Ludullu_(NiKr) wrote: » Time scale is simply different, but those players would still get their loot, even if the boss only drops 2 items per farm.
Chaliux wrote: » As long as playertime and the invested time is respected the design is fine, otherwise not (in my opinion).
Chaliux wrote: » And ofc, this desicion will have to be taken in the next month. Should the design punish players, or reward. Solo is more risk, so more reward, hm? ;-)
Chaliux wrote: » Example: If three groups fight a boss, the game knows, which player in which group has spent which time (up from first attack/heal/aggro push) and which performance (tanking, healing, damage). No player knows that. And if the solo player around is helping, just because all three groups a full, why shouldnt he get something? He should. Is it perhaps less than a performing player in one of the three groups? Sure, but also within a group you can play afk-wise (just telling your group you habe to pickup a phonecall, so 7 not 8 are contributing) as long as others perform. We know this from all the other MMOs out there when talking about open world bosses. Within instanced raid bosses thats different of course.
Ludullu_(NiKr) wrote: » What is your range for "respected time" here?
In the context of a boss farm being solo does not have more risk. You won't have the buffs to outaggro a full party, so the boss will most likely never even turn to you.
And if you fail to dodge its general attacks - that's on you (just as it is on any other player).
Like I said, Ashes doesn't care about solo players, when it comes to big piece of content.
Solo players won't get anything for their tiny slaps on the boss' ankles.
If you want to get loot for your time - join a guild and go to a raid with them.
Chaliux wrote: » Any time invested. If a fight takes 20min every minuten IS invested time and should be respected. There is no reason why it shouldnt.
Chaliux wrote: » Thats on the tank and the DDs, that this will not happen within the group. A solo player can contribute with his healing or damage during such events. It‘s highly likely that in the open world there will not only be groups running around as experience shows us. All these players just not being in a group but helping in those fights should be rewarded.
Chaliux wrote: » Time will show. Its not possible to play every moment, event, day only in 8 man groups, or higher. There are natural downtimes and with meaningful design its possible to consider this and respect this. This is especially an issue as group size is very high in AoC, 4-5 man groups would decrease this issue.
Chaliux wrote: » Example: In the 8 man group 2 players did 500k damage, each, during an open world encounter. 10min fight. Outside of this group there are 3 other players helping, but not forming a group. Each player did 600k damage and was there up from the first hit, so 10min invested. Of course the should get something. They cant group at this moment, why should they be punished? You assume that a player in a group performs better than a player outside a group. But I cannot agree with this assumption, as players have individual skill. Buffs carry bad group players, yes, but if this player dies 10 times and the solo player outside not, than the 10 times dying guy gets loot ONLY because of grouping before and the solo players not, although they are social guys, performing good and helping? What about 3 healers outside helping the groups to survive even better? Maybe one is healing the 10 times dying guy so he will only fail 3 times? Those solo playing healers should not get loot from that fight? Well, no, thats bad and no meaningful and respectful design. Sorry, thats the point. If you think that the current design is respecting those players, that were even better in performance within the same time scale, than thats very strange.
Chaliux wrote: » Sure, but its not possible to always group. There are downtimes. There can be 4 groups fighting an encounter but 3-4 solo players around that randomly entered this event. If the support this fight, they should get something for their time invest, because it should support to play together against the encounter and no punishment. Again, we are not talking about instanced raid bosses, but world events where everybody can support at any time joining the fight snd for this the game knows the contribution and performance, and not the player (or leader of a group, not even knowing the randoms out there and that they maybe carry their encounter kill).
Chaliux wrote: » Thats nonsense as we all know from last 20y+ playing MMOs.
Ludullu_(NiKr) wrote: » Veeshan wrote: » If people are so afraid of ninja looters/thief's just make looted items drop on death for 5 minutea after being looted (resource already drop but this would occur with armor pieces aswell). If somone ninja loots from your group kick them out and kill them and reloot it within the 5 minutes, allows players to police themselfs to recover the items Except this will immediately snowball into a mess of "the killer becomes corrupted, then he gets killed and his loot gets stolen, then the new stealer gets killed, rinse repeat".
