the people that will be going after them. Same with people delivering goods over the ocean.
Raven016 wrote: » Mag7spy wrote: » @Raven016 When players are getting their own caravans to deliver their goods and it is a enemy guild, I'm sure it is going to feel natural seeing them and the people that will be going after them. Same with people delivering goods over the ocean. I hope so. But only because the caravan is the intermediate step. First players have to load the goods in the mules at the freehold, travel to the caravanserai and then transport them again at the end, assuming they are processing them to the end. Which they should if they are in a guild. But then, why use caravans at all? Must be something with that Tetris like inventory system. Or maybe we will see only the mayoral and quest driven caravans while players will chose to skip the caravan system? If this will be the case then I'll get that huge arena feeling escorting caravans because Steven wants so.
Vyril wrote: » Doesn't matter if the first time you saw Ashes was in kickstarter, or just learned of the project 2 weeks ago. As a PvE first player, what makes you look forward to PvE in AoC or what was the defining feature that you're looking forward to?
Ravicus wrote: » BlackBrony wrote: » Vyril wrote: » I'm not really seeing anyone really point out a PvE system that they're excited for, or there are a lot of "PvX" responses. I personally don't think crafting / gathering is a PvE activity. The modern WoW, and FF14 players will really struggle to play Ashes. Don't get me wrong I don't think they have to, but there is always an argument in some random thread how this game will have nobody playing because of the lack of PvE first game systems. So far I'm not seeing why any of those PvE first players even want to look at Ashes. I know i know, small sample size on a forum. I don't think Ashes has really PvE systems. There are no dungeons to farm that don't involve PvP, no raids. I mean raids without PvP, raids that could enthral a PvEr. the only place that you have no chance for pvp is in your house. The rest of the world you have a chance to get attacked.
BlackBrony wrote: » Vyril wrote: » I'm not really seeing anyone really point out a PvE system that they're excited for, or there are a lot of "PvX" responses. I personally don't think crafting / gathering is a PvE activity. The modern WoW, and FF14 players will really struggle to play Ashes. Don't get me wrong I don't think they have to, but there is always an argument in some random thread how this game will have nobody playing because of the lack of PvE first game systems. So far I'm not seeing why any of those PvE first players even want to look at Ashes. I know i know, small sample size on a forum. I don't think Ashes has really PvE systems. There are no dungeons to farm that don't involve PvP, no raids. I mean raids without PvP, raids that could enthral a PvEr.
Vyril wrote: » I'm not really seeing anyone really point out a PvE system that they're excited for, or there are a lot of "PvX" responses. I personally don't think crafting / gathering is a PvE activity. The modern WoW, and FF14 players will really struggle to play Ashes. Don't get me wrong I don't think they have to, but there is always an argument in some random thread how this game will have nobody playing because of the lack of PvE first game systems. So far I'm not seeing why any of those PvE first players even want to look at Ashes. I know i know, small sample size on a forum.
Dygz wrote: » Exactly. Gamers like Steven try to pursue the adrenaline rush from risk v reward - and are highly competitive. Steven is obsessed with everyone feeling that adrenaline rush much of the time. I am a non-competitive, Casual Challenge Carebear who sometimes enjoys PvP combat. I'm not motivated by adrenaline rush or risk v reaward or competition vs other players. I'm not interested in any of that at all. I don't play MMORPGs so I can feel fear and anxiety from the risk of loss. (Or pride for having the longest standing Node on the server.) So.. yes.. just as I'm not interested in playing EvE Online, ArcheAge or Albion - I'm no longer interested in playing Ashes.
Vyril wrote: » Noaani wrote: » George_Black wrote: » Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward". I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo. I find it funny that you think any of this is true. If the risk component of risk vs reward comes from PvP in the most part, then that risk is at best inconsistent - yet the rewards will be the same. In my experience, that PvP presence can range from literally no one attacking you the entire pull (had this on Kraken and Red Dragon in Archeage, both for different reasons), or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable). Clearly, there are many points in between these two points - but the real point is the inconsistent nature of the "risk" while the rewards remain the same. The risk is the loss of time, the reward is keeping that time and obtaining what you were trying to obtain during that time you didn't lose. Pretty simple tbh.
Noaani wrote: » George_Black wrote: » Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward". I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo. I find it funny that you think any of this is true. If the risk component of risk vs reward comes from PvP in the most part, then that risk is at best inconsistent - yet the rewards will be the same. In my experience, that PvP presence can range from literally no one attacking you the entire pull (had this on Kraken and Red Dragon in Archeage, both for different reasons), or can make it so the encounter is literally impossible to kill (EQ2 PvP servers - hardest PvP content of any game, literally unkillable). Clearly, there are many points in between these two points - but the real point is the inconsistent nature of the "risk" while the rewards remain the same.
George_Black wrote: » Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward". I find it funny that you still dont realize that the risk is "losing a pvp encounter, gaining xp debt, dropping raw mats, spawning back to the nearest village far away, lose morale, lose the raid and perhaps hear the guild complains" and the reward is "you won the pvp encounter, you get the raid, you get to keep leveling grinding getting closer to lv cap/better gear, you become a guild/server legend" over and over again in the owpvp mmo.
Noaani wrote: » Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you? I find it funny when people call PvP "risk vs reward".
Vyril wrote: » Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience. Would you say as somebody looking forward to PvX you enjoy having PvE with risk vs reward? Is the current implementation of risk vs reward appealing to you?
Dolyem wrote: » What PVE am I looking forward to the most? I think world bosses will be fun. But it's hard to say anything will be strictly PVE in this game, since it's focus is PvX. I am mostly looking forward to seeing how well PvP will be incorporated into PvE content and vice versa across all aspects of the game to achieve the best PvX experience.
Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I said PvE only players Just because you say something doesn't mean it's relevant or valid. Bro, I mean I wasn't referring to servers. I was literally talking about PvE-only players.
Dygz wrote: » Dolyem wrote: » I said PvE only players Just because you say something doesn't mean it's relevant or valid.
Dolyem wrote: » I said PvE only players