Nerror wrote: » Depraved wrote: » Nerror wrote: » Azherae wrote: » Nerror wrote: » I was just talking to a friend who won't play Ashes, and one reason is they don't like dropping stuff on death. I told them there are cascading effects if they remove that aspect of the game, and I was just curious what ya'll think those effects are. Well, what did you tell your friend the cascading effects were? There's certainly a cascading effect on development... I didn't really get into specifics much. It wasn't the setting for that, since I was driving. I mentioned changes would have to be made to caravans, the corruption system, boss drops like epic and legendary materials, and the economy in general, since it removes one of the significant money/item sinks in the game. But the topic kept buzzing in my head, hence this thread. hey! don't text (post) and drive. that's dangerous! They were in the passenger seat! But traffic was busy
Depraved wrote: » Nerror wrote: » Azherae wrote: » Nerror wrote: » I was just talking to a friend who won't play Ashes, and one reason is they don't like dropping stuff on death. I told them there are cascading effects if they remove that aspect of the game, and I was just curious what ya'll think those effects are. Well, what did you tell your friend the cascading effects were? There's certainly a cascading effect on development... I didn't really get into specifics much. It wasn't the setting for that, since I was driving. I mentioned changes would have to be made to caravans, the corruption system, boss drops like epic and legendary materials, and the economy in general, since it removes one of the significant money/item sinks in the game. But the topic kept buzzing in my head, hence this thread. hey! don't text (post) and drive. that's dangerous!
Nerror wrote: » Azherae wrote: » Nerror wrote: » I was just talking to a friend who won't play Ashes, and one reason is they don't like dropping stuff on death. I told them there are cascading effects if they remove that aspect of the game, and I was just curious what ya'll think those effects are. Well, what did you tell your friend the cascading effects were? There's certainly a cascading effect on development... I didn't really get into specifics much. It wasn't the setting for that, since I was driving. I mentioned changes would have to be made to caravans, the corruption system, boss drops like epic and legendary materials, and the economy in general, since it removes one of the significant money/item sinks in the game. But the topic kept buzzing in my head, hence this thread.
Azherae wrote: » Nerror wrote: » I was just talking to a friend who won't play Ashes, and one reason is they don't like dropping stuff on death. I told them there are cascading effects if they remove that aspect of the game, and I was just curious what ya'll think those effects are. Well, what did you tell your friend the cascading effects were? There's certainly a cascading effect on development...
Nerror wrote: » I was just talking to a friend who won't play Ashes, and one reason is they don't like dropping stuff on death. I told them there are cascading effects if they remove that aspect of the game, and I was just curious what ya'll think those effects are.
Depraved wrote: » Nerror wrote: » Depraved wrote: » Nerror wrote: » Azherae wrote: » Nerror wrote: » I was just talking to a friend who won't play Ashes, and one reason is they don't like dropping stuff on death. I told them there are cascading effects if they remove that aspect of the game, and I was just curious what ya'll think those effects are. Well, what did you tell your friend the cascading effects were? There's certainly a cascading effect on development... I didn't really get into specifics much. It wasn't the setting for that, since I was driving. I mentioned changes would have to be made to caravans, the corruption system, boss drops like epic and legendary materials, and the economy in general, since it removes one of the significant money/item sinks in the game. But the topic kept buzzing in my head, hence this thread. hey! don't text (post) and drive. that's dangerous! They were in the passenger seat! But traffic was busy you had multiple people in the passenger seat? O_O why they didn't sit at the back?
Apok wrote: » death warping also changes the whole flow of things on the PvE side too, limited inventory but then you can just die to tele back and offload items on a gathering alt and just ignore the xp penalty cause it's not a character you're trying to level. deathwarping will make the game a lot easier on many levels weather it's bots going for basic resources or people doing suicide runs in high level areas. this combined with the pvp issues it brings up will just take away from the overall experience of which would make a dynamic world feel more alive no adversity just participation trophies really. it turns risk for reward into get something for doing something
Mag7spy wrote: » So now we are talking about what you think (even though you didn't post it here with your stance) in changing the system to be more lax.
