NiKr wrote: » Over 70 comments while I was asleep Azherae, what's your party's opinion would be on smth like this setup? The game tracks account-wide PK Count History (i.e. even if your current count is 0, the game would know that you have 10 PKs overall; and the count itself is not account-wide) Military nodes have access to the PKCH of players that have PKd people in the vicinity of allied nodes Other nodes can request the full PKCH list by sending a Mayoral caravan to get it (requires a full back&forth track to do) PKCH info needs to be retaken every month (could be more often) Guards in nodes operate according to the available PKCH Guard power exists on a sliding scale of "can kill a weak mob" to "literally immortal and hits like a truck" (controlled by the mayor choices) Guards are positioned across the node in predetermined places, with a predetermined patrol route Guards aggro onto mobs that enter a certain radius and onto PKers who enter x2 of that radius Guard-killed targets don't drop loot ("killed" here means "Guard did any dmg to the target") and Guards don't aggro onto bosses After a certain PKCH value Guards aggro onto a flagged player with that value If there's been a PK, Guards over a certain lvl (let's say 3/5 minimum) will go to that location and stay there for a certain amount of time Amount of Guards and the duration of their presence in that location is set by the Mayor (debatable) All of the above don't apply to military nodes themselves As I see it, this would be a player-controlled TL-like system. There'll be nodes that are very good for pvers, but the system itself doesn't remove the possibility of being killed at least once. The economic macro-competition is still present in the form of mayoral actions (and any influence on them by other players), node wars/sieges (wars could have a goal of "destroy the guard post in the node", which disables it for several days) and caravan attacks to prevent the Guards from knowing the latest info about PKCH. And this would also enforce pve-based micro-competition on the spots themselves, while not removing a casual PKing as the last resort. In other words, your enforcer might not be able to PK as much as yall might need, but a random person can still use the system for their benefit. Obviously this doesn't prevent your entire party going corrupt one after the other, but this too would only be doable up to a certain extent. I feel like this system would be a nice way to have a not-as-gamey application of TL's events.
NiKr wrote: » Noaani wrote: » Any content in which you can't see the entierity of the thing you are after, rather than chasing someone off that is also interested in that content, you would ensure that you kill them. If you can't see the whole thing and you just chase someone off, they will just go to a part of that content where you can't see them. Ok, I might be understanding what you mean. Pretty much the resource you were talking about, where travel times are huge, so you wouldn't even know if they're at other spawn locations. Is this what you're saying? But this would then return to what I was talking about before. How does killing them prevent them from simply going to that spot afterwards? This is the "immortality" Azherae keeps mentioning. Killing a competitor doesn't do shit, especially in this current context, if they simply respawn and go to another locations with the same content. Or am I still missing something in your point?
Noaani wrote: » Any content in which you can't see the entierity of the thing you are after, rather than chasing someone off that is also interested in that content, you would ensure that you kill them. If you can't see the whole thing and you just chase someone off, they will just go to a part of that content where you can't see them.
NiKr wrote: » Or am I still missing something in your point?
Azherae wrote: » Archeage is big enough that killing someone might remove them from your space, if they didn't 'already live there', if that makes sense.
Azherae wrote: » As usual, you have solved the problem in the same way that Developers of a game I play did.
Azherae wrote: » No issues if guards sometimes take the mob loot, but I don't feel that they should disqualify players from getting loot just by dealing any damage.
Azherae wrote: » This is also a harshness question, for example, in FFXI you have one respawn point. You can choose where it is, but if you move it, and you die, you will respawn there if no one raises you, and can even get caught in death loops as a result.
Noaani wrote: » In a lot of cases, this was true. The game fishing example I gave absolutely is like this. It could sometimes take people an hour or more to get back to you if you killed them. Killing someone in the open ocean usually took them out of the fight for good.
NiKr wrote: » Noaani wrote: » In a lot of cases, this was true. The game fishing example I gave absolutely is like this. It could sometimes take people an hour or more to get back to you if you killed them. Killing someone in the open ocean usually took them out of the fight for good. Yeah, I expect Ashes to be the same, but open seas are also a pvp zone, so that's kinda completely out of the window for the context of this thread.
Noaani wrote: » I mean - all of Verra is a PvP zone.
Azherae wrote: » I'll only say that in the hypothetical FFXI+L2, I would absolutely always expect the game to be balanced such that if you were relatively deep in an area gathering or fighting mobs, and a competitor appeared, and you straight up PK'ed that competitor once, to get them to leave, you would (if in an area challenging for your level) be able to work off the Corruption JUST before that specific person got back if your PvE skills were up to par. You could then potentially kill them again, and maybe even repeat that by changing your location a bit so that they didn't find you before you cleared it again.
Azherae wrote: » This is because such a game would have a map size at least ArcheAge size to work, which is what Ashes intends. Everything I know about L2 indicates that its map was slightly too small to work for this while still incorporating certain gathering options.
Azherae wrote: » But as of Alpha-1, Ashes definitely had respawn points that seemed more focused on 'getting people back into it', which fits some of their design parts, but not others, imo, so I wouldn't even be able to guess which direction they intend to go with it.
Azherae wrote: » But big studios don't have that luxury. They have to have roundtables, concepts of their audience, etc. In fact, nearly every larger MMO lately has been built from three or more competing perspectives, then had to be retooled (or just faltered due to not unifying).
NiKr wrote: » Azherae wrote: » But big studios don't have that luxury. They have to have roundtables, concepts of their audience, etc. In fact, nearly every larger MMO lately has been built from three or more competing perspectives, then had to be retooled (or just faltered due to not unifying). When it comes to stuff like TL - yeah, but wasn't the entire point of Steven starting Intrepid that he wanted his own blackjack and hookers? Of course we all like to think that it is MY SUGGESTION that's gonna be chosen by the sandal and most definitely assuredly bring best gameplay to the game - but this will ultimately be Steven's choice of what to do. I just hope he keeps sticking to whichever guns he has chosen to stick to.
NiKr wrote: » yeah, but wasn't the entire point of Steven starting Intrepid that he wanted his own blackjack and hookers?
Azherae wrote: » Imagine a world in which Steven is not like you or me and can't answer this question in a single phonecall/e-mail. Now what?
NiKr wrote: » Azherae wrote: » Imagine a world in which Steven is not like you or me and can't answer this question in a single phonecall/e-mail. Now what? As much as I'd hate agreeing with his take on this, Asmon's "just let people test it and you'll find out" works here. Obviously, given that changing the respawn point does not require huge gamebreaking changes every time you implement the change. So to answer this directly, it'd be smth like "let's leave this entire whiteboard for later" kinda thing. I understand that the overall design process might not even allow to "just leave it be", but I'd assume there's several things that require broader testing than just the in-house can provide, so it would have to be added to that list.
Azherae wrote: » TL has a flaw built into it now because the zones 'need to be bigger'. Since they cannot redesign the entire world map, they have to now work around that flaw every time.
Azherae wrote: » We Riot.
NiKr wrote: » Azherae wrote: » TL has a flaw built into it now because the zones 'need to be bigger'. Since they cannot redesign the entire world map, they have to now work around that flaw every time. In a theoretical "fix" of TL, how big of a pain point would it be to remove TPing and/or add a small timer on the respawn button? Obviously adding it now would probably get too many complaints from players, but if the map was what it is right now and a theoretical you came into the development just a few months from release and tried to find a fix. How much would what I said influence other parts of the game? Azherae wrote: » We Riot. I am REALLY interested in what they come up with. Simply to see what a "new approach to mmos" would even mean.