Ludullu wrote: » Haven't been playing P2 so far, so don't know the details, but weren't they meant to just guard the nodes themselves? Cause if that's the case and they kill flagged people in nodes - I support and like this change It'd be nice if they became weaker during node sieges of course, but I'd imagine that's already the plan, cause otherwise no one would be able to siege.
Azherae wrote: » So wait, what's the concern? Is it that there are guards or that they aren't working 'properly'? This sounds like a basic 'harmless noob trap' to me, a learning experience that only affects most characters once, but I'm genuinely asking because I feel like I'm missing something. By contrast, if someone were to tell you 'well your guild is supposed to gear you up' I'd call bs, but... I can't 'see' what the guards have to do with this.
Azherae wrote: » Do we have a reason to assume that the change was intended to fix the complaint, though? Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'. (I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing).
Xeeg wrote: » Azherae wrote: » Do we have a reason to assume that the change was intended to fix the complaint, though? Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'. (I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing). If the guards arent there to protect players from pvp then what is the point? And then why even use guards in the first place, when you can just make it a non pvp zone. The whole thing makes no sense to me. I dont know what the guards are for other than to piss people off. I dont see anything good about them.
Azherae wrote: » Xeeg wrote: » Azherae wrote: » Do we have a reason to assume that the change was intended to fix the complaint, though? Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'. (I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing). If the guards arent there to protect players from pvp then what is the point? And then why even use guards in the first place, when you can just make it a non pvp zone. The whole thing makes no sense to me. I dont know what the guards are for other than to piss people off. I dont see anything good about them. I'm not saying that I agree with the decision, it's just that I'm always really careful about assuming that Devs are trying to solve the actual 'problem' players are complaining about or having as a 'negative experience' because different devs don't see these as problems.
Xeeg wrote: » Azherae wrote: » Xeeg wrote: » Azherae wrote: » Do we have a reason to assume that the change was intended to fix the complaint, though? Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'. (I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing). If the guards arent there to protect players from pvp then what is the point? And then why even use guards in the first place, when you can just make it a non pvp zone. The whole thing makes no sense to me. I dont know what the guards are for other than to piss people off. I dont see anything good about them. I'm not saying that I agree with the decision, it's just that I'm always really careful about assuming that Devs are trying to solve the actual 'problem' players are complaining about or having as a 'negative experience' because different devs don't see these as problems. I understand what you are saying. The thing the players think is a problem is not necessarily something the devs think is a problem... But i still dont understand what function the devs have planned for the guards. Like what is the purpose of them in the first place?
Azherae wrote: » Do we have a reason to assume that the change was intended to fix the complaint, though? Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'.
Ludullu wrote: » Azherae wrote: » Do we have a reason to assume that the change was intended to fix the complaint, though? Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'. It is in fact an assumption that's based purely on the sheer fact that guards got buffed and, afaik, changed to attack flagged people as well. And the only reason I could see for that change is to address people's complaints about dying in nodes. From what I've seen, majority of said complaints were related to dying around storage/crafting tables, losing their mats in the process. If Intrepid implemented this change, while explicitly avoiding THE main problem that the change was supposed to address (from players' pov) - I don't fucking know why the change was even implemented. So yeah, I don't think we've gotten explicit explanation for why they changed it (unless it's buried somewhere deep in the discord), but if it was done not due to one of the main complaints related to the change - it was a weird damn change. If the devs are fine with people dying in nodes - just say so and don't change a thing. If you're not fine with that - explain why you don't address the main point of player feedback. I'm sure there had to be SOME reason for not putting a guard right between (if not on top of) storage and tables, so I'd imagine that "open development" would present that reason to players, so that players can know how to address their testing experience in their future feedback.
Ludullu wrote: » Having checked discord for "guards", the main talking points seem to have been about emberspring camping and guards were a response to that. Though Steven did also say this So just in general, guards are meant to help citizens to survive against war enemies. To me, that should include storage/tables locations too. THOUGH NONE OF THIS BS WOULD EVEN BE A THING IF WE DIDN'T CHANGE EVENT DEATH PENALTIES FFS
Xeeg wrote: » How do you want event death penalties to change?
Ludullu wrote: » Xeeg wrote: » How do you want event death penalties to change? Pvp events should be about fun organized pvp. Keeping big penalties there would just remove as much pvp from the game as possible, and the remaining pvp will always be a "who's got more shit they can lose" situation, which always favors the strong and creates a bigger snowball for their power.
Ludullu wrote: » Xeeg wrote: » How do you want event death penalties to change? To go back to what they planned them to be before the change. You only get gear decay on death. That's it. All the pvpers can pvp to their heart's content, while people who are getting destroyed only lose some durability instead of, as you yourself say, "just leaving the game until the war is gone" or "leave the node to avoid the war". Pvp events should be about fun organized pvp. Keeping big penalties there would just remove as much pvp from the game as possible, and the remaining pvp will always be a "who's got more shit they can lose" situation, which always favors the strong and creates a bigger snowball for their power.
Xeeg wrote: » OK, maybe the guards could be cool... But so far I haven't seen a good system. I dunno what it would take to make them cool tho, like an enjoyable experience for players.