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FUN vs. Chore?

wooootwoooot Member, Alpha Two
Maybe I misunderstood something?
But the new Crate system - that is mainly a way to earn gold right?
And the task is - make crate - transport it slowly in danger, and deliver and get reward - right?
Well that sounds boring and a time consuming chore to make gold.
Some will say, its fun because of risk of PVP? Like boring caravans..

Then why not just give more rewards for the fun parts? of the game.
PVP, PVE, Combat, Exploring.

Reward PVP - forget hauling crates - expand the PVP zones, and reward people for the "heads they take".
Of course varied reward depending on level difference and if the kill is new or the 10'th time you kill the same.

Why not STEAL something that is very popular in other games. - Extraction PVP game - in MMO form.
Announce an Extraxtion PVP event in a zone. All who sign up get to an instancea arena dungeon/area.
The arena has "crates" they can loot. Die in the arena, and you drop the loot from the arena and you are out.
Make different versions. Solo only 5-10 and 20 man all vs all. Groups only 3 man, 5 man, 8 man - and 3-5-7 groups vs each other. - Forget boring crate transports - this is fun pvp!

Reward the things that are fun, instead of having us doing boring time consuming chores and jumping through hoops.

For Fun PVE - make something to earn gold, for those who dont like PVP.

A - Large scale of the already good local events. - But instead of just a small area of Grems going amok, have event in larger scale.
Like 100 1* grems attack a node village. - Make guards vulnerable, so players have to help. If not enough players help, the grems kill all the npc's and then leave. All NPC and guards that die, will respawn in 1-2 hours. So players must defend the town. Maybe stations go out of order for a period if Grems win.
- Now replace Grems with other monster variants and highwaymen.
FUN! And reward all who help with glint or gold. - So earning rewards come through FUN gameplay, and not fkin running with crates.

B - Have random of the outdoor "dungeons" like HH or Oak announce an event 10 min before it happens.
Boost the spawn amount by 3-4 times the normal. Groups in the areas have to work as raids to survive.
It will naturally boost the earnings there, if you can make it. After 20 minutes, all spwn go back to normal.
- FUN!

Sure some will like the crate system.. But I think it sounds boring. And if the goal is to make risks, to earn rewards?
Well its not hard to imagine something more fun than building a crate and transporting it from A to B.
And also better ways to encourage to PVP or PVE events.

Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    It's just the vibe of game they're going for.

    Some might also tell you that it's because Steven's concepts of 'Risk' and 'Reward' don't match the majority of gamers, but it's his game, so if he continues to consider Caravans to be fun, then you're better off suggesting ways for expanding on the basis of them to be more fun.

    What you described is the 'more normal' form of this type of PvP content that you find in other modern games.

    Caravans are supposed to be part of the 'Economy fun' not so much the PvP fun.

    Changing Ashes' unique appeal to be more like that of New World or Throne and Liberty won't really be that great a benefit. The thing that would make most people I know 'consider switching from TL to Ashes' is not 'Ashes making more TL-style events', so even if they consider that, it probably doesn't need to be the first thing they change/get right.
    You can always have my opinions, they are On The House.
  • RaptinRaptin Member, Alpha Two
    Crates will also be used to level up nodes. So they are going to be a bigger deal for players that focus on the actual community gameplay of AoC rather than the players that only run around trying to boost themself.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited July 31
    woooot wrote: »
    Why not STEAL something that is very popular in other games.

    The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.

    The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.
  • LudulluLudullu Member, Alpha Two
    You are always free to farm mobs (maybe even in lawless zones) and sell their loot to the people who are more than ok with running caravans/crates. No one's stopping you from enjoying the game in your own way.
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    Noaani wrote: »
    woooot wrote: »
    Why not STEAL something that is very popular in other games.

    The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.

    The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.

    Bro do you just spend every day hating on any feedback ever posted on the forums
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Chicago wrote: »
    Noaani wrote: »
    woooot wrote: »
    Why not STEAL something that is very popular in other games.

    The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.

    The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.

    Bro do you just spend every day hating on any feedback ever posted on the forums

    Nope.

    Only the stuff I happen to come across that has obvious faults.

    I'm not saying the OP's idea doesn't have some merit, I am just pointing out the pitfalls with it. If they want to rework it to remove those pitfalls, great. If they don't want to do that, this is also fine.

    It really isn't my fault if the bulk of community ideas are unworkable as initially presented.
  • As a future Grandmaster Cratewright, I resent these implications.

    My gaming life has been building up to this great honor.

    Crates, crates, crates, crates. Wonderful craaaaates!
    The girl watched the last of the creatures die and murmured a soft 'Thank you' to her rescuer.

    The stranger's eyes lifted to the blood red cloud on the horizon.

