While I can see that having the effect of 'more total players, playing Ashes', what happens on the Elite side, is that people who might be okay with playing in 'Open' get pulled into Private Groups to be with their friends who are less okay with it. This probably wouldn't be as big an issue in Ashes, but I feel like anything that risks segregation of the playerbase is ... suboptimal. Personal sense, though.
Well, subtracting the PvP aspect for the moment, despite how obviously important it is, most of what Ashes offers is some combination of Elite Dangerous and FF11. Freeholds and Node Reliquaries are good, if you can experience anything related to them, so definitely a plus there. And ofc, FF11 is old, and Elite Dangerous isn't a fantasy game. BDO has some bits too, ofc, but it's just 'bits'. Throne and Liberty doesn't have any housing yet (but you can see that the design allows for it). I don't know if it is fair to say overall, but I think that unless Ashes goes beyond what I can even begin to imagine, I've mostly had the experiences it intends to offer already. As I always say to Intrepid Team though... "If y'all can manage to put those into the same game with L2 or better tier PvP, you have automatically won." Which sounds a lot like I'm saying 'build the game I want' but technically it's largely the game they say they're going to build and I'm just waiting for them to do it properly (my only point here is that if they don't knock it out of the park, they won't surpass the upcoming mentioned below)
Vaempy wrote: » If people don't want to engage in the PVP and competition that Ashes has they're welcome to play other games. why is walking away from this game a bad thing if it's not for them? Steven knows this isn't going to be a game for everybody it's just upto people this game isn't for to recognize that this isn't their cup of tea and move on on their gaming journey. I do think that there'll be alot of things in Ashes that will interest alot of people and because of that they may be able to overlook some things that they don't enjoy (which in a way is good as they'll likely be trying some new things) But eventually they'll realize at a fundamental level they don't like the game and will play elsewhere.
The last thing I want is to be giving useless feedback to a developer with a really clear plan, because I 'think they forgot to consider something'. But the second-last thing I want is to not point out something they overlooked.
Therefore, in terms of 'what Ashes offers to me', I can experience it all already, with the main difference being that the complete destruction of a Node and therefore some absolute loss of related content, is more possible than it is in standard play of Elite Dangerous or FFXI (it is, actually, also possible in both those games as well, but it's just 'a change of control in an area that is considered more important than most others') I can imagine more specific and granular forms of this, but it's hard to go very far beyond where Elite already is. "An outbreak in this system has changed the missions in the Passenger Lounge so that rather than seeing sightseers who are going on joyrides, quarantines have led to requests from Medical Officers needing to go to different high tech systems with Pharmaceutical facilities, and long-haul explorers who intend to get out of the area until the situation is resolved."
Ace1234 wrote: » @Azherae The last thing I want is to be giving useless feedback to a developer with a really clear plan, because I 'think they forgot to consider something'. But the second-last thing I want is to not point out something they overlooked. Ah, mine is flipped, thats why my posts probably come acrossed to them as some dork who thinks he's teaching them something they already know, but I do it anyways just in case theres that off chance they havn't thought about it in a certain way. Therefore, in terms of 'what Ashes offers to me', I can experience it all already, with the main difference being that the complete destruction of a Node and therefore some absolute loss of related content, is more possible than it is in standard play of Elite Dangerous or FFXI (it is, actually, also possible in both those games as well, but it's just 'a change of control in an area that is considered more important than most others') I can imagine more specific and granular forms of this, but it's hard to go very far beyond where Elite already is. "An outbreak in this system has changed the missions in the Passenger Lounge so that rather than seeing sightseers who are going on joyrides, quarantines have led to requests from Medical Officers needing to go to different high tech systems with Pharmaceutical facilities, and long-haul explorers who intend to get out of the area until the situation is resolved." Ah okay I think I understand, basically that the main draw to Ashes is that macro-competition which at this point isn't really any more fleshed out than other similar games. From my perspective, even though I am interested in the macro-competition, the main draw for me is both how good the individual experiences are that make up the macro-competitions, and how that improves the overall macro-competition experience. I think thats where the differentiation can occur, but I haven't played Elite to know for sure. But, I can't imagine the combat being that similar in a sci-fi themed game (if I remember right its sci-fi fps gameplay I think), so for example, if Ashes were to imrove upon these types of individual systems you don't feel like that would be a meaningful differentiator with the cascading effects that could have in the macro-competition experience and set Ashes apart even if the macro-competitions weren't as granular?
I do. The moment I see that Ashes has meaningfully improved on FFXI's individual systems, I'll consider it 'set apart' due to the PvP aspects (assuming those don't, in turn, become a detriment, and by that, I mean to PvX players who might otherwise stick to TL or AA2). Hence why I say I just want the first 'FFXI+L2' game to come out (I didn't like ArcheAge 1 much for some reasons). If it's Ashes instead of 'full featured TL', or if they're 'equal' in quality, and Ashes 'wins' by having no Fast Travel and Nodes, great. (Despite liking TL combat better, I don't want TL to 'win' since that would imply Ashes falling short of the proposed vision).
