Noaani wrote: » There won't be PvP or PvE specific stats on gear, but if a given item is as useful in PvP as it is in PvE, then one aspect of the game will be lacking.
Noaani wrote: » An example from another thread is that it is unlikely that mana regen will be needed in PvP. If it isn't needed in PvE, then either mana is pointless, or PvE is too short.
NiKr wrote: » Noaani wrote: » There won't be PvP or PvE specific stats on gear, but if a given item is as useful in PvP as it is in PvE, then one aspect of the game will be lacking. Could you expand on why you think it would? Iirc FF11 had player-like abilities on mobs (don't remember if we've discussed this for EQ2), so wouldn't the same design in Ashes remove the issue of "gear gotta be tuned to different content differently"? And at that point it'd just be about making good abilities overall and combining them in pve in a logical but complex way. Noaani wrote: » An example from another thread is that it is unlikely that mana regen will be needed in PvP. If it isn't needed in PvE, then either mana is pointless, or PvE is too short. I've been skipping majority of discussions lately, but where was this? Cause, INTREPID YOU BETTER LISTEN, we definitely need mana management in pvp. From both sides of the fight too.
Depraved wrote: » Noaani wrote: » Depraved wrote: » Noaani wrote: » Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it. In other words, you want your PvE to be determined by PvP. well, its a pvx game. besides, a lot of the PVP is already determined by pve. also, nothing guarantees that you can even do the boss after you are already inside. you are just fighting for the right to be inside. additionally, after the boss wakes up, no one else can get in. This even makes it more challenging than your typical pve instance where you can wipe and try again 345745 times. there arent second chances here. you would have to win the PVP again. There are two ways this could go. Either the developers tune the content for PvP players - as content in Archeage (including it's instanced content) was, or it is tuned as PvE content. If it is tuned as PvE content, PvP players with a PvP spec and PvP gear will have literally no shot at it (in exactly the same way PvE players with PvE specs and PvE gear will have no shot against PvP players). Thus, the only viable way to ever get a kill is to have some of your guild/alliance dealing with the PvP, while some deals with the PvE. If this is the case, you would deal with that PvP constantly, until the encounter is dead (you have people there to only do this). On the other hand, if it is tuned for PvP players in PvP spec/gear, it will probably be killed first pull - and only PvP players will give a shit about the game. plot twist: there isn't pvp or pve gear, just gear that is the same for both scenarios (what matters is your stats and there isn't a pve stat or a PVP stat/resilience or whatever)
Noaani wrote: » Depraved wrote: » Noaani wrote: » Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it. In other words, you want your PvE to be determined by PvP. well, its a pvx game. besides, a lot of the PVP is already determined by pve. also, nothing guarantees that you can even do the boss after you are already inside. you are just fighting for the right to be inside. additionally, after the boss wakes up, no one else can get in. This even makes it more challenging than your typical pve instance where you can wipe and try again 345745 times. there arent second chances here. you would have to win the PVP again. There are two ways this could go. Either the developers tune the content for PvP players - as content in Archeage (including it's instanced content) was, or it is tuned as PvE content. If it is tuned as PvE content, PvP players with a PvP spec and PvP gear will have literally no shot at it (in exactly the same way PvE players with PvE specs and PvE gear will have no shot against PvP players). Thus, the only viable way to ever get a kill is to have some of your guild/alliance dealing with the PvP, while some deals with the PvE. If this is the case, you would deal with that PvP constantly, until the encounter is dead (you have people there to only do this). On the other hand, if it is tuned for PvP players in PvP spec/gear, it will probably be killed first pull - and only PvP players will give a shit about the game.
Depraved wrote: » Noaani wrote: » Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it. In other words, you want your PvE to be determined by PvP. well, its a pvx game. besides, a lot of the PVP is already determined by pve. also, nothing guarantees that you can even do the boss after you are already inside. you are just fighting for the right to be inside. additionally, after the boss wakes up, no one else can get in. This even makes it more challenging than your typical pve instance where you can wipe and try again 345745 times. there arent second chances here. you would have to win the PVP again.
Noaani wrote: » Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it. In other words, you want your PvE to be determined by PvP.
Depraved wrote: » i prefer something like baium, anthars or valakas and with no player limit. you have to fight outside the boss lair for the right to get in, then whoever can get in when the boss spawns gets in and tries to kill it.
Azherae wrote: » so the only way a 'good PvP' item would be similar to a 'good PvE' item would be if the PvE was a very different type than what you find in most MMOs.
NiKr wrote: » Azherae wrote: » so the only way a 'good PvP' item would be similar to a 'good PvE' item would be if the PvE was a very different type than what you find in most MMOs. Once again I fall prey to my earning for a game that cannot be :'(
NiKr wrote: » Azherae wrote: » so the only way a 'good PvP' item would be similar to a 'good PvE' item would be if the PvE was a very different type than what you find in most MMOs. Once again I fall prey to my yearning for a game that cannot be :'(
Noaani wrote: » I'd much rather a game wanting both PvP and PvE in their game develop each to be the best they individually can (not that this seems to be what Intrepid is doing), and give players freedom when creating character spec's and gear to have builds for each.
