Noaani wrote: » If you honestly believe top end guilds will be farming daily mob spawns, who do you think will own castles? The two activities are kind of mutually exclusive.
Ludullu wrote: » Azherae wrote: » c) The game is heavily built around that contesting of specific content (that's what they keep showing us they want, PoIs, static respawns, Starred mobs, less solo content), not contesting of 'space' or the dynamics around that But to me this sounds exactly like L2. You'd pick a spot that had a specific mob respawns, because you were hunting for a specific drop from it, and you'd farm that spot for as long as you can, while other groups come in and contest it. You might've fought over the space in general, but the core goal was "this is my mob, so I gotta remove competition".
Azherae wrote: » c) The game is heavily built around that contesting of specific content (that's what they keep showing us they want, PoIs, static respawns, Starred mobs, less solo content), not contesting of 'space' or the dynamics around that
Azherae wrote: » If you can lock down a Freehold for your guild, you can now charge others to spend their time using it. Top guilds practically print money without even needing to farm 'normal' mobs, which means they can then spend that money on things that get or keep them ahead (repairs, taxes, new Freeholds after Sieges, gearing alts), and then use the bulk of their time to be at every boss spawn they catch a whiff of.
Ludullu wrote: » I think misunderstanding comes from the difference in our term usage, as we've discussed before.
Noaani wrote: » Steven has said in the past that the effort required to successfully siege a node should be on par with the effort taken to build that node in the first place. This is in things like building siege weapons, so it is effort expended in the game that is exclusively for sieges.
Noaani wrote: » a 2% increase of a stat on a single item on a single player (that will be able to be purchased for gold anyway), or a castle where among other things, you are pulling in gold from taxes across a massive region?
Ludullu wrote: » Noaani wrote: » Steven has said in the past that the effort required to successfully siege a node should be on par with the effort taken to build that node in the first place. This is in things like building siege weapons, so it is effort expended in the game that is exclusively for sieges. But node building requires killings mobs, not just for the node xp it gives, but for the mats they drop, cause you use those in node buildings. So we agree on this, but just our expectation of what actions will need to be taken differs. And obviously we have no real clue either way, so it's hard to talk around this part of the topic. Noaani wrote: » a 2% increase of a stat on a single item on a single player (that will be able to be purchased for gold anyway), or a castle where among other things, you are pulling in gold from taxes across a massive region? But getting the castle requires those 2% increases on a lot of your people, cause they allow you to outmatch the potential competition for the castle. Though, if we actually don't need all that much better gear to contest a castle - I'll be all for that, as I'm sure you know. I hate snowballs and want the weaker groups to have as much of a chance as possible, so it Intrepid come up with a design where they have that - awesome!
Azherae wrote: » Obviously there will always be top end gear that is rare and hard to get which makes you 'better at your role', but in a less simplistic game, the number of these gear pieces that a guild already winning, needs to actually have, is much smaller.
Azherae wrote: » If multiple bosses drop materials that can be used to make (or build up to, as in the case of Throne and Liberty) the 'best Full Defense PvP Tanking Shield', you have to spread yourself thinner to stop them all.
Azherae wrote: » This would result in lots more experimental gear being made too, rather than 'Guys lets kill Firebrand for the Fire Shield because it's the best and Ice magic sucks in PvP anyway'. Remember, PvP demographic is just as much if not more crybabies than PvE demographic.
Ludullu wrote: » Noaani wrote: » Steven has said in the past that the effort required to successfully siege a node should be on par with the effort taken to build that node in the first place. This is in things like building siege weapons, so it is effort expended in the game that is exclusively for sieges. But node building requires killings mobs, not just for the node xp it gives, but for the mats they drop, cause you use those in node buildings. So we agree on this, but just our expectation of what actions will need to be taken differs. And obviously we have no real clue either way, so it's hard to talk around this part of the topic.
Noaani wrote: » a 2% increase of a stat on a single item on a single player (that will be able to be purchased for gold anyway), or a castle where among other things, you are pulling in gold from taxes across a massive region? But getting the castle requires those 2% increases on a lot of your people, cause they allow you to outmatch the potential competition for the castle. Though, if we actually don't need all that much better gear to contest a castle - I'll be all for that, as I'm sure you know. I hate snowballs and want the weaker groups to have as much of a chance as possible, so it Intrepid come up with a design where they have that - awesome!
Ludullu wrote: » What if we had smth like "a guild that has a hall can summon an open world boss within the server's primetime window (maybe even a window within that one), but it comes at the cost of their hall being open for attacks by other guilds. And those attacks can result in some resource loss for the guild, maybe a debuff for a day or two, and some gains for the attackers".
daveywavey wrote: » Why tie it to guilds? Make it a Relic that the nodes will fight over for control.
Ludullu wrote: » daveywavey wrote: » Why tie it to guilds? Make it a Relic that the nodes will fight over for control. Mostly for organizational situation of it all. The guilds would still be the ones summoning the boss, even if it was the node relic. Also, from what I understood, the relics are meant to be targets of wars rather than just something that can happen daily, and my suggestion was more along the lines of "guilds have something to do on the daily basis, and it also creates daily contest for said thing".
Azherae wrote: » I can't see how this would turn out meaningfully different than Riftstones.
Ludullu wrote: » Azherae wrote: » I can't see how this would turn out meaningfully different than Riftstones. I dunno what those are If you're talking about the Dragon's Dogma things then google says they serve a "summon a helper" purpose, but I haven't played any DDs, so that particular context is completely lost on me. And if you're talking about a different game's mechanic, then I'm even more lost