NiKr wrote: » Azherae wrote: » So what I'm asking is, do you have anything more specific in mind, than this? Nope, I'd want pretty much this just in Ashes. One question though, did both of those games have loot from npcs or were those situations their own separate encounters with a separate reward? I'm super used to "all mobs drop smth of value, unless explicitly stated otherwise", so a situation where mobs kill each other could be abused for loot, unless it was completely separate from the general loot tables of those mobs.
Azherae wrote: » So what I'm asking is, do you have anything more specific in mind, than this?
Neurath wrote: » I'm not sure we should design the game based on incomplete populations. It won't be fun for the overpopulated servers. Underpopulated servers should function the same as all other servers. You can still camp a boss in an underpopulated server but there would be less competition. I wonder if these events would be broadcasted to the server to get more people involved and possible pvp alongside?
NiKr wrote: » Neurath wrote: » I'm not sure we should design the game based on incomplete populations. It won't be fun for the overpopulated servers. Underpopulated servers should function the same as all other servers. You can still camp a boss in an underpopulated server but there would be less competition. I wonder if these events would be broadcasted to the server to get more people involved and possible pvp alongside? But all servers will inevitably be underpopulated sooner or later, or at least at some point. Obviously the high value targets like bosses would get camped and/or tracked, but smaller random events that could potentially grow into smth bigger could in theory, happen w/o players and the players would then have to deal with a bigger problem, which to me would feel like the world is living on its own and I can only deal with the consequences of that life. I'm not suggesting anything as deep as UO's life simulations, cause I agree that that kind of system would not survive players even now. Which is also the reason why I'm super skeptical about the "overfarming trees will mess up the node's tree spawns" stuff. I was thinking more about the small-scale stuff like the event we were shown in the last stream. Just a group of mobs spawning due to "whatever reason" and, if no players were around, new mobs spawn to deal with that, leading to whichever result. And this would then grow into smth bigger. This would, in no way, be any different from any other server. It would simply be the other potential result of those events. If every server in the game just so happens to always have players clear those events - great! Hooray for player agency.
Azherae wrote: » As noted, FFXI cares about none of this, the battle plays out without anyone even in the zone. The winners and losers are decided by too many factors to count, but you can absolutely 'enter a zone, head for the fortification, and find that the battle is already almost over'. OR you get those days where the Allied forces are hanging on by a thread and you and your crew roll up like big damn heroes and push the enemy back. But if you had been 2 minutes slower...
NiKr wrote: » Azherae wrote: » As noted, FFXI cares about none of this, the battle plays out without anyone even in the zone. The winners and losers are decided by too many factors to count, but you can absolutely 'enter a zone, head for the fortification, and find that the battle is already almost over'. OR you get those days where the Allied forces are hanging on by a thread and you and your crew roll up like big damn heroes and push the enemy back. But if you had been 2 minutes slower... So yeah, I'd want this kind of stuff for events in Ashes. They can resolve whichever way on their own, but players can influence them. Pretty much the same thing as SR2 had, except there your main goal was to "beat the bad guys", so being able to choose either side would give more options than that.
Azherae wrote: » I'm sure that if Ashes wants to take the Throne as the top MMORPG, we'll see it, even if only because I expect to see it from their competition in the near future.
tautau wrote: » Don't we already have a bit of this (we don't know how much) built in? IIRC, there are events that spawn corruption which could flood a node if the players don't successfully defend the node.
Taerrik wrote: » How extreme are you thinking Nikr Do you want the possibility of a node or region built and controlled by bandit NPCs?
NiKr wrote: » Taerrik wrote: » How extreme are you thinking Nikr Do you want the possibility of a node or region built and controlled by bandit NPCs? I mean, I wish that was a thing, but nah, I simply want a self-completing option for events like the one we saw in the last showcase. And at some point on that event's progression it would target players more directly, making them respond if they haven't before.
Azherae wrote: » But you said you want it, so what's your counter reason for 'not wanting it really'?
NiKr wrote: » Azherae wrote: » But you said you want it, so what's your counter reason for 'not wanting it really'? Mainly because I see that as a bit too much of a scope creep. There's already node decay, so if players are absent - the node will be "taken over" by the npcs. Anything on top of that, with any potential building up by the npcs or any influence on the progress of the node - all of it is a bit too much for an already HUUUUGE game. My ideal game would have full on wars among npcs factions across the entire server, with mobs becoming green and having their own stories. A true world that lives on its own, where players are just tiny parts of the entire machine, rather than the ones at the wheel. But Ashes is simply not that game, nor do I want it to become that.
Dygz wrote: » Launch in 2060.
NiKr wrote: » So, on the off chance that you hadn't considered this feature before, @Roshen you can tell the team that we're interested in npcs fighting npcs
Roshen wrote: » While things are still very much work in progress, what types of things would you like to see expanded on, regarding things like NPCs fighting other NPCs?
NiKr wrote: » Roshen wrote: » While things are still very much work in progress, what types of things would you like to see expanded on, regarding things like NPCs fighting other NPCs? The main thing I'd like to see right now is the AI development/plans progress. Cause that would pertain to both the attackers and the defenders, and has a ton of other implications as well. I did miss the npc archer in the last showcase, so definitely thx for point that out. It definitely seems like the forces are a bit uneven there, but I guess that could be tweaked and changed depending on what Intrepid want to achieve in any given event. But it's good to know that this is already planned, so @Dygz it's at least 2040 and not 2060 As for the zombies overtaking minotaurs - I would definitely like to see that, if that does in fact happened through fighting rather than just flipping a switch. But I guess that can be left for A2's testing.