Dygz wrote: » The foundation of RPGs is cooperative play that is PvE with less than 1% PvP.
Dygz wrote: » They want PvP to infuse all aspects of gameplay - which, from my perspective, is actually more PvP than on a WoW/EQ/EQ2 PvP server.
Inherently false because The Open Seas comprises significantly more than 1% of the map and The Open Seas does not include the Corruption mechanic.
Okaaay. But that makes it an inherently moot point.
NiKr wrote: » Otr wrote: » Player flagging rules do not flag healers when they support flagged players in their own team. They remain green and can even pick up the epic drops from a killed player. https://ashesofcreation.wiki/Player_flaggingNon-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[21][22][23][24]
Otr wrote: » Player flagging rules do not flag healers when they support flagged players in their own team. They remain green and can even pick up the epic drops from a killed player.
Ace1234 wrote: » I was simply talking about the progression experience going from more simplistic individual play loop options that are available, and ramping up into more emergent experiences and challenges utilizing said play loops in a way that is "not significantly different from adventuring early game". Which it sounds like you agreed already on these points so I don't think you actually disagree, it was just a matter of words being used.
That ramping up is really a factor of Node prgression as has nothing to do at all with hitting Max Adventurer Level. The gameplay does not become more complex and emergent once a character hits Max Level. The gameplay does become more complex, but not more emergent once a character hits Mid Level and Secondary Archetypes become available.
Ace1234 wrote: » @Dygz That ramping up is really a factor of Node prgression as has nothing to do at all with hitting Max Adventurer Level. The gameplay does not become more complex and emergent once a character hits Max Level. The gameplay does become more complex, but not more emergent once a character hits Mid Level and Secondary Archetypes become available. Thats because you are looking at it through your lens of how you view corruption. My point to Azherae was that since corruption should deter most non-conensual pvp in corruption enabled areas, then the areas where it is becomes strategically worth it to go corrupt (such as highly contested areas) would create those more emergent pvp+pve scenarios and political counterplay measures, which I was saying would likely occur at later levels of progession where the rewards are highly sought after by competitive players.
Dygz wrote: » Otr wrote: » Dygz wrote: » My Bartle Score is: Explorer 87%; Socializer 73% ; Achiever 47%; Killer 0% 👍🏾 Do you think you are a typical PvE player? Players who prefer PvE servers and engage in PvP sometime when they are in the mood could try AoC and realize that they actually like playing AoC, even if they have not played those other old MMOs which you say that give a similar experience. The data shows that most MMORPG players play on PvE-Only and RP servers. Also, the devs for Lineage II, ArchAge and EvE are currently developing MMORPGs that have a lesser focus on PvP than their previous games because they have determined that most MMORPG fans prefer PvE. People who prefer to play MMORPGs on PvE and RP servers are highly unlikely to enjoy the Ashes PvP ruleset. Ashes is not designed for their playstyle. And playstyles rarely change to a significant degree. But... people are free to try Ashes and see if they like it. Most likely these people will be playing other games that fit their playstyle better than what Ashes offers. Ashes is not made for everyone.
Otr wrote: » Dygz wrote: » My Bartle Score is: Explorer 87%; Socializer 73% ; Achiever 47%; Killer 0% 👍🏾 Do you think you are a typical PvE player? Players who prefer PvE servers and engage in PvP sometime when they are in the mood could try AoC and realize that they actually like playing AoC, even if they have not played those other old MMOs which you say that give a similar experience.
Dygz wrote: » My Bartle Score is: Explorer 87%; Socializer 73% ; Achiever 47%; Killer 0% 👍🏾
Otr wrote: » So PvE players who can sometime PvP, will have an environment where they PvP not to "dominate others" as you said, but with a better, more meaningful reason, to protect their node (and parent nodes if they like them). They will become PvX players.
I know that you, @Ace1234, are the absolute last person on this forum who one could think 'has a short attention span'. I've parsed your posts.
Ace1234 wrote: » @Azherae I know that you, @Ace1234, are the absolute last person on this forum who one could think 'has a short attention span'. I've parsed your posts. Haha, thats the nicest thing anyones ever said to me
I sure hope not!
Anyway, I'm seriously asking. I can do it here, I can make a Splinter Thread, I can 'rein in my arrogance and perceive that people don't really care', I can 'accept that throwing thought-starters at people can't generally change their ingrained perceptions'... If I can help almost anyone by summarizing my years of 'studying' I'm all for it, but I'd rather do it when I think it will actually help.
Azherae wrote: » Otr wrote: » So PvE players who can sometime PvP, will have an environment where they PvP not to "dominate others" as you said, but with a better, more meaningful reason, to protect their node (and parent nodes if they like them). They will become PvX players. This is flawed reasoning relative to basic MMO sociology. Believing in this is why 'PvP' MMOs usually fail no matter how clean they think their designs are. 'PvP' and 'PvX' MMOs, as a concept, are so deeply flawed at the fundamental level once they try to go past like, Regnum Online tier, that they tear themselves apart. Survival games do it correctly. MMOs by their nature almost cannot. Please do not let Intrepid continue rolling along in their 'faith that people just need to give it a chance'. The flaws run deep.