Veeshan wrote: » If people are so afraid of ninja looters/thief's just make looted items drop on death for 5 minutea after being looted (resource already drop but this would occur with armor pieces aswell). If somone ninja loots from your group kick them out and kill them and reloot it within the 5 minutes, allows players to police themselfs to recover the items
Veeshan wrote: » You have issues if you think your entire group are ninja looters gonna cause blood shed fighting over an item after it drops
Ludullu_(NiKr) wrote: » I'm talking about the rewards here. There's a lot of activities that don't see returns on investement for a loooong time, no matter how much time you put into them.
Those players will be removed one way or the other, because most groups would see them as spies for the enemies, who're waiting for the boss to get to low enough hp, in order to sabotage the farm and steal the boss.
I've been farming open world bosses in an owpvp mmo for 12 years. Randos are not welcomed there.
The design has alreadyy accounted for this. Majority of important content will be prime-time based, so, yes, it will be designed around full groups that are gathering to player during those prime times.
4-5-member groups will have their own little content that they can do on the side.
Groups are singular units in this game. So I don't care if some solos outdid a small part of the group's dmg, because the group overall will do way more dmg to the boss.
And as I said, group buffs and synergies will make it nearly impossible to outdps party dpsers if you're solo. That's the entire point of being in a group - sum is more than the parts.
Healers who are helping some random party should've just found their own party, cause god knows every mmo is always short on healers. Anything else is charity work and should not have the expectation of rewards.
If every damn bum was rewarded for existing near an open world boss, the game's economy would be in the shitter faster than you can say "economic decline".
Ashes is not a cooperative game.
It's competitive. Open world design dictates that and Steven wants it that way.
If those solos can't find themselves a group - that's their problem.
Though it's more of a "what are you doing near a boss w/o a group" problem
Dungeons and boss content are meants for groups, because Ashes is a group-based game, not a single player mmo.
wrote: That might be nonsense in some "modern" single player mmos, but not in the games that inspired Steven. In Lineage 2 you couldn't do shit alone (valuable shit that is). And that is the exact design Steven liked and chose for his game. If he wanted to appeal to the single players - he wouldn't have chosen that design.
Single players seem to mistrust every damn person they meet
I've trusted every player I've partied up with, because otherwise why the hell would I even party up with them And that lead to my great experience with parties and guilds (both as a leader and as a common member).
Chaliux wrote: » Well, if a guild or group is acting like this, to just remove members and friends, than we are anyhow talking about completely different approaches how to play such a computer game. Why should a player being afk because of picking up a phone call be removed? Or why should he if dps is 4% less than from other players (plus the current fact: No DPS meters, which is a very very good thing - so nobody knows that beside the game - that's why the game should do the loot, not a human person living out his bad behaviour) Spy? Those players play together one year long within a guild or group, with discord, and they are spies? Oh well, interesting.
Chaliux wrote: » I've been playing MMOs since over 20 years with all sort of content and randoms are no bad people, elitist (or self named elistist) players are not welcomed.
Chaliux wrote: » Some events are triggered due to other events before. The dungeon + Firebrand are a good example. You just CAN join this free open world boss encounter whenever it is triggered and available. Perhaps you are just in a group with your friends in discord and say: "Let's join this fight" or you are just running around in that area for resource farming and then you are joining this fight by accident, random. This can and will happen, this is a fact of all other MMOs out there since 20 years that offer open world encounters and events. AoC is not the first one doing this..
Chaliux wrote: » That was not the point. A group is full with 8 people. To always get 8 players will at every second of playing not be possible, there will be natural downtimes, so designen the entire game and loot around groups will not work and time will show this, I'm quite convinced about that due to my experience in such games.
Chaliux wrote: » Invididuals can perform bad, but be in a group. The sum of 8 bad players will not be better of 3-4 individual skilled players. I can tell you pvp stories of my playing time where we (3-4 guys) outplayed a group of more people, or dungeons, where good players peform with 4 players doing everything and 1 nothing (just imagine boosting scenarios) wheres 5 players are dying at the same boss 10 times because their individual skill is bad. So, sure, grouping is the usual goal and helping, but also surrounding players invest their time and perform their attacks and heals. They contribute to the fight that is going on, not only the "barrier" of being in a group is changing this fact.