Noaani wrote: » As to why I think mana regen would be more useful in PvE than PvP - in PvP you *can* just leave the engagement area to replenish mana. In PvE, you can't do this. I've yet to play a game where both of these things were not true - you have always been able to get away from the PvP engagement area, but are not always able to remove yourself from PvE combat without being killed.
NiKr wrote: » Noaani wrote: » I'd much rather a game wanting both PvP and PvE in their game develop each to be the best they individually can (not that this seems to be what Intrepid is doing), and give players freedom when creating character spec's and gear to have builds for each. And to me that is simply not pvx, because changing my entire damn build just to fit the situation is the same thing as completely separating the content. I can completely understand that with instanced pve + arena pvp, but not in a game like Ashes (which is why Steven is just like me frfr ).
I assume you're talking about purely instanced pve here and open field pvp. Cause my experience is literally the opposite Don't remember a single time where people could just regen their mana in pvp (obviously, unless the enemy was dumb as bricks) and don't remember a single pve fight (instanced included) where mana couldn't be regened in the corner of the room while the boss is aggroed in the other corner. Did instances in AA always cover the entire room in aoes/hazards throughout the entire fight? Cause obviously EQ2 must have, but AA seems like a way weaker pve game, so I'm curious if it did.
NiKr wrote: » Noaani wrote: » I'd much rather a game wanting both PvP and PvE in their game develop each to be the best they individually can (not that this seems to be what Intrepid is doing), and give players freedom when creating character spec's and gear to have builds for each. And to me that is simply not pvx, because changing my entire damn build just to fit the situation is the same thing as completely separating the content. I can completely understand that with instanced pve + arena pvp, but not in a game like Ashes (which is why Steven is just like me frfr ). Noaani wrote: » As to why I think mana regen would be more useful in PvE than PvP - in PvP you *can* just leave the engagement area to replenish mana. In PvE, you can't do this. I've yet to play a game where both of these things were not true - you have always been able to get away from the PvP engagement area, but are not always able to remove yourself from PvE combat without being killed. I assume you're talking about purely instanced pve here and open field pvp. Cause my experience is literally the opposite Don't remember a single time where people could just regen their mana in pvp (obviously, unless the enemy was dumb as bricks) and don't remember a single pve fight (instanced included) where mana couldn't be regened in the corner of the room while the boss is aggroed in the other corner. Did instances in AA always cover the entire room in aoes/hazards throughout the entire fight? Cause obviously EQ2 must have, but AA seems like a way weaker pve game, so I'm curious if it did.
Noaani wrote: » Based on that, I don't just want a PvE and a PvP spec and gear set, my expectation is that I will have a spec for if I am on the attacking side on a siege, a spec for if I am on the defending side, a spec for if I am attacking a caravan, a spec for if I am defending a caravan, a spec for if I am wanting open world PvP, a spec for if I am planning on being in the open world but want to avoid PvP, a spec for if I want to be a mureder hobo, a spec for if I want to be a bounty hunter, a spec for the open seas, a spec for guild and node wars (I would expect these to be similar enough to use the same spec).
Noaani wrote: » While I don't know what the requirements to get out of combat in L2 were, every photo you've posted of PvP in that game suggests to me there would be a way to get out of combat fairly easily to regen some mana if you needed to do so. The only way I could see it not being possible is if you remained in combat if someone in your group or raid nearby remained in combat - but I have yet to play a game with a requirement that is like this, every game I have played had individual requirements (often as simple as not hitting or being hit for 15 seconds).
Azherae wrote: » And this is the design/pacing difference in question, and why L2 'can only be merged' with FFXI and like... Neverwinter sort of. You can regen your MP, positionally, quite easily in FFXI and TL. What you can't do is 'find the time to do that' because everyone's input is required often, this is even somewhat true of Mages.
NiKr wrote: » So in my experience I cannot recall a single player who'd just go "ay dudes, I gotta regen my mana, so yall keep fighting at a number disadvantage while I sit on my ass for 5 minutes or so" This is also the reason why I kept telling mag that I want pvp to completely use up your resources, in that resurrection thread. I'm used to pvps going not only till you run out of mana, but sometimes even beyond that, if the dps from either side dips below the rare party heal from the healers (a rare occurrence, but still). And this is also why I want deep, extensive and complex mana gameplay between all archetypes. And I want the same in pve, which would bring both closer together class-balance-wise.
Azherae wrote: » Basically, if the Mages on both sides run out of Mana at similar times, then there's no numbers disadvantage if they go to try to regain it. They're 'both at reduced capacity' anyway, so choosing to try to fall back and rest/take no action is at least a reasonable consideration.
