GrilledCheeseMojito wrote: » I can't see how to give feedback on the Dev Discussion when there's a fundamental problem at the root of sieges that hasn't been addressed. The most important feature for mass PvP combat is the combat itself. That sounds obvious, but I believe that if you have a fundamental issue with the ranges of engagement or your ability to play tactically, then it won't matter what kind of PvE systems, environmental design, or anything else you use to spice up the event - it will still feel wrong. I do not think Ashes has a strong enough combat system for a mass PvP event now, as the engagement ranges are very far, making it difficult therefore to make any kind of grand strategic judgment that can lead to pushing through on a siege. It's already hard enough just to see a Ranger as a singular engagement point, much less for someone leading the siege to have any view of what's happening. In the end, when you engage a siege, someone is leading it, and it is not fun to be leading a fight that feels exceedingly random because of how difficult it becomes to track the effect of any individual action. Having such wide engagement ranges also makes formations at best strange and at worst completely ineffectual, which also detracts from the higher-level tactical enjoyment you can have in such events. If you want to have a mass PvP event that doesn't feel like an RNG slog for both fighters on the ground and tacticians, you need to solve the engagement range problem. Until I know whether these engagement ranges are going to become shorter, I can't see how to give you feedback on the quality of the siege.
NiKr wrote: » Considering what we saw in A1 with balistas and the such, I feel like the current range is kinda on the shorter side. I'm used to very long ranges of engagement, with even fewer gap closers than what Ashes already has, so to me this is completely fine.
JustVine wrote: » I find this an interesting point of divergence actually. The difference is mobility. The balistas are mounted and put in specific places. There is real risk vs reward for the range. You are rooted into position, can be ganked in ui, and have a limit on angle of shot. I really don't get how you compare the two so I'd be interested in your insight here.
JustVine wrote: » The gap closers are kind of in the same vein of problem as op is saying here. They kind of make spacing and position a little less meaningful than if they didn't exist.
JustVine wrote: » If what you are used to 'longer range' is l2, lmk because that influences how I view that explanation. We probably have very different backgrounds to siege warfare in mmos (Dark Ages of Camelot and TL for me.)
Depraved wrote: » what if range classes didn't have such long range? then they would complain that they cant do anything and that melee is king. someone Is always gonna get the short stick. range classes are more effective in open areas and melees are more effective in close areas, such as dungeons or castle corridors.
Diamaht wrote: » How can mages, rangers and bards expect to do anything effective? With everone right on top of each other just bring two tanks, two warriors, two rogues and two healers. You win. With gap closers and better survivability the squishes get shredded.
Diamaht wrote: » You are going to want space in large combat engagements to allow for variable strategies and group comps. If we are all right up against each other there is no variance. It's just a melee slug fest. How can mages, rangers and bards expect to do anything effective? With everone right on top of each other just bring two tanks, two warriors, two rogues and two healers. You win. With gap closers and better survivability the squishes get shredded. At least this way the ranged classes are effective, and the tactic to beat them is to position well and take out their back line. That seems to have more strategic variability than a slug fest.
Azherae wrote: » It's just ShotCaller teamwork, cogs in the machine activating when mother brain tells 'em to. I've been told this is what Steven is used to/expects.
NiKr wrote: » Azherae wrote: » It's just ShotCaller teamwork, cogs in the machine activating when mother brain tells 'em to. I've been told this is what Steven is used to/expects. Yeah, dunno how AA was, but this was pretty much exactly how party vs party pvp went in L2. "Drop healer. Stay on him in case they rez him, so that he stands up w/o buffs (cause later updates had a way to keep your buffs through one death). A dangerous mage just used a big self buff - drop him rn." All supported by /assist. And that's kinda what I was foreseeing for Ashes. A party comes up with their own build of synergistic abilities/augments and then this party does their best to synergize and syncronize their actions as best as possible.
Azherae wrote: » NiKr wrote: » Azherae wrote: » It's just ShotCaller teamwork, cogs in the machine activating when mother brain tells 'em to. I've been told this is what Steven is used to/expects. Yeah, dunno how AA was, but this was pretty much exactly how party vs party pvp went in L2. "Drop healer. Stay on him in case they rez him, so that he stands up w/o buffs (cause later updates had a way to keep your buffs through one death). A dangerous mage just used a big self buff - drop him rn." All supported by /assist. And that's kinda what I was foreseeing for Ashes. A party comes up with their own build of synergistic abilities/augments and then this party does their best to synergize and syncronize their actions as best as possible. Great. Everyone who likes that should absolutely have a game to play. Obv I'm not here to 'argue for it to be taken from them'. I just happen to be the talking-head of a group of Skirmishers who are occasionally still trying to figure out how to help Intrepid, and who are sometimes a little salty about 'betrayed expectations'. Because for us, everything originally said 'works better in a Skirmisher game', and A1 was a Skirmisher game, and Ashes is now still seemingly building a bunch of stuff that will be less fun outright (talking about outcomes now, not playstyle preference) in a ShotCaller game. Nearly every time we have any serious PvE vs PvP, Action vs Tab, or even Econ discussions on this forum now, it's coming down to that. So now, finally, we've hit the point where giving proper feedback is becoming impossible, because even if we switch to 'ShotCaller', the rest of the game won't be fun for us, win or lose. ShotCaller style in a game with obfuscated health bars, obfuscated gear, evasion stat, and huge build freedom, is just RNG.
Diamaht wrote: » Perhaps, or shot calling just becomes about positioning. You can still get to the back line and hit strategically, but no you won't have the large clusters and proximity you have in games like Eve. I don't think It'll be so bad, you'll have be more deliberate and do more leg work to fight that way.
GrilledCheeseMojito wrote: » Diamaht wrote: » Perhaps, or shot calling just becomes about positioning. You can still get to the back line and hit strategically, but no you won't have the large clusters and proximity you have in games like Eve. I don't think It'll be so bad, you'll have be more deliberate and do more leg work to fight that way. It's impossible to be more deliberate when the game has been engineered in several different systems to hide as much information from the shot caller as possible. You can't have a game that is primarily centered around a party synergizing their strategy around someone giving commands if there's obfuscation at every layer (health, gear, build freedom). Ashes right now is building in two conflicting philosophies. Giving feedback is really difficult in the direction the game is heading.
GrilledCheeseMojito wrote: » Ashes right now is building in two conflicting philosophies. Giving feedback is really difficult in the direction the game is heading.