Is Agility Bad?

There is something fundamentally wrong with the idea of PvP and PvE being forced to coexist if the game is not PvP centric but PvE centric.

There are MMO out there that have both PvP and PvE like EVE Online but that is a game that focuses mostly around clan wars not the PvE.
If a PvE player gets killed there, well, they played a PvP game its meant to happen you played the wrong game if anything.

In AO the lines are a lot more blurry and being in Roblox people are more casual and I feel genuinely bad about people who just want to play a magical mage or warrior in a magical sea getting sqashed by a random.

Especially when the skill floor required for keeping up in PvP is so bloody high for your average 12 old jimmy.

If they dont quit then going for agility or swimming makes a lot of sense to at least avoid the PvP

Agility has fallen, Millions must minmax resistance

You bring up a very good point, and noted that Roblox players are just much more casual. Even aside of bounty hunters, even if a player resets their bounty and keeps it low, anybody could still attack the player ruining the player’s fun. Most of these random killers are just trolls, but even at that, I just don’t believe AO is player-friendly. Allowing for anybody to disrupt their gameplay just for the shits and giggles is ridiculous.

Vetex says he focuses on PvE, but he integrates so many PvP mechanics at the point it can’t serve both audiences.

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i think you guys are missing the point of the rework

the issue isn’t pve players using agility to run away from fights, but pvp players running agility and getting to essentially choose when to escape

it’s one thing when little jimmy gets ganked and gets away due to having high agility, fine that’s okay
but it’s another thing when toxic timmy tries to gank, gets low, escapes effortlessly due to simply having higher agility, and gets to come back and pester you whenever they want where u can’t chase or escape due to the difference in agility

on top of that, current agility isn’t as good in an actual fight where neither person runs, at least when compared to the other stats like power defense atk speed and atk size

this rework tries to fix both those issues by making agility a stat that isn’t used to just run away whenever u feel like it, and giving it more strength in an actual fight

I brought this up as a complaint in my first post, it wouldn’t be fair for any build to invest into agility, have a viable pvp build, and being able to run away at the same time. However, someone brought up that it would inversely force PvE players, AO’s target audience into situations that disrupt their gameplay and it’s annoying for them as they want to continue their business. While they should suck it up and just endure the inconvenience. Forcing a player into any scenario they don’t want to do is bad game design, it would make that assignment feel like a chore

Now, this wouldn’t have been a problem if AO didn’t integrate so many poorly executed PvP aspects into what was supposed to be a story game revolving PvE. AO doesn’t feel like a PvE game because of its community, everybody is waiting for story content but when an update comes out, it’s only 20 min story gameplay. What does the AO community do to wait? PvP. So, for 2 months AO is a PvP game and for 20 minutes AO is a PvE game. Yea, Vetex should drop his 100+ concepts that sound cool and focus on the most important part of the game, The Story.

Sorry for my rant, but I just noticed AO’s beginning idea is waning.

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Ah yes the rework.
I was not talking about it but the current state of agility and everything it implies.

But you just pointed out agility isnt as good in an actual fight but also pointed out a PvP player can invest in it so to be able to run from a losing fight and finish winning fights which in other words agility is good for PvP fights just not directly.

Also I am pretty sure there where a lot of critiques with the agility rework.
Its main focus is punishing retreats right?
If anything the agility rework seems to punish the PvE who mostly use agility to escape more than the PvP that use it as a poking tool.

simple solution: apply cone check only when someone has above 100k bounty

I agree completely to everything you just said.

There is something off with AO game design.
By the endgame AO is a completely different experience than when you first start out. With a PvP that feels forced and the PvE becomes increasingly demanding with the rewards being more and more diminishing.

Oh and yes the PvP integration is horrible. If I am minding my own business I know anyone who is bored can crash whatever I am doing.

But if I want to fight someone it either is:
-People who dont want to fight me
-Crashing someones else party and that would turn me into what I swore to destroy.
-Someone who is either significantly better or worse than me

Sometimes I wish there was a proper arena mode in which you could have 1v1 fights or even team fights on random islands that would quench the thirst those hunter have.

Er,

Cone check?
What is that?

the agility cone check, the one where it sees if a player is behind you when you dash and if that’s the case 3 times your speed is reduced by 25%

Ow the agility rework “I dont want you to run away thing” is called cone check.

As amusing as it is that the bounty/renown chasers get the short end of the stick I still feel its a very inorganic gameplay system that only they get screwed.

I would still probably prefer it applying to the 100k than everyone but even still I feel the whole cone thing feels poorly thought out.

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escaping will still be easier than chasing since every ability freezes you in place

it’s not punishing retreats, it’s moreso preventing having more agility be a guaranteed escape

True most chasing/sniping abilities do freeze you in place but still the whole agility rework seems like a forced way of fixing the problem.

I get the distinction you are pointing out here.
but I still have to remark that preventing having more agility be a guaranteed escape is still punishing retreats and that applies to both sides.

What about the PvP hunters that DO invest in agility and the retreating target has no agility?
That target was having a bad time escaping before now its worse.

If anything I could argue this agility rework is benefiting the hunters not so much the players that want to punish hunters for a failed gank.

Its difficult to balance mobility in any game in general and I cant come up with a better way of fixing it other than finding the right balance of sacrificing fighting power for speed.

no it isn’t you’d still be able to escape…? i don’t rly know what ur trying to say here

now it’s better since agility won’t affect dash distance to nearly the same degree so the hunter has a harder time chasing than with pre-rework agility

I am trying to point out that punishing retreats affects everyone regardless of the agility investment or which side of the hunt you are on.
Maybe that agility build is not so inescapable now but the ones without agility are even more doomed.

We will see how the rework turns out but the whole thing just seemed like a disjointed way of fixing it.

correct
now everyone has equal opportunity to chase and retreat since agility won’t affect dash distance

Hmm maybe it will work.

While we are in the topic swimming speed is unaffected by the agility rework to my understanding. Does that mean agility and water swimming gems is still a viable escape even if dashes will get nerfed?

The idea that the agility rework might mean water escapes might see more use just crossed my mind.

yeah

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