deathwish wrote: » Trying to reinvent the wheel and hoping by some miracle it works out is just pure gambling. Where is the proof of concept?
Dimitraeos wrote: » Baselessly reinventing the wheel just to stake out an arbitrary contrarian opinion is Nikr's specialty 😂 Welcome to the Ashes forums sir
Veeshan wrote: » Reason death balls exist is because in almost every single game AoE have a target cap usually 5 players which are chosen at random
Veeshan wrote: » TLDR: AoE need to be effective at clumps but less effective against single targets so like single target spell does 60% more dmg than an aoe skill so to get your value u need to hit 3 targets at a time kinda deal.
deathwish wrote: » Goonswarm Federation is a pretty good example of a single guild gatekeeping.
Githal wrote: » They can just put 1 skill like the living bomb of fire mage in wow. That hits 1 target, the target explodes hitting all nearby targets and putting the living bomb on all that were hit. Then all explode and they ignite new bombs on every new target. With mega zergs till the players split all will be with bombs.
Yes, wanting the same thing Steven does is very bad around these here parts
And that's exactly how I expect them to work. Yet people are asking them to hit for way more, if you get more targets in the aoe. Which, imo, makes them too OP.
Otr wrote: » There are 6 factions in the game: 5 metropolis nations and the 20 neutral nodes outside them.
Dimitraeos wrote: » Congratulations, you've arrived at our position. Maybe if you had spent a few more moments critically trying to understand what was being forwarded (and reading carefully) we'd have skipped the banter. My man finally understood what we were forwarding. I love seeing good ideas grow on people
Ludullu_(NiKr) wrote: » Dimitraeos wrote: » Congratulations, you've arrived at our position. Maybe if you had spent a few more moments critically trying to understand what was being forwarded (and reading carefully) we'd have skipped the banter. My man finally understood what we were forwarding. I love seeing good ideas grow on people Except the main example of "scaling aoes" in the past discussions has been the Albion's aoes. And the literally do more damage the more people are in them. But not in the way of "you hit more people so you do more dmg overall", but instead "the more people you hit, the higher the base strength of the ability is". So no, nothing changed. I was always for no target caps on aoes, but that is not "scaling".
Endowed wrote: » Otr wrote: » There are 6 factions in the game: 5 metropolis nations and the 20 neutral nodes outside them. And when they are all in an (largely predetermined) brotherhood (not in-game mechanics) they are just one blob faction. Steven comes from games which are exactly this. Haves and have-nots, where RMTs are incredibly effective. :Elrond Voice: " I was there three thousand years ago in Lineage2"
Dimitraeos wrote: » Noaani wrote: » Adding AoE spells that increase damage based on how many targets are in the area as a means to get rid of zergs is just swaping one low skill play for another. If the idea is to get rid of low skill play, then it isn't ever going to work. if the idea isn't to get rid of low skill play, then it is pointless to implement. No it just punishes large groups of players that arent coordinated. Think of it as a "zerg tax". Should numerical superiority be a valid strategy? Of course. Should you have to be wary of things that can counterract it? Yes. That's the point of anti-zerg, ant-deathball type mechanics like having a handful of scaling AoE damage abilities (or like ive suggested, items like mines, grenades, bombs, etc).
Noaani wrote: » Adding AoE spells that increase damage based on how many targets are in the area as a means to get rid of zergs is just swaping one low skill play for another. If the idea is to get rid of low skill play, then it isn't ever going to work. if the idea isn't to get rid of low skill play, then it is pointless to implement.
Laetitian wrote: » Otr wrote: » There are 6 factions in the game: 5 metropolis nations and the 20 neutral nodes outside them. I'd go further and say it's one faction for every active node. Vassal nodes are encouraged to support their reigning nodes, but that doesn't mean they'll play along with any bullshit their regent node comes up with. 85 factions should be enough to offer a foundation for people to counter fun-sucking mega guilds dominating their region. At the same time it keeps opportunities for strong alliances to show off their power, if they own enough of the citizenships in their area, and operate benevolently enough not to drum up an overwhelming opposition against themselves.
Githal wrote: » I would say: bring scaling aoe spells that the more targets the spell hit the bigger the dmg. So if you hit 1 target the spell would deal 300 for example. If the same spell hit 5 targets, it will deal 1k dmg to each of the targets. IF it hit 50 players it will one shot them all. GG now there are no mega zergs on the battlefield, and the positioning of players will be important Or can be balanced if needed that this increase dmg takes effect if you hit more than 10 targets. So if you hit from 1 to 9 targets the dmg is 300. Then the more above 10 you hit the bigger the dmg
deathwish wrote: » Probably the most important feedback I will bring over to AoC. If you're not apart of the mega super multi guild that controls the server you are not allowed to play the game. Meaning you either get the benefits of being the #1 guild on the server and snowball or you become content to be farmed by the #1 guild and quit the game to do something more fun.
deathwish wrote: » Add factions to Ashes to prevent this problem. Two factions is great. Three would be the best design.
Noaani wrote: » Dimitraeos wrote: » Noaani wrote: » Adding AoE spells that increase damage based on how many targets are in the area as a means to get rid of zergs is just swaping one low skill play for another. If the idea is to get rid of low skill play, then it isn't ever going to work. if the idea isn't to get rid of low skill play, then it is pointless to implement. No it just punishes large groups of players that arent coordinated. Think of it as a "zerg tax". Should numerical superiority be a valid strategy? Of course. Should you have to be wary of things that can counterract it? Yes. That's the point of anti-zerg, ant-deathball type mechanics like having a handful of scaling AoE damage abilities (or like ive suggested, items like mines, grenades, bombs, etc). I think you are missing the point. Sure, a game should have anti-zerg mechanics and/or systems. Not arguing that point. However, systems where a small number of players can influence a large number of players in a significant way should take some skill. Making it so AoE damage scales up based on how many targets it will hit is something so low skill that people could make use of it by accident. It is a low skill "solution" to the low skill "problem" of zeros. At the very least, make it so that bards are able to mark players with an effect, and a different class has AoE abilities that multiply damage and increase the target cap by an amount based on how many marked targets they will hit. Even that is fairly base level in terms of player skill. Simply adding damage to AoE's based on total targets is mind-numbingly unskilled and should be as discouraged as mind-numbingly unskilled zeros are. I really don't get how people can complain about something like zerging, but then think such an unskilled solution is a good idea.
Dolyem wrote: » Also, if there is no AOE cap, zergs will crumble to small groups.