Chaliux wrote: » Should, but what if they didn't? They just than should pass away and not contribute with their healing at this world boss event? Seriously? What a strange behaviour and thinking about game design. Of course the should and can help, if they want, and a group will like this support as things will be easier than. But this healer should get something for his time and support. Imaging a small fight with a small encounter. An 8 man group is starting to prepare a fight against a mini boss. 2 random players, a healer and a DD (perhaps friends) join the situation. It's a 10 player group than, but only one group is formed. Your "design" is the 8 man group are the elitists and better players, because of "group based" and so on and "you don't care about the randoms". And I'm different. I care. I thinkt, both can - if they want - support. If they just want to pvp, they can start doing a 2 vs. 8, will not be successful, let's guess. So, they decide to help and so it's a 10 man fight. And than 8 should get loot after 10min and 2 no loot? Very, very - I mean very - bad game design.
Chaliux wrote: » Will not happen. There a loot tables, with percentages. Usually. Or is it different in AoC? Show me, that's my lack of knowledge than, can happen. Otherwise it means something like this: Mini-Boss jungle snake drops (really just doing examples): - 100 gold - 90% change to drop - 3 crafting materials ABC - 40% change to drop a piece - 1 rare shield ("blue" quality) - 2,5% chance to drop - 1 rare dagger - 4% chance to drop - 1 legendary sword ("orange" quality) - 0,0002% chance to drop Why shouldnt the 2 randoms mentioned above be in a position to geht 20 gold, 1 crafting material and the dagger? This only will drop enterily for the group? So it will punish players that want to contribute, want to play social and support and all 10 players agree on that but loot will not be shared?
Chaliux wrote: » It is, playing together is one of the highest goals. That's done by being cooperative. Players want and should to play together. Your point is the barrier called "grouping", my point is that this is only an artificial barrier, a differenc in the UI and group-interface, but no social and cooperative difference during this fight just happening against a random world encounter in the open world free for everybody.
Chaliux wrote: » Ok, that's an answer and opinion on that. For me this barrier is existing. Sometimes you will have situations where grouping is not possible, but playing is. Also playing together is, but group-size or other circumstances just don't allow it in a better way. In all this scenarios, that will happen quite often, all players should be respected with their playing time, as the invest the same time for the fight than a player within a group - there is no difference in this aspect. And that an individual player perhaps is even better than an individual player within a group is even more showing, what I explain.
Chaliux wrote: » I don't understand. Whats the problem of running and playing around in the open world and than an boss event occurs and happens? Should this solo player than log out or run away? What's your proposal what should happen next? Talking to him and saying he is not allowed to support the fight or other not very social suggestions?
Chaliux wrote: » That's not the point, because this situation will happen as I've mentioned them and thus there will be a lot of situations where randoms or different outher groups in different sizes will join battles. They will be there before the battle starts, although not triggered from them, they will be there during the fights and they will come shortly after the fight is over, because it's an opern world for everybody and not for ONE elitist guild where the members think and feel they can do what they want.
Chaliux wrote: » But he wants to be AoC to be successful and games like Lineage 2 are not successful any more and not in the existing market, he must consider that life, market and players have changed. It's the same for him, being mid 40 or whatsoever. He will definitly not play 15h a day, he will work. During his speeches to motivate his DAoC group (we all know the vid) he was bit younger, right, and nostalgia is one thing, but a MMO that will work and have meaningful designs is another. If it is a Lineage 2 copy with additional and different stuff, than time will show us, how this will work. All the best, we will see. Maybe you know Guild Wars 1. I do. In the end it was an entirely instanced game. Some loved it. For Guild Wars 2 ArenaNet changed this design completely and Guild Wars 2 was an even better, more successful and more fun game. I've played it for several years in PvE and s(structured)PvP. So, "modern" MMOs are "modern", becaue players, the market, want them to be modern. It's ok to have old-school aspects, that's why all of us are here - but the good things out of old-school aspects, not the bad ones. Investing time and getting nothing is a bad one. Nobody will invest if nothing will come up, it will not only be a niche MMO, it will fail faster than you can say "but groups count the most".