NiKr wrote: » Azherae wrote: » Basically, if the Mages on both sides run out of Mana at similar times, then there's no numbers disadvantage if they go to try to regain it. They're 'both at reduced capacity' anyway, so choosing to try to fall back and rest/take no action is at least a reasonable consideration. When mages run out of mana melees kill them. And if there's no melees on the field at that point - someone has failed in the bigger control of the fight. Don't remember if I've ever experienced a moment where both sides were purely mages and both ran out of mana at the same time, but that's probably due to mages being quite op in L2 and support classes being melee dudes, so either one side managed to wipe their enemies before mana ran out or the melee supports cleaned up the manaless mages. We don't know how AoC's archetypes will be designed, but considering that everyone can use whichever weapon, I'd assume that manaless fights will just turn to full-out brawls, but I personally don't expect good pvpers to ever let their enemies "just disengage and regen mana". Though again, that's an assumption that mana takes a fair bit of time to regen naturally (Steven's beloved "sit in a circle to regen" kinda implies this will be the case?). Obviously using some kind of ability that boosts your regen, but requires you to not be hit for several seconds, is a whole different ballgame and would simply require very good positioning and enemy zoning, but that's a discussion for a waaaay later day.
NiKr wrote: » Noaani wrote: » Based on that, I don't just want a PvE and a PvP spec and gear set, my expectation is that I will have a spec for if I am on the attacking side on a siege, a spec for if I am on the defending side, a spec for if I am attacking a caravan, a spec for if I am defending a caravan, a spec for if I am wanting open world PvP, a spec for if I am planning on being in the open world but want to avoid PvP, a spec for if I want to be a mureder hobo, a spec for if I want to be a bounty hunter, a spec for the open seas, a spec for guild and node wars (I would expect these to be similar enough to use the same spec). I feel like you're talking about changing a few gear pieces for each situation, while I'm talking about a whole revamp of your character - class, augments, tattoos, full gear change. To me, changing a gear piece or two is not a respec. And if you did mean the kind of changes I mentioned - I don't think we can do that on the go in Ashes.
Azherae wrote: » To put some really precise numbers on that, in a full serious combat, I expect a mage that falls back to be able to remain unhurt for around 15 seconds if the fight has reached the point where their mana is low.
Azherae wrote: » This is slightly a derail so to connect it back, if you can very easily disrupt Mana Regen (tactically, not mechanically) in Ashes, then the PvE part of the PvX, particularly on big bosses, will be trash. This is technically how I know about it/where you see it in TL. TL's boss PvX involves 'being protected in this way'.
Noaani wrote: » This kind of thing was normal. I picked these two fights purely because it is fairly easy to explain how different the spec's for each fight need to be to someone that understands MMO's in general, but not the specific game (or the specific class, more accurately).
Azherae wrote: » The way to get mana back in FFXI is to '/heal', literally, there's a command to enter a resting stance that gives you mana every X period of time (it's long to start up because it's a PvE-mostly game). But the only requirements for you to /heal are that you are not currently taking damage and that your weapon is sheathed.
Azherae wrote: » Up to devs if they care about that sort of thing or not, I'm just used to it myself, even Armored Core can make me 'drop back to regain generator power' (in the old games, not so much the current one).
NiKr wrote: » Azherae wrote: » The way to get mana back in FFXI is to '/heal', literally, there's a command to enter a resting stance that gives you mana every X period of time (it's long to start up because it's a PvE-mostly game). But the only requirements for you to /heal are that you are not currently taking damage and that your weapon is sheathed. How fast would this regen you to halfmana (let's say with food)? If speed was class-specific, then what it was for mages. And then, how fast would you go through that mana if you were actively using your usual cycle of abilities? I'm just thinking in overall terms of encounter pace. I'd imagine Predecessor is faster paced (especially given the "based on missing mp" part), so you would both go through and regen your mana relatively quickly. FF11 seems like a way more methodical game, so I'd imagine the pace was quite slow on both sides. L2 was more of a bursty game, with super slow regen but real fast usage. I'd personally prefer if Ashes was somewhere in the middle. And so far it seems like it might be, with the weapon passives and basic attacks mattering, and the long ttk as well. Azherae wrote: » Up to devs if they care about that sort of thing or not, I'm just used to it myself, even Armored Core can make me 'drop back to regain generator power' (in the old games, not so much the current one). I'll finally go back and finish AC6 once I'm done with my current Starfield grind. Want to make 2024 the year of finished games
NiKr wrote: » Noaani wrote: » This kind of thing was normal. I picked these two fights purely because it is fairly easy to explain how different the spec's for each fight need to be to someone that understands MMO's in general, but not the specific game (or the specific class, more accurately). A full gear change would be at the lowest possible limit of what I would consider a "respec". I've kinda done this in L2 as well in certain situations, even with its limited gearing options.