Otr wrote: » Azherae wrote: » Otr wrote: » So PvE players who can sometime PvP, will have an environment where they PvP not to "dominate others" as you said, but with a better, more meaningful reason, to protect their node (and parent nodes if they like them). They will become PvX players. This is flawed reasoning relative to basic MMO sociology. Believing in this is why 'PvP' MMOs usually fail no matter how clean they think their designs are. 'PvP' and 'PvX' MMOs, as a concept, are so deeply flawed at the fundamental level once they try to go past like, Regnum Online tier, that they tear themselves apart. Survival games do it correctly. MMOs by their nature almost cannot. Please do not let Intrepid continue rolling along in their 'faith that people just need to give it a chance'. The flaws run deep. Their objective of creating an environment with "risk" appeals to me. These principles were described long time ago. Now in the last moment after selling access to Alpha 2 is closed, makes no sense to try to change the design. While players who played L2 have some advantage in predicting how corruption will work, in AoC this corruption can be balanced differently and I think there will be enough safety for players which gather resources which can be processed in level 3 and 4 nodes. Only when you collect resources which must go to freeholds and level 5-6 nodes, the PvP aspect will have a greater weight and corruption will protect less. But even for such rare resources, the game has the possibility to maintain a comfortable balance for PvEX players through divine nodes: Divine node benefits Divine nodes at Metropolis (stage 6) may unlock a procedurally built "mega catacomb" dungeon beneath it that connects to its divine vassal nodes. These may house unique bosses with unique drop tables.[9] I don't know what the plan is with that mega catacomb but seems that the end game for the PvX players which typically would chose a PvE server is there, in those nodes. That's why Steven wants to prevent players to control which nodes level up. I think we will see the Divine nodes leveling up faster. Steven admitted that they cannot balance without Alpha 2. They need to collect data and players who got the key will provide it. Before the game is properly released, everyone will see if we have fun or not.
Otr wrote: » Data shows that players who can grind through quests and collect achievements many years long, will do that. They are loyal because once they started they cannot stop.
Otr wrote: » AoC tries to be different, by emphasizing collaboration: even if you do not join a guild you will still be part of a node. So PvE players who can sometime PvP, will have an environment where they PvP not to "dominate others" as you said, but with a better, more meaningful reason, to protect their node (and parent nodes if they like them). They will become PvX players.
Otr wrote: » I think you cannot speak for all players who play on PvE servers, if they can and do PvP sometime.
Dygz wrote: » Otr wrote: » Data shows that players who can grind through quests and collect achievements many years long, will do that. They are loyal because once they started they cannot stop. Because Leveling via quests is not a grind. Grinding is when you Level via the minimal xp that trickles in from killing individual mobs or gathering resources without any association to quests. That playstyle is loyal because questing is the foundation of RPGs. And questing should be providing intriguing lore and narrative, in addition to bulk xp (and decent treasure).
Dygz wrote: » Otr wrote: » AoC tries to be different, by emphasizing collaboration: even if you do not join a guild you will still be part of a node. So PvE players who can sometime PvP, will have an environment where they PvP not to "dominate others" as you said, but with a better, more meaningful reason, to protect their node (and parent nodes if they like them). They will become PvX players. Ashes tries to put an end to Endgame by introducing new content as different Nodes rise and fall - and as new regimes govern Castles and Metros. Ashes has a primary goal of frequently having massive 250 v 250 PvP combat battles - especially during Sieges. "Collaboration" is an inherent by-product of 250 v 250 PvP combat battles, sure. Also, yes… When the 2nd design pillar was Meaningful Conflict via Sieges and Caravan runs and building and destroying Nodes… the emphasis was more on inherent collaboration. That changed significantly after Jeffrey Butler left and Meaningful Conflict was replaced with Steven’s obsession with Risk v Reward. Where “Risk” actually means PvP combat. Which is not necessarily about collaboration.
Dygz wrote: » PvE players are players who typically play MMORPGs on PvE-Only servers - including players like me, who sometimes enjoys PvP. I'd say the gamers you describe above are PvPers who also enjoy PvE. At best, they are PvXers. But, PvX really just means that the PvPers who play Ashes will have to be OK with doing some PvE. So... no. Very few PvEers will "become" PvXers. There will be plenty of Lineage II, ArcheAge and EvE fans playing who have more of a focus on PvE to the degree that those who play those games consider them to be PvEers. Yes.
Dygz wrote: » Otr wrote: » I think you cannot speak for all players who play on PvE servers, if they can and do PvP sometime. You can think whatever you want. It's a feee world. We shall see what actually happens.
Dygz wrote: » You are free to feel whatever you feel. I don't really place GW2 players in any category unless they play MMORPGs. And then I would place them in a category based on which kind of servers they prefer to play on. Why would GW2 players suddenly start playing Ashes when they haven't previously had any interest in playing MMORPGs?
Ace1234 wrote: » "Lower level content/characters will have a system outright preventing PvP." Didn't quite say that, I said 99% of the time corruption should prevent non-consensual pvp, so of course there will be a sub-set of more extreme players who get killed one time by a player who made a bad decision to go red, and the extreme player might quit the game.
"Lower level content/characters will have a system outright preventing PvP."
Ace1234 wrote: » I made it very clear several times that this is not what I was saying,
Otr wrote: » GW2 has a lot of story and you can level up and configure your characters. Why GW2 is not an RPG? And what it is then? AoC seems similar but will have the classes which bring the holy trinity. You mean the possibility to Role Play? I don't remember seeing any role playing in gw2. They all do the PvE and PvP, the jumping puzzles and achievements.