Chaliux wrote: » So, agree to disagree, still. For me, and I guess and know I'm not alone on the market with this opinion, every player that invests his time and plays/performs should get progress for his character in all means that make sense in this particular situation (so maybe exp, maybe gold, maybe gear, maybe ressources, maybe rare random world drop, what so ever). But not nothing only because of artificial barriers ignoring his invested time and performance.
Chaliux wrote: » It's completely the opposite. Group members and mighty feeling guild or group leaders mistrust every solo and random player and build up their artificial barriers to avoid this type of playing together and randomly forming groups and getting in touch and connected. They are "only in their bubble" and everybody outside is bad. How did you call them: "damn bum", right? It's clearly just exactly the opposite of what you think.
Chaliux wrote: » Same here, that's all about in MMOs. But the MMO should not punish players that are not in a group in a specific moment or scenario, because they can't at this point of time, but they invest time and performance. Again, it's not possible that you are playing always in a group. It's a different thing if you are permanently within a guild but you are not permantely in a group when you play. It's just untrue to assume that. And, it's okay and meaningful to approach open to other players, perhaps it will be the next group- or guild-member. Before you said "you don't care about solo players". But you should, because solo or random players are not bad player, they are no damn bums, you don't need to mistrust them (although you talk in one direction, your behaviour shows the complete opposite).
Chaliux wrote: » Again, I've been playing MMOs since 20y+ with all different kinds of content and most of the time within guilds or with friends/groups, as leader, officier, member, consultant, friend, mentor. This experience we share. We only don't share the same attitude and behaviour when it comes to randoms, solo players and "grouping" in the context of time invest, loot/reward and the social aspect of it. So I'm surprised that your behaviour you explain (like: This members will be removed from the group) is the one that should be the goal within an social, cooperative MMO which emphazises that players are doing content together (or playing against each other within that content, which makes no difference for all the other mentioned points before).
Chaliux wrote: » Kleptix wrote: » Everyone gets their own loot If player time is respected, of course, this should happen, because as long as a contribution (damage, tanking healing) is done, a reward should be given, because time was invested. And first of all, MMOs are time-consuming games, so if players will not get items according to their invest, why should they play (within the assumption, that gear progress matters in AoC, so in difference to Guild Wars 2 for example, as item progress is not that important which also offers a lot of advantages, but also disadvantages (no dangling of a carrot in front of someone's nose).
Kleptix wrote: » Everyone gets their own loot
Ludullu_(NiKr) wrote: » Chaliux wrote: » Otherwise the question would be: Why should a player performanig good and investing a his time not get a loot? What's the justification here? Time scale is simply different, but those players would still get their loot, even if the boss only drops 2 items per farm. The overall progress in the game would simply be slower. Also, solo players will not be rewarded because AoC's looting rights don't reward everyone who touches the boss (nor have the suggestions here been about that). Solo players must either join guilds or grind their little solo mobs until they can afford to buy big boi items. Chaliux wrote: » but test phases will show him good feedback - I hope. He will get feedback from both sides and will have to decide if he wants to listen to the majority of modern players that will leave the game for a variety of other reasons or to his already established TA who're used to this kind of design and have played with it before.
Chaliux wrote: » Otherwise the question would be: Why should a player performanig good and investing a his time not get a loot? What's the justification here?
Chaliux wrote: » but test phases will show him good feedback - I hope.
Mdini wrote: » 1) The established TAs will likely stick around regardless. Changing the loot system won't be a deal breaker for most of you all.
Mdini wrote: » 2) New players are more likely to stick around if they don't need to deal with artificial obstacles and frustrations to experience character development. Even players like me are more likely to stick around. Restricting my character development with these thoughtless and artificial systems are deal breakers for me and a lot of people.
Ludullu_(NiKr) wrote: » Changing loot rules to "everyone gets something" changes the economy balancing completely.