Azherae wrote: » People misunderstand forced-PvP-averse vs owPvP-enjoyer in MMORPGs because of some stuff. Here's some of that stuff. If you poke me, I'll add more stuff or expand on this stuff. 1. A PvE-enjoyer (let's use a fisher), enters the game with the idea of getting good at fishing, building up knowledge, skill level, understanding of systems (plz donot assume they 'don't care about PvP'). That person is in micro-competition with every other fisher. When another person shows up at their fishing spot in a game with no forced PvP, their 'competition' is in 'who understands the fishing mechanics better and who honed their skills more'. In a game with forced PvP, their 'competition' can instantly become 'who is better at PvP'. 2. A PvP-enjoyer (let's say me, a 'fishing rights enforcer') enters the game with the idea of getting good at controlling an economic space. That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space. But there's one catch to consider. In this case, the PvP-enjoyer has a vastly diminished incentive to cooperate compared to even a Survival game (but let's look at games where some attempt at simulating a world is happening, instead). The 'flaw' in forced-PvP MMOs is contained in those two things above and all the fundamental issues relative to them that these games nearly never address, or cannot address because it would drastically warp gameplay. The result is, that all the 'real world equivalent' outcomes that 'would need to happen in the game, for it to make sense as a proper macro-competition', end up happening in terms of 'players existing in the world'. Basically, characters 'die' when their players leave the game due to the 'flaws', which are really just 'the equivalent of what would happen irl if too many immortal people with low incentives for cooperation entered an area'.
blat wrote: » It's an MMO, a big dynamic world. It's back to the point I tried to make earlier:It's like everyone wants to jump into a massively multiplayer online world... and then play mini-games in instances.
blat wrote: » There are plenty of people on all sides here, I just get the impression that the PvEers are mad fussy about it all, whereas it's actually the PvPers who are generally more forced into PvE content than the other way around. IMO.
Azherae wrote: » Also, the reason why Survival games work is related to their sociology being better (less fiat protections, immortality, ability to just logout, etc) and the reason why people like PvP competitive games that aren't MMOs better is because they're more streamlined.
Dygz wrote: » It's often said that if I don't want to fight, I could just try to run. Which is a viable stratgy with mobs since mobs typically have tethers. It's typically easy enough to escape. In PvP - gamers don't have tethers, so there is no guarantee that the attempt to escape will only last 5 or 10 minutes. Or that the entire encounter will only last 5 or 10 minutes. It's fairly common that the PvPer who does not ackowledge the concept of non-consensual PvP will attempt some form of corpse camping because it's easier to hunt for prey when you know they are likely to return to the same spot to retrieve their loot drop(s). Or could be a reasonably good guess the victim will want to return that spot or a nearby spot to continue fishing.
Azherae wrote: » I'm personally saying that people don't care 'that there is no content designed around them'. Technically there is a lot of content designed around 'them'. They just lose access to that content sometimes to anyone who likes that content and is also better at them in PvP. If by 'content designed around them' you mean 'content that others can't interrupt', that's a whole different way of looking at it, from what I'm trying to address, hence the shift to splinter topic.
NiKr wrote: » What game did you experience the "chase" in before?
Ace1234 wrote: » If there was a ton of instanced fishing competitions/content for example, I don't think you should be able to go into the open world and sell your fish or anything like that. I think there could be fun instanced fishing content, and its just that, its own experience using the design philosophies of Ashes, with rewards only relevant to that particular system (even if it takes place visibly within the open world within some in-game structure or something).
Ace1234 wrote: » Whereas, fisherman in the open world, would choose to participate in the open world for the added layers and complexity that it provides, and can sell fish in the open world because they earned those fish in the open world. Two separate experience options for different types of players, that is more the reasoning behind what I was saying. Maaaaybe allow for fish earned in the open world to be used in the instanced content, or better yet another "mode" where your open world rewards are relevant in that instanced content. You can see how scope creep could start to become a problem, though the conflict bwtween the different types of players within the playerbase could also be appeased to a higher degree, on the other hand.
Noaani wrote: » One example (by no means the only from that game) would be if you were harvsting logs or water for Archeum or regrading. If you saw someone else going after the same thing as you, you didn't jusg chase them off - you hunted them and killed them. If all you do is chase them off, then they will go to one of the other spawns for that same resource. Since these resources spawn in clumps of 8 and have a 75 minute respawn timer, you didn't want that person going after the resource you were going after next.
JustVine wrote: » All I want is for AoC to expand its player base as much as is reasonable within their own goals. They want crafting and have put a lot of thought to making both the economic side of crafting and the social side of crafting feel right. I think we can all agree that more people feeding Ashes economy will make any server more interesting and fun. So it's important we keep the ones that can actually like the game with some nudges from the game designers in rather than 'elsewhere' yeah?
Why would there be more more "complexity" to the Fishing in the Open World? And why would I desire more complexity? Other than an obsession with PvP combat? I think this, again, is a key difference between the original 2nd Pillar of Meaningful Conflict and what it's been replaced with; the obsession for Risk v Reward. I consider fighting over fish to be petty and meaningless. I have no desire for Fishing to be "more complex" due to "Risk v Reward". Again, here, "Risk v Reward" just means, "If you want to acquire (highly valued) Fish, you have to be willing to engage in PvP combat." Which, of course, does not suit my playstyle. But that can be great fun for gamers with Steven's playstyle.
*meh* I have 0 interest in instanced fishing. I enjoy fishing in the Open World in New World. Especially with PvP toggled off. So, I expect to play more NW than Ashes - if NW is still available to play when Ashes finally releases.
NiKr wrote: » Noaani wrote: » One example (by no means the only from that game) would be if you were harvsting logs or water for Archeum or regrading. If you saw someone else going after the same thing as you, you didn't jusg chase them off - you hunted them and killed them. If all you do is chase them off, then they will go to one of the other spawns for that same resource. Since these resources spawn in clumps of 8 and have a 75 minute respawn timer, you didn't want that person going after the resource you were going after next. I mean, to me this is just the same as spot defending in L2. It's just a bigger spot, due to the respawn timer (same was true for several locations in L2 as well).