abc0815 wrote: » Can we try to define what a casual is in terms of Ashes of Creation and why they should get access to the most rewarding content? Just throwing bodies at it will not be fun.
NiKr wrote: » abc0815 wrote: » Can we try to define what a casual is in terms of Ashes of Creation and why they should get access to the most rewarding content? Just throwing bodies at it will not be fun. And unless 500 is the upper limit on citizens - some players wouldn't be able to defend their own things.
Laetitian wrote: » Even if the upper limit on citizens was 1000, and the siege would be 500v500, many citizens might be denied their ability to defend, because the defending node leadership could decide to hire other combatants to hire over their citizens.
Aszkalon wrote: » Is the Siege instanced ? Because not gonna lie, that sounds hella lame.
Mag7spy wrote: » Literarily you already stated your point is you want to zerg try hard guilds because they play more than you. Without realizing those try hard guilds will be the ones that zerg you.
NiKr wrote: » Castle sieges are most likely instanced. Node sieges has had no mention of their instanced nature, but Mag believes that they will be.
Laetitian wrote: » Mag7spy wrote: This is the most important step else everything else doesn't matter because zerging wins. Massive hyperbole. Zerging would just *have an impact.* If one side has 300 supporters and the other has 250, that will *have an impact.* It *won't decide who wins.* If the 250 side has the advantage in gear, siege or defence funds, or fighting skill, the 250 side will probably still win. If the side that has all the advantages also happens to have the zerg advantage, that side will win. Which is fine, because clearly no one's strong enough to justify winning in the smaller side, then. Mag7spy wrote: You re clearly trying to ignore a fact, anyone can dec, if you don't want to sit on the bench and that goes for any guilds / groups they should dec so they can do the war. You just want to ignore a clear solution because you again expect handouts for casual which is very sus. My answer to that was very clear. That's not an argument because hardcore guilds will have a monopoly on spamming the majority of sieges, by sheer manner of volume. "You get to participate in siege PvP twice a year" is not good enough to deal with the fact that this game design is alienating casual players from an entire portion of the game. Mag7spy wrote: If someone really wants to do a siege they will join a guild to do it Okay, now we're actually getting into the meat of things. "Joining a guild" won't be good enough for casuals to circumvent this problem. Guilds and alliances will have access to too many willing & able hardcore members and hired blades than to let some filthy casual join their limited 250 man army just because they "joined a guild". As you've said, hardcore guilds will successfully control their armies. Declaring sieges will be expensive, so they won't let any chances get away in ensuring that only the most capable fighters will represent them. The people who will participate in a castle siege (or in your preference even node sieges) won't be the local citizens. It'll only be the most refined PvPers of the declaring guild and its allies, plus hired blades from all around the world. Anyone but the casuals. THAT is the problem. That is what I mean by monopoly on content. I'm not of that real-world political persuasion, but it's essentially the hypergamy argument. The same 10% of combatants on a server will serve 90% of the sieges on it. You just used the argument that casuals can "just join a guild" that they can engage in sieges with, but that's just not an option that will exist. Except maybe once in a blue moon by paying extra for some sad "pay to play" guild that lets casuals break their piggy bank to be allowed to play with the big boys. So either you're not thinking along, or you just don't care about casuals participating in the game, and you're just saying whatever you can think of to get out of addressing that issue. Mag7spy wrote: I won't compromise on zerg gameplay its trash, if wars are meant to have 500v500 or 1000v1000 without running like dog crap (which i doubt) that is fine as long as its even. What? Okay, that was easy? So then if wars are "meant to" (I assume that means "if wars can typically fill up participation up to that point"?) have 2k players, now you're okay with one side losing if they don't happen to amass their 1k? But with 250 it's immediately unacceptable if one side had more people and used them? What's the difference? Not to look a gift horse in a mouth, I appreciate that you've essentially shown a willingness to compromise there, but it doesn't seem to be consistent with anything else you've said, so I'm wondering what exactly those hard limits are. Additional compromise suggestion from my end: What if siege battlegrounds are unlimited, but only the 250v250 or 500v500 conscripted combatants can respawn or be revived in any way? Or any similar way of allowing people to participate in actively defending their allies, while limiting the severity of zerg advantages? This way the outnumbering side would have an advantage due to its larger number of supporters, but the outnumbered side would have tangible tools to control and mitigate that advantage. Especially if the outnumbered side happens to have the economic superiority. And everyone would get to participate in using their ability to fight in order to support the side they are allied with. Through actual gameplay, not just sending gold like a sad real-world politics simulator.
Mag7spy wrote: This is the most important step else everything else doesn't matter because zerging wins.
Mag7spy wrote: You re clearly trying to ignore a fact, anyone can dec, if you don't want to sit on the bench and that goes for any guilds / groups they should dec so they can do the war. You just want to ignore a clear solution because you again expect handouts for casual which is very sus.