Azherae wrote: » Neither: "Guilds are built by randos and solos coming together because THEY HAVE TO, if they want to succeed."
Azherae wrote: » Nor Ludullu_(NiKr) wrote: » Changing loot rules to "everyone gets something" changes the economy balancing completely. are true. This is not a necessary incentive, Intrepid.
Ludullu_(NiKr) wrote: » Azherae wrote: » Neither: "Guilds are built by randos and solos coming together because THEY HAVE TO, if they want to succeed." Doesn't a coordinated guild beat a collection of absolutely random people playing by themselves, when it comes to competition over content? Well, outside of situations where anti-zerg mechanics on said content are such trash that the entire server can come to the boss and easily get the loot w/o dying. Azherae wrote: » Nor Ludullu_(NiKr) wrote: » Changing loot rules to "everyone gets something" changes the economy balancing completely. are true. This is not a necessary incentive, Intrepid. Wouldn't "everyone who did dmg or healed or tanked around the boss gets loot" impact the balancing of the economy? If a boss can reward 300 people that were doing random stuff around it, why would anyone only bring 40 people there? And even if they did, wouldn't the balancing of the reward require to designed in such small increments that the boss reward could be the same but could also be splittable into tiniest fractions of itself?
Azherae wrote: » Very few if any people on the 'opposite' side of you have said 'literally everyone who touches the boss gets something'. If they did mean that, this would still be possible, but the lowest tier rewards would be quite silly.
Azherae wrote: » In a game with no fast travel, 200 people converging on a world boss slows down the influx of goods or (ugh) Glint. With Ashes' design as it is, if you do not give most people something for putting in a real effort against something like FireBrand, you have created a poor design where people do not bother to come kill nor contest it.
Azherae wrote: » For 'fighting FireBrand' or similar bosses to be a logical thing to do in this game at nearly any time, there is a certain level of rewards required to offset the opportunity cost of it, or the boss will mostly only be attempted by altruists who don't care that they are losing out for doing so, PvP players who see it as another arena, or the unfortunate who don't really understand that in a game with durability loss and exp debt, they shouldn't take this action. It leads to shallow incentives and poor politics, turning Ashes into 'just another PvP sandbox'.
Ludullu_(NiKr) wrote: » Solos get removed, because they are the spies.
wrote: I didn't say they are bad, I said they are not part of the group unit. And anyone outside of the group unit are not part of the same competitive side
And as I keep saying, if some high value content (as a boss would be) pops up - people will compete over it, so your group of friends won't be able to just join a random raid or smth.
This has also been happening in Lineage 2 for 20 years, so it's nothing new as well.
And I'm convinced of the exact opposite, also due to my experience in open world pvp mmos (namely, L2). Every evening I'd play with the exact same group (full party group) of people.
And prime-time design will only help with this, because people will know the exact time when they gotta be online and will party up with others who can be online at the same time.
And if your 3-4 player group is more skilled than a full party - it'd be super easy to find a guild that would take you on, add another 5-4 players to you and you'll be able to join raids easily.
You'd be deciding to help out of charity. I've done so many times and to many people.
If a boss is meant for an 8-player group - taking 10 players to it means you're "zerging it" (even if not by a lot), which would then trigger its anti-zerg mechanics and make the entire fight harder for the initial 8 people that came to farm that boss. Which means that your help is not helping and instead making things worse.
The design is not bad. It's meant to reward groups of people rather than solos.
The loot is predetermined to be limited and to go only towards the players that have gotten the looting rights for it. Those 8 players will not want your help if it would mean lower rewards for themselves. This is an owpvp game, not a cooperative pve game.
The loot is limited, which makes it a competitive game. If everyone was rewarded, as you want, it would then be a cooperative game. But it's not, nor does Steven want it to be.
Every group of players will be fighting for their loot against other groups of players, because the better you defend your loot - the more of it you'll keep.
It's difficult to keep playing as a group. It takes effort and coordination, which means that each person in the group has invested more time into the boss encounter than a random solo player that was just passing by. This, by default, makes their time more valuable and makes them more deserving of the loot.