Percimes wrote: » Will you guys loot the random ash piles you come across? Or leave them for their dead owner to claim them back?
CROW3 wrote: » Dropping stuff on death is an important aspect of risk. The more you gather, the further you are from home, the more risk you take on - but the more confident you’ll grow in how to navigate the world. It just adds that much more meaning to almost every activity outside your doorstep.
Xeeg wrote: » CROW3 wrote: » Dropping stuff on death is an important aspect of risk. The more you gather, the further you are from home, the more risk you take on - but the more confident you’ll grow in how to navigate the world. It just adds that much more meaning to almost every activity outside your doorstep. Yeah, I get that, but it also adds that much more loss aversion to many people, which is why they avoid these games. I'd say as long as you get to keep a good portion of your collectables on death it would go a long way to retaining those people. Like 50% or more. edit: keep in mind we wont be able to pick up everyone's gatherables because of bag slots etc.
Depraved wrote: » you had multiple people in the passenger seat? O_O why they didn't sit at the back?
Azherae wrote: » There's a Dev Discussion on it too, which gives a lot more data that is difficult to read with a bias toward what you've said. i.e. even if you interpret responses in a generous/permissive way toward the 50% droprate, it's still a pain-point tier thing.
Xeeg wrote: » Azherae wrote: » There's a Dev Discussion on it too, which gives a lot more data that is difficult to read with a bias toward what you've said. i.e. even if you interpret responses in a generous/permissive way toward the 50% droprate, it's still a pain-point tier thing. Yeah, but that's the idea behind the game. If people are so risk adverse that they can't handle any loss, no matter how miniscule, then the basis of the game falls apart.
Azherae wrote: » Xeeg wrote: » Azherae wrote: » There's a Dev Discussion on it too, which gives a lot more data that is difficult to read with a bias toward what you've said. i.e. even if you interpret responses in a generous/permissive way toward the 50% droprate, it's still a pain-point tier thing. Yeah, but that's the idea behind the game. If people are so risk adverse that they can't handle any loss, no matter how miniscule, then the basis of the game falls apart. Just to be clear, are you saying that 50% is 'required' for the 'risk behind the game'? Because at no point did I mean to say 'these people don't want any risk'. The ones I know have extremely specific and detailed workable risk profiles, and the Dev Discussion is a good way to look at more of that. I don't know what caused the shift from '50% is ok', 'well no, that number might still be too much', 'well the game breaks if people can't handle any risk'. No one's debating that, but dropping things on death isn't even a thing that happens in a large number of situations that 'should' matter to this.
Percimes wrote: » Side question... Will you guys loot the random ash piles you come across? Or leave them for their dead owner to claim them back?
Xeeg wrote: » 50% seems like a good start, shrug.
Noaani wrote: » Xeeg wrote: » 50% seems like a good start, shrug. If Ashes is intended to be a game where risk is real, that means that risk needs to be realized - as in, people need to want to kill you to take your stuff. If no one wants to kill you to take your stuff, the risk is theoretical, as opposed to real.
Noaani wrote: » The thing to keep in mind with 50% - that means if you are killed twice it is 75%. If you are killed 3 times, it is 87.5%. It is reasonable for people to expect this to happen on occasion, and so it is this compounded loss that people would be looking at.
Xeeg wrote: » This is assuming that you immediately run back into danger after respawning over and over. Maybe you run back to town and depot first? Not sure how respawn works here.
Percimes wrote: » And if you fought back, becoming purple, you would cut each of these loses in half. Unless attacked by an already corrupted character since, in that case, you'd remain green.
Xeeg wrote: » Noaani wrote: » Xeeg wrote: » 50% seems like a good start, shrug. If Ashes is intended to be a game where risk is real, that means that risk needs to be realized - as in, people need to want to kill you to take your stuff. If no one wants to kill you to take your stuff, the risk is theoretical, as opposed to real. The whole corruption system is aiming to limit that incentive, or at least create two opposite incentives: their stuff vs corruption.
Xeeg wrote: » This is assuming that you immediately run back into danger after respawning over and over.