Mag7spy wrote: If someone really wants to do a siege they will join a guild to do it
Mag7spy wrote: I won't compromise on zerg gameplay its trash, if wars are meant to have 500v500 or 1000v1000 without running like dog crap (which i doubt) that is fine as long as its even.
Aszkalon wrote: » Node with +250 Citizens versus Node with +500 to +750 Citizens = * struggling to just survive/exist * Enemy Node with +500 to +750 Citizens only like =* ambushing the Ressource Gatherers, murdering the NPC's like Blacksmith/Merchants inside targeted Node * ,* participate in Monster Coin Sieges/Attacks en Masse, ambush all the "economical" Node Caravans * , can Ashes of Creation have a System that will forcefully shrink Attackers of an official Node Siege in a Node-War onto the Size of the Defenders ? Sure ? Why not ? Could be possible ? Should Ashes of Creation simulate the Illusion of " Fairness ",OUTSIDE these official Node Siegs ? N~O !! It shouldn't.
Liniker wrote: » Nerror wrote: » The limit on players in a castle siege mostly has to do with technical limits. First and foremost, the castle siege experience has to be decent from a lag/latency/fps perspective, or no one involved will be having any fun. 250v250 is their confirmed minimum amount of players, but they want to try to increase it to 500v500. If one side can only muster 100 players, the siege will still happen even if they are outnumbered by a lot. I'm strongly against 500v500 for castle sieges :x I think node sieges should hold these extremely massive no cap battles with thousand players or more (if they can achieve it like TL did) since node sieges everyone can participate and have very high stakes, but castle sieges I hope they make it as the top end game Guild content in a controled enviroment, 250v250 almost too much since most guilds wont be able to get those numbers online, but 500v500 is just no longer guild content and it becomes alliance vs alliance, which I really dislike
Nerror wrote: » The limit on players in a castle siege mostly has to do with technical limits. First and foremost, the castle siege experience has to be decent from a lag/latency/fps perspective, or no one involved will be having any fun. 250v250 is their confirmed minimum amount of players, but they want to try to increase it to 500v500. If one side can only muster 100 players, the siege will still happen even if they are outnumbered by a lot.
Dripyula wrote: » @Mag7spy Hmmmmmmmm, okay that sounds pretty reasonable. I wonder what will truly "protect" the casual playerbase. Maybe a zerg-allowance or a zerg-restriction. You say that there will be only "skilled players" during the endgame but are you sure? Ha'h! As far as my own experience goes the endgame is reached by people who are still about 90% to 85% "casuals" and the rest are the people who do not play the game, but might very well live in the game. And those are the mostly bored, mostly winning dudes. I know what I'm talking about since I too had such a period in my MMO live. Did I grew bored of it? No. But that was 20 years ago. Today I would like to see different scenarios. In my experience: When you are always at the peak, the peak starts to elevate you by itself. The rich get richer the poor get poorer. Or the rift always stays the same. But it never closes. It never does. It can feel boring to know one is never going to get treatened by anything. And in my experience the Sweatlords also tend to band together much more instead of risking an actually timeconsuming and exhausting rivalry. At least as long as something like a broad mass of casuals is concerned, who they wanna eclipse. And then nothing is able to throw them off their thrones. But the possibility of being simply outzerged, for whatever reason... could keep everything fresh. And everyone on their toes. That is of course only as long as losing a node for example, does allow people to evacuate their stuff. Which I keep hearing is not the case yet, or not planned yet. These are always red flags for me popping up. Player hate content that threatens their entire progress or the majority of it. Those games, or at this type of content and such games, never does well. And it is always when casuals are forced to confront no-life sweats over content that is important and are utterly beatend and robbed naked, that they quit the game over it. With those who remain - due to their stubbornness and willingness to endure a painful time - becoming the most hostile and toxic part of the communtiy ever. In Sea of Thieves I have experienced once more about 90% of my worst, most toxic, most hateful and verbally abusive encounters ONLY IN THE HOURGLASS BATTLES of the game, since its release and since I started playing in Year 1. Maybe I am just getting too old. But I have no fun being shouted or typed at" Go ki°° yourself you wh°°°son motherf°°°ing piece of apesh°°. I hope everyone you know and love d°°s. " And for what? All just so that a few nolifers can have fun "farming irl mobs" with inferior skills or lifetime to put in the game? I always hear that Ashes seem to favour sweatlording. Hopefully this is just a false interpretation.
Dripyula wrote: » Because diplomacy, bribery and charisma are also stats and arts that should not be underestimated. Since Ashes is going in on all that realism stuff, why not truly go all out and make a charismatic and highly manipulative mastermind hold the power they deserve?
akabear wrote: » Actually, if Ashes does follow a similar castle mechanic as L2 as they appear to be doing, it might just be possible but rare for a small inconsequential guild to ninja in at the right time to take ownership during the siege.