That player should've been in a guild already and as soon as the boss (or other high value content) spawns, this player should ping their guild to come help him clear it. This is the social aspect of the game and mmos in general.
This is also something that's been done in L2 for 20 years now. You'd farm your own random stuff, then see a boss spawn and call up your guild to come clear it with you.
Steven already knows it'll be a niche mmo. In almost every damn showcase he says "this game is not for everyone and that's ok". If he wanted to appeal to modern gamers - he would've done so from the start. He wants a successful game with his own preferred design, not with the design that the majority prefers.
Investments can fail. They are not always successful.
This game does not reward everyone for simply existing. This has also been stated by Steven several times in the past.
And how exactly did those guilds and groups come together? Did they pop into existence at a large number out of nowhere?
Guilds are built by randos and solos coming together because THEY HAVE TO, if they want to succeed.
I don't remember a single time when this wasn't available to me, in my 12 years of playing L2. Even in tiny guilds of <20 people I'd still have at least a few others that could join me.
And in Ashes, where a lot of content will be centered around prime-time - this will be endlessly easier to do. Entire guilds will be built around that and will target their recruitement around that as well.
And as I already said, if you literally cannot find a party, for whatever reason - invest your time better than trying to siphon some loot from a boss.
Such contrast of activities would create a much stronger social structure than "I can do whatever I want at whatever time I want and still get rewarded equally w/o problems".
Our experiences are not the same because I played the competitive L2, while you played cooperative GW2.
Ludullu_(NiKr) wrote: » I guess I haven't experienced deeper politics, cause I quite enjoyed L2's inter-guild politics and there bosses gave a few pieces of gear per once-a-week (and up to once-2-weeks) farm of a boss, with the only truly valuable thing being one-of-a-kind drop AND EVEN THAT had a sub-100% drop rate on several bosses, though those bosses usually had lower respawn timers due to that fact, so there was a balance of sorts. But this then mostly depends on non-boss gear acquisition, or lack thereof. In L2, those few pieces of gear (or the mats for them) that dropped from the boss could be acquired from other places (mob grind included), so farming bosses wasn't a be-all and end-all situation. Do you expect AoC's gear acquisiton to be the opposite, judging by the tiny info that we have on that topic, or do you just dislike L2's whole apparoach to gearing? Or do you think that even if there ARE several ways to get boss-equivalent items out there, people would still be butthurt over the fact that they don't get anything if they try to join a raid as a fully solo player?
Chaliux wrote: » What spies? What will they find out? If there is a group of 6 man running around and two randoms show up and those 8 players come together, than the 2 players are spies? That's your way of playing and thinking in a MMO? Would you please mention the MMOs you've played so far? It was only Lineage2, right?
Chaliux wrote: » So every day, for months and years, those 8 people are online and playing a MMO together. I just had to lough out load a bit ;-)
Chaliux wrote: » There will be plenty of players running around solo, random and in small groups because for the situation/moment there is no raid/guild scaled group online or playing.
Chaliux wrote: » In an open world a boss is not meant to be for a XY group, because the game cannot control how many players are in this area, especially not, if it is not instanced. And AoC is only instanced very limited. What you are talking about is only valid for instanced groups/raids, and it's just untrue for open world content, accessible for everyone. The correct game design here is: The boss will scale due to more players fighting against him. As it is in the other MMOs out there, at least the good ones. That's no zerg, that's unavoidable. You must scale the boss, because you always have to consider that there are not only 8 players around, but maybe 20 players.
Chaliux wrote: » ? You don't have to argue around the status quo everybody knows, it's about adapting loot mechanics and propose different options and choices for the players, which support playing together instead of punsish players that have no group in this certain situation. If players invest their time and actions, they should participate on rewards for progression. Your option is: If they have no group, they should not play and log out. And this is bad game design, becaue it excludes instead of providing choice.
Chaliux wrote: » That's all about. Loot should not be limited. That's a punishment and disrespectful for all million players out there, that want play, want contribute, want fight, but a due to different aspects not in a group (or at this certain moment not grouped). And you simple answer is: It is like it is, whereas me (and others -> wait for the testing phases) try to explain: Change it as long as it is possible to change this. Risk and reward. But if there is no reward..?
