Original Post — Direct link
Someone already posted War Stories - How Gamers Killed Ultima Online's Virtual Ecology
Here it is again for reference:

https://www.youtube.com/watch?v=KFNxJVTJleE

We have our gathering system discussion going on, where Land management is part of that.

https://forums.ashesofcreation.com/discussion/54301/feedback-request-gathering-system-update-shown-in-october-livestream#latest

What other solutions, other than what was mentioned on stream, does everyone have to preventing players from ruining AoC's ecology?
about 2 years ago - Vaknar - Direct link
Dygz

Best case scenario is that depletion does trigger actual Events.
And the region or entire server has to band to together to rectify that catastrophe.



I think you may be on to something here πŸ˜‰
about 2 years ago - Vaknar - Direct link
Noaani

Vaknar

Dygz

Best case scenario is that depletion does trigger actual Events.
And the region or entire server has to band to together to rectify that catastrophe.



I think you may be on to something here πŸ˜‰



Cool, so, a developer initiated system by which I can put my guild to use to f*ck over dozens - or even hundreds - of players.

@Vaknar as has been said, this is the kind of thing that sounds like a good idea from a top level perspective - from the perspective of the handful of players that are managing players, this is fine.

From the perspective of individual players though, its absolute garbage game design.



I never said anything about developer-initiated events. Events in Ashes of Creation will be activated by various means of development in the world of Verra. You can learn about events here: https://ashesofcreation.wiki/Events :wink:

What Dygz was saying was simply calling out the event system and how this could potentially play into it. These new gathering systems are still in early development, but I like where Dygz' head is at! It's neat to think of ways the event system could react to players changing and interacting with the world!
about 2 years ago - Vaknar - Direct link
Noaani

Vaknar

Noaani

Vaknar

Dygz

Best case scenario is that depletion does trigger actual Events.
And the region or entire server has to band to together to rectify that catastrophe.



I think you may be on to something here πŸ˜‰



Cool, so, a developer initiated system by which I can put my guild to use to f*ck over dozens - or even hundreds - of players.

@Vaknar as has been said, this is the kind of thing that sounds like a good idea from a top level perspective - from the perspective of the handful of players that are managing players, this is fine.

From the perspective of individual players though, its absolute garbage game design.



I never said anything about developer-initiated events. Events in Ashes of Creation will be activated by various means of development in the world of Verra. You can learn about events here: https://ashesofcreation.wiki/Events :wink:



I mean, if it's a thing that the game does, and is put in to the game on purpose, it is developer initiated. Developers literally out it in to the Game.

Sure, players may opt when and where to abuse each other via this system, but developers out this system in to the game seemingly for no reason other than for players to use to abuse each other.



I'm curious what your interpretation of this scenario would be:

Say Guild X is the main guild behind the development of node Y and a neighboring guild A is racing to develop Node B. The two guilds and all of the citizens of their respective nodes are competing for which node will gain supremacy and will become a parent node.

If Guild X decided to go near Node A to take as many resources as possible, would you call this player abuse, or behaviors and systems working as intended? πŸ€”πŸ’­
about 2 years ago - Vaknar - Direct link
Noaani

Vaknar

Noaani

Vaknar

Noaani

Vaknar

Dygz

Best case scenario is that depletion does trigger actual Events.
And the region or entire server has to band to together to rectify that catastrophe.



I think you may be on to something here πŸ˜‰



Cool, so, a developer initiated system by which I can put my guild to use to f*ck over dozens - or even hundreds - of players.

@Vaknar as has been said, this is the kind of thing that sounds like a good idea from a top level perspective - from the perspective of the handful of players that are managing players, this is fine.

From the perspective of individual players though, its absolute garbage game design.



I never said anything about developer-initiated events. Events in Ashes of Creation will be activated by various means of development in the world of Verra. You can learn about events here: https://ashesofcreation.wiki/Events :wink:



I mean, if it's a thing that the game does, and is put in to the game on purpose, it is developer initiated. Developers literally out it in to the Game.

Sure, players may opt when and where to abuse each other via this system, but developers out this system in to the game seemingly for no reason other than for players to use to abuse each other.



I'm curious what your interpretation of this scenario would be:

Say Guild X is the main guild behind the development of node Y and a neighboring guild A is racing to develop Node B. The two guilds and all of the citizens of their respective nodes are competing for which node will gain supremacy and will become a parent node.

If Guild X decided to go near Node A to take as many resources as possible, would you call this player abuse, or behaviors and systems working as intended? πŸ€”πŸ’­



Your scenario is a little too small scale for what I am thinking about in terms of problems.

I am thinking about larger nodes where there are hundreds - or even thousands - of people involved.

Not dozens.

If this system is designed in a way where it just stops functioning if a node reaches stage 4, then cool, what ever. It is an odd system still with no real reason for existing, but hey, not my game.

When you start getting nodes with thousands of players though, the vast majority are in the game to do their own thing. They aren't there for the node, they are there for either themselves or their guild (note; potentially the biggest design issue in Ashes right now is the desire for node loyalty to trump guild loyalty - it will not).

So, you have this node with hundreds (or thousands) of people that aren't in the game to experience the larger power plays of the handful of people at the top (node leadership, select guild leadership, etc). These people are just going to he continually pissed off by this whole system.

It is literally just a system for those few leaders to piss off the many.

Going back to your scenario, there is no inherent loss to the people from node A. If guild X wants to come and gather materials from that node, that is their choice.

The thing is, the way the game is designed, if guild X went to node A to harvest materials to then bring back to node Y, they are inadvertently assisting node A in leveling, due to the experience from their harvesting activities going to node A rather than node Y.

It is essentially already a self governing system, it doesnt need messing with.



Very interesting! I understand what you're saying. We appreciate all the feedback we can get, so thank you for sharing your thoughts! ^_^