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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
if there was a material drop on pvp events, don't you think people will put their stuff in the store before starting the event?
remember you have to sign up for these events. you don't just randomly stumble upon the event while you are outside farming stuff.
war declarations from my understanding is one of these events so anything leading up to node wars or guild wars which is key time u want to stop them getting resources and so on, ruins after a war aswell is also pvp spot which will have material loot in and so on. Caravans u might stumble across them farming and have items on you so you might be more reluctant to attack it, defenders will carry items on the caravan themselfs instead of carry as much as they can persoanly carry thenb leave the rest on there so they cant loose the ones there carrying
Guild and node wars are not going to be the same resource sink that sieges will be - the scales will be somewhat different. Cutting off a supply of resources for a guild or node war is probably not going to be worth it.
I totally agree that denying resources is likely to be a key aspect of sieges, just not guild and node wars.
starving people reasources leading up to seiges is key aswell which is why i want to see resource drops still in wars, And guild wars a big aspect of fighting other guilds is again to slow down there progression either be it via resource denial or area denial so your guild can pull ahead or to push the enemy guild out of the area which gives you the win.
Both kinda need material drops.
Also no material drops take away risk vs reward factor of the game aswell out of sactioned pvp event aswell in alot of cases aswell
So, people were planning running some guild wars to weaken the guilds from the other node?
Ashes of Carebearing won't let you loot them.
Pvp events can't have mat drop, because events don't limit pvp, which means that people will be dying dozens of times a day. We already have gear decay (which I think will go away), so that's already a mat think, which is effectively a gear think on a larger scale. If you add harsher penalties to event deaths - fucking no one will participate in wars and you'll have yourself a god damn pve game.
imo gear decay, XP loss should be disable but material drops should remain as death penalty for pvp event, it has to much strategic value in wars and things to weaken a side by denieing them resources cleading up to seigeses and things. Also makes people second guess attacking caravans cause they probaly be farming when they see one go by and there no reason not to attack it since atm u risk nothing but can gain whats the caravan has but if u come across one while farming then u atleast risk the stuff you been farming
what are these resources you are talking about?
also consider the time it takes to siege the same node or castle again. we are talking about 1-2 months depending on the level of the node. that's plenty of time to get whatever resources you are talking about (which are just probably potions and consumables that wont drop on death anyways)
So you are placing your bets on forcing people to repair their gear and trusting that the attackers keep running objectives, as defenders will too, then maybe they will profit in the end.
Naked farming in the woods is a thing since the 90s and I did again last year in Ultima Online.
I agree that just killing is bland and tasteless in the long run.
There's not a lot about war objectives in the wiki at the momment, there's a few interesting conjectures tough.
All of that can be done w/o stripping all the resources from people.
If they can farm naked during a war - they deserve to do whatever they want.
And if anything, I expect people to avoid goals because ffa pvp means fights for farming locations w/o going corrupt. And if you're on the stronger side, then you might get some free money on top of that farm.
The base cost of a wardec should be considered as pay for free farming or for goal rewards. Cost of wardec against a weaker guild should be pretty high, but the cost of their surrender should just be a bit lower (equal at worst). But to a weaker guild that price would be enormous, so they'd either go broke or suffer the prolonged war. And obviously an alt guild would just pay it off w/o issue, but if the stronger guild figures out that it's an alt guild - they can try to run them dry by wardeccing them over and over (at maybe some cost, or no cost at all if you get your full money back).
But the stronger guild shouldn't just benefit from randomly wardeccing weak guilds.
See, I dont disagree with your points, I just disagree with your conclusion.
The scale of resources needed for a siege will require caravans. Large nodes that are about to be sieged aren't going to send people out to harvest, they are going to send people out to purchase - from the whole server. Your actual best bet for preventing resources getting to a node for siege defenses is to just buy up all of those resources before the siege is even declared.
The most likely scenario is that they will organize 4 or 5 caravans at the same time, with a large guard. Taking out that caravan train would be the equivalent of killing 500 players with full inventories and taking their stuff.
So, it being caravan based is better for them as the defense builders, and better for you as the attacker.
This is literally the reason the caravan system exists.
You do not want to be trying to slow a nodes progress down by killing individual players. You WILL fail, if that is your plan.
Same with guilds. Killing one player in a guild and taking half of the resources they have on hand isnt going to slow a guild down. Not even if you do it 10 times. Further, if you do it even twice and the guild doesnt retaliates en masse, you are obviously fighting a guild you dont need to fight.
In other words, there is no real point where killing individual players in a guild is a viable way to slow that guilds progress down, assuming even somewhat equal guild strength.
(Edit to add; the above changes if the game has rare resources - likely from boss mobs - where you are only able to get one or two per week. In this scenario, killing the player with that resource could set a guild back a fair amount. This is why I am all for having a small amount of instanced content that drops resources used to create raid tier loot - the PvP/risk lost due to it being instanced can more than be made up for at this later point).
Taking out a caravan though, that could set a guild back a full week in one go. Take out a few, and you set a guild back a month. That can be hard to recover from.
The point of wars (guild and node) isnt to set other guilds or nodes back, it is to push your guild or node forward. Setting other guilds and nodes back is just the point of the open world in general.
Striking a perfect balance is definitely what we're aiming to achieve with the system. I expect we'll find that perfect balance through feedback and testing during Alpha Two! ^_^