Dygz wrote: » Otr wrote: » You will not be in danger all the time. Traveling from city to city without caravans will definitely be possible. But with small fast caravans, it will be a nice adventure. You can be a merchant too. If you are skilled at predicting prices and talking to people, for sure you can find others to help you out. You just drive the caravan and they fight. Ashes is designed for players to have high Risk 90% of the time. Sure, players will not be in danger inside of a Freehold House or their own Player Stalls. But people will not be having adventures there.
Otr wrote: » You will not be in danger all the time. Traveling from city to city without caravans will definitely be possible. But with small fast caravans, it will be a nice adventure. You can be a merchant too. If you are skilled at predicting prices and talking to people, for sure you can find others to help you out. You just drive the caravan and they fight.
P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the chances of getting ganked. you'd lose that buff for some amount of time if you take part in group content.
Otr wrote: » When somebody asks you if he can have a nice adventure in the game, you understand a relaxing adventure? :thinking: Adventure implies risk:noun an unusual and exciting, typically hazardous, experience or activity: if something can happen 90% of the time players don't perceive it as a risk anymore but a constant manifestation of harmful events. Adrenaline stops flowing. You wouldn't attempt to explore the map if you would be in constant risk. And when you will see that nobody kills you, will you not try (test) some quests too?
Otr wrote: » P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the chances of getting ganked. you'd lose that buff for some amount of time if you take part in group content. Would you find acceptable to activate and increase that vision by allowing more of your inventory to be lootable? Lower chance = more losses. Similar to how green are protected against CC but if they still die, they lose more inventory. Or to trade it against CC protection. You gain vision range and you loose the protection to CC.
P0GG0 wrote: » Otr wrote: » P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the chances of getting ganked. you'd lose that buff for some amount of time if you take part in group content. Would you find acceptable to activate and increase that vision by allowing more of your inventory to be lootable? Lower chance = more losses. Similar to how green are protected against CC but if they still die, they lose more inventory. Or to trade it against CC protection. You gain vision range and you loose the protection to CC. depends on the amount of range gained, i'm just asking for 10 meter maximum. ofc people here will make a big deal out of everything.
rollox wrote: » That's just because I do a lot of crafting, exploring, and stuff like fishing. I certainly hope it's not required by these pillars to be grouped up when fishing. And it seems that some opinions on the forums here have a very definitive definition of solo i.e. not in a guild, not doing any raids, not in discord, etc etc. What I see Ashes offering is social interactions being created. First through node citizenship. I would say the definition of solo player does not fit with someone who is a citizen of a node. Actively participating in tasks and work to build xp for that node. That's a social interaction that is not something that you are grouped with someone. But it could lead to a few ad hoc pugs of players doing the same tasks going out together. Problem with me is I tend to get distracted, and veer off path to go check out something interesting. Having group mates begin yelling at me to get back to the task. For gods sake I hope that do a happen here if I go take some time to explore something.Also there will be the guilds which also offer paths to social interaction. I really liked games where a guild has some organized events, whether it be a raid, farming, or PvP whatever. I would point to experiences in New Wold how this worked well.
As a solo player out on a daily gathering run. I could see that an opposing faction was attempting to obtain control of a stronghold. So I went to check it out. Found a few other strays in my faction around there. And we formed a group. Someone in that group called in some friends from their guild. And an hour of PvP over this stronghold ensued. Now I wasn't a member of this guild, but I was invited to join the discord. A sizable portion of the players went to another stronghold in another territory. But a few of us stayed back as scouts and defenders. I was still in a small group, and we all kind of went back to doing our own thing around the stronghold. Mining, skinning, killing some overland mob, a boss... And whamo! The opponents had returned and started fighting again. It's not an either or proposition. You are not ever entirely solo and you are not ever entirely grouped for content. Although you may stay in a small group out of necessity of protection in some cases. For me this turns out to be about 25% of my time actively adventuring with a group.
KingDDD wrote: » Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems. For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. Once on floor 2 they met player c and d. The same thing happens to floor 3 and floor 4. This creates content that is soloable but also reinforces the need to group to complete challenges. Obviously rewards scale based group activity and size but if you hard lock solo players out then you are significantly reducing the population necessary to make this game interesting.
KingDDD wrote: » Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems. For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. ....
Otr wrote: » KingDDD wrote: » Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems. For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. .... Player b says no.
Noaani wrote: » P0GG0 wrote: » Otr wrote: » P0GG0 wrote: » i'd love some mechanic were you gain vision range when solo. basically a way to lower the chances of getting ganked. you'd lose that buff for some amount of time if you take part in group content. Would you find acceptable to activate and increase that vision by allowing more of your inventory to be lootable? Lower chance = more losses. Similar to how green are protected against CC but if they still die, they lose more inventory. Or to trade it against CC protection. You gain vision range and you loose the protection to CC. depends on the amount of range gained, i'm just asking for 10 meter maximum. ofc people here will make a big deal out of everything. I don't see how visual range would assist anyone. Verra is not a flat, empty world. There are hills, mountains, trees, cliffs, caves, buildings, walls, all sorts of other things to block view. These are the things that prevent you seeing a potential threat, not how far you can see. The only time something like this would even come in to play is on the ocean. However, I would wager a warship would know where a solo player is long before they are in visual range anyway (Archeage ships had radar, Ashes probably will too).
Otr wrote: » Player b says no.
P0GG0 wrote: » dear dairy.
KingDDD wrote: » Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems. For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and ....
Vospha wrote: » KingDDD wrote: » Solo players should absolutely have content and progression. The key however is to do that within the confines of AoC systems. For example, player A goes to an open world dungeon. Floor 1 is designed around 1 player. Player a sees player b in floor 1 and asks if they want to do floor 2 which is designed for two people. Once on floor 2 they met player c and d. The same thing happens to floor 3 and floor 4. This creates content that is soloable but also reinforces the need to group to complete challenges. Obviously rewards scale based group activity and size but if you hard lock solo players out then you are significantly reducing the population necessary to make this game interesting. I do like the idea, though then you are a bit stuck it you end up not finding someone or no one else shows up for ages etc. So I feel like just having a good way to find groups before hand would be the best option to avoid the issue of not actually finding someone while in the dungeon if that makes sense. Like mentioned previously using taverns and a notice board to find currently active groups for example would be great!
ItsNoGood wrote: »