    'We have to move. It's not safe here.'
  • It would be more fun if players dropped loot similar to the local critters’ drops, if someone’s acting like an NPC, they should drop NPC-style loot plus their consumables and materials
    PvE means: A handful of coins and a bag of boredom.
  • GithalGithal Member
    woooot wrote: »
    Maybe I misunderstood something?
    But the new Crate system - that is mainly a way to earn gold right?
    And the task is - make crate - transport it slowly in danger, and deliver and get reward - right?
    Well that sounds boring and a time consuming chore to make gold.
    Some will say, its fun because of risk of PVP? Like boring caravans..

    Then why not just give more rewards for the fun parts? of the game.
    PVP, PVE, Combat, Exploring.

    Reward PVP - forget hauling crates - expand the PVP zones, and reward people for the "heads they take".
    Of course varied reward depending on level difference and if the kill is new or the 10'th time you kill the same.

    Why not STEAL something that is very popular in other games. - Extraction PVP game - in MMO form.
    Announce an Extraxtion PVP event in a zone. All who sign up get to an instancea arena dungeon/area.
    The arena has "crates" they can loot. Die in the arena, and you drop the loot from the arena and you are out.
    Make different versions. Solo only 5-10 and 20 man all vs all. Groups only 3 man, 5 man, 8 man - and 3-5-7 groups vs each other. - Forget boring crate transports - this is fun pvp!

    Reward the things that are fun, instead of having us doing boring time consuming chores and jumping through hoops.

    For Fun PVE - make something to earn gold, for those who dont like PVP.

    A - Large scale of the already good local events. - But instead of just a small area of Grems going amok, have event in larger scale.
    Like 100 1* grems attack a node village. - Make guards vulnerable, so players have to help. If not enough players help, the grems kill all the npc's and then leave. All NPC and guards that die, will respawn in 1-2 hours. So players must defend the town. Maybe stations go out of order for a period if Grems win.
    - Now replace Grems with other monster variants and highwaymen.
    FUN! And reward all who help with glint or gold. - So earning rewards come through FUN gameplay, and not fkin running with crates.

    B - Have random of the outdoor "dungeons" like HH or Oak announce an event 10 min before it happens.
    Boost the spawn amount by 3-4 times the normal. Groups in the areas have to work as raids to survive.
    It will naturally boost the earnings there, if you can make it. After 20 minutes, all spwn go back to normal.
    - FUN!

    Sure some will like the crate system.. But I think it sounds boring. And if the goal is to make risks, to earn rewards?
    Well its not hard to imagine something more fun than building a crate and transporting it from A to B.
    And also better ways to encourage to PVP or PVE events.

    Well just imagine you are playing "death stranding", with the "Crates" being the baby. :D
  • AszkalonAszkalon Member, Alpha Two
    AnimusRex wrote: »
    As a future Grandmaster Cratewright, I resent these implications.

    My gaming life has been building up to this great honor.

    Crates, crates, crates, crates. Wonderful craaaaates!

    It this a Meme ? :D 'cause honestly this sounds a lot or at least somewhat like a Meme.


    " Weeeiiights. Weights !! Ohhhh Yes. I love lifting Weeeiiights !! "

    spoke the ultra-ripped working-Class Giga Chad. :D
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • iccericcer Member
    edited August 1
    Noaani wrote: »
    woooot wrote: »
    Why not STEAL something that is very popular in other games.

    The system you are talking about is literally stolen from Archeage. It was very popular there, it was considered one of that games top three features by basically everyone that played the game.

    The things you are talking about all suffer from the issue of being limited time. The vast majority of activities in an MMORPG need to be things players can do on their time, not when they are told they can do them.

    To be fair, you only transported 1 trade pack in the early stages of the game, while you only have a donkey. Later on, you'd have actual farm carts, which could transport up to 8 at the same time, + they were a lot faster than just a donkey.
    Also, most of these trade runs were done in peace zones, while you used merchant ships for sea (where you have potential PvP). If anything, the whole land based trade run system was focused around peace timers and transporting stuff at peace, not at war. Even with merchant ships, you'd aim to hit zones during peace times, to minimize your chances of getting murdered and your packs getting stolen. Even the strongest guilds did it this way.
    Ashes doesn't have this option at all, which is why it's not really comparable.
    It might be a very similar system, but the way both of these games work, make it really not the same at all.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    iccer wrote: »
    Ashes doesn't have this option at all, which is why it's not really comparable.
    It might be a very similar system, but the way both of these games work, make it really not the same at all.

    Oh, it's still comparable.

    What it is, really, is Steven looking at a system from Archeage, wanting to implement it here, but not understanding game said system well enough to get it in to Ashes properly.

    Freeholds are another such system, ocean PvP is another one. I fully expect to see timed events become a thing in Ashes at some point - done wrong, of course.
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