Chaliux wrote: » Not if the system would work different - which is the main core of the discussion. We are not talking about the status quo (why we would need a discussion then?), but about, how to consider and respect the time of the players in a fair way.
Chaliux wrote: » Why "should" he? Who is saying this? What if the guild already started something and 5-6 members are coming online later so they run around in the world and facing a random enounter somewhere? Why shouldn't they play this encounter with other groups? Why should the entire guild stop what they are doing to go there, which perhaps need minutes of traveltime until the fight is already over? Why should those 5-6 members join the guild activity if that event (perhaps raid) is at 80% already and the group of 40 players is already full? Your view on how to play in a MMO in every day meaning sounds really really strange to me. Played 20y+, as I've said, but never had such an experience or discussion.
Chaliux wrote: » Ok, so they are all online every time and you always have 50 members free to support ad hoc whatever happens. Okaayyy ;-)
Chaliux wrote: » We will see, whether this will work out. My forecast is: It will not. Things must be adapted to reach a better player base, especially in a pvp game, otherwise you will have some realm/server dominations and small guilds, groups, solo-players ALL will leave in weeks or month after the release. We've seen that in so many other MMOs before, maybe you don't have this experience as your only main experience is Linage 2?
Chaliux wrote: » In real life and business, in entertainment and computer games that's of course different. It's a game providing fun, it's no serious real thing. Punishment and exclusion is never better than rewarding and inclusion. That's valid for real life and for gaming.
Chaliux wrote: » They are not existing, they are activly participating but excluded and punished only for one game design reason and design.
Chaliux wrote: » Which prime time?
Chaliux wrote: » It's not siphoning, it's supporting. And there are groups and players out there that understand this, it's your personal setting and bias to mistrust and to exclude other players and mark them as "siphoning randoms". It's a question of attitude and behaviour.
Chaliux wrote: » Thanks for the discussion. altough we are don't have the same opinion how playing a modern MMO, with old-school aspects, in a high fantasy setting, should look like that it is working for a lot of players, and that is what a MMO needs: A lot of players, not only a small hardcore playerbase, especially, because it's monthly sub, so they need players, players and more players.
Chaliux wrote: » And it's interesting that the latest gameplay we got to see was: PvE. Dungeons and a world boss encounter, firebrand, because what you want to tell is: There will be 4 guilds around firebrand doing pvp and not pve, and for the developer this showcase easily would have been done like this: Splitting those 40 players in 2 or 3 groups and showing pvp during the encounter fight. Or getting 20 more testers to support this showcase, the one you are talking about the whole time. I've to state that, for an Alpha, the game looks quite nice, really. I've to state that the pve gameplay was low to middle, it was simple mob-pulling and holy trinity to get the mobs down one after the other. Firebrand was cool, that's true, but nothing we didnt see in several other MMOs pve-wise, mechanic-wise or graphic-wise. So, if that pvp behaviour is the one, we are looking forward to see a lot of upcoming alpha material to proof that, to see what happens, if large scaled groups just terminate all other players be mass and nothing more so that soloplayers and random players and smaller groups will have no progress but all frustration all over. But, I remember, Steven said, the game should be fun. Well, we will see. I'll give it a try, but if player target audience is like you / players like to and the game will punish and limit instead of reward and entertain, than I will skip it easily (not because I will not play in a guild or group, but I will also play solo depending on the availability and online time, but if there is no meaningful activity beside group-content, it's limiting my entertainment too much), but as (nearly) all other MMOs out there, I'll try, if that could be a meaningful new home base, because New World was a fail, unfortunately, because it had a lot of potential.
„I'm not surprised that you dislike AoC's designs, considering that you haven't played L2 and AA
every other month there's a thread of "this game is DOA if it's not instanced/if owpvp is not disabled/if rewards are not for everyone/etc etc.
but both L2 and AA died exactly because their devs fucked up and introduced huge changes to what had been fairly successful games.