Veeshan wrote: » ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers. what idiot spends 2 hour gathing/farming and never does a bank break? to be fair they deserve to loose it if they dont bank often :P
ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers.
chickengeorge wrote: » Sigtyr wrote: » Steven has said many times that this game is not for everybody. There are core visions of this game that simply will not be changed, no matter how many times someone makes this thread. Reduce your player base, great business model. I guess we'll find out in a few years.
Sigtyr wrote: » Steven has said many times that this game is not for everybody. There are core visions of this game that simply will not be changed, no matter how many times someone makes this thread.
Rockyfour wrote: » You can take a peak at Steam Charts and realize OP has no idea what he is talking about. PvP games are incredibly popular and just because all the PvP MMO's have been mediocre or filled with bugs and performance issues does not mean that this game needs to pivot from it's PvP focus even in the slightest.
Veeshan wrote: » ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers. they learn not to gather 2 hours straight without banking a single time
Noaani wrote: » Veeshan wrote: » ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers. they learn not to gather 2 hours straight without banking a single time This is kind of an incompatible notion to the idea of long travel times. It now doubles (or more) the amount of time a player needs to spend gathering to get the same result. I'm not offering a solution here. I'm just pointing out that this game has many inconsistencies and incompatibilities in its design. These things can be designed around, but designing around inconsistencies and incompatibilities usually results in jank in comparison to having g a grand over all design for the game that doesn't have those inconsistencies and incompatibilities.
Birqa wrote: » Noaani wrote: » Veeshan wrote: » ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers. they learn not to gather 2 hours straight without banking a single time This is kind of an incompatible notion to the idea of long travel times. It now doubles (or more) the amount of time a player needs to spend gathering to get the same result. I'm not offering a solution here. I'm just pointing out that this game has many inconsistencies and incompatibilities in its design. These things can be designed around, but designing around inconsistencies and incompatibilities usually results in jank in comparison to having g a grand over all design for the game that doesn't have those inconsistencies and incompatibilities. https://ashesofcreation.wiki/Corruption risk vs reward. balance changes needed when we have all systems online eventually.
Veeshan wrote: » Noaani wrote: » Veeshan wrote: » ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers. they learn not to gather 2 hours straight without banking a single time This is kind of an incompatible notion to the idea of long travel times. It now doubles (or more) the amount of time a player needs to spend gathering to get the same result. I'm not offering a solution here. I'm just pointing out that this game has many inconsistencies and incompatibilities in its design. These things can be designed around, but designing around inconsistencies and incompatibilities usually results in jank in comparison to having g a grand over all design for the game that doesn't have those inconsistencies and incompatibilities. Long travel times? there a bank within 2 minutes ride of anywhere in the map pretty much i stockpile shit in local banks till there a bunch of shit to carry at once to organise in main bank
blobster wrote: » I think the main issue will be gated progression. If a big group can lock down a levelling area or a gathering area and those resources are unobtainable elsewhere, then you can have a problem because people not part of the main group will just loose interest and stop playing. Same thing happened in Throne and Liberty, where big guilds just got exponentially stronger because they could lock down world bosses and sieges and become unkillable making the pvp boring for everyone so people left en masse ( p2w had nothing to do with the failure of the game keeping a decent population ) IF you can make it so the smaller guilds are not made irrelevant due to locked items/progression then people will stay and play.. IMO hyper competitive pvp is only fun with games where you have session based pvp ( where skill is a bigger factor than gear and progress resets for each session/game ) In a persistent world, if you make characters exponentially stronger AND lock progression behind pvp, then you will inevitable make a setting where only the minority gets to be effective in pvp and this will destroy pvp altogether.. Sine pvp will not be fun for people who were locked out of progression ( they will be 1 shot ) it will also not be fun for the majority of the top guild ( since 1 shotting people is not fun in the long term) IF you make the world big enough and where you have plenty opportunities to progress then it could be good. BUT then you also have the issue where guilds just dont interact.. No idea how to balance this haha