Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
A good ideia about PvP deserves a new topic
ArchivedUser
Guest
@torsoreaper wrote:
My ideal PVP system would just be that no matter what the level, when you attack eachother you are equal weighted in stats. So you basically have PVE stats and PVP stats. That way if someone is lvl 50 and he thinks “I’m gonna gank this lowbie”, even if I’m lvl 5 but I am more skillful at the actual game, maybe I kill him. That’s the same way it works in League of Legends, CS:GO, DOTA, Battlefield, etc.. It’s about skill, not “i played for a long time so I have xyz gear”.
This way you still retain that feeling of danger but you don’t have to worry about griefing as much because people can’t just repeatedly one shot you.
My ideal PVP system would just be that no matter what the level, when you attack eachother you are equal weighted in stats. So you basically have PVE stats and PVP stats. That way if someone is lvl 50 and he thinks “I’m gonna gank this lowbie”, even if I’m lvl 5 but I am more skillful at the actual game, maybe I kill him. That’s the same way it works in League of Legends, CS:GO, DOTA, Battlefield, etc.. It’s about skill, not “i played for a long time so I have xyz gear”.
This way you still retain that feeling of danger but you don’t have to worry about griefing as much because people can’t just repeatedly one shot you.
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Comments
That can only work with an action combat system and its still kind of balanced between haters and lovers....
for my part i like action over tab targeting but more for the immersion then for the reason u just mentioned.
to give my opinion on what you just brought up:
that would be both good and bad. see urself getting buttkicked by a "lowbie" even tho your character has progressed so much and u invested a lot of time. for the one being attacked its a nice feature but fore the attacker its just killing his love for the game because he cant do what he came there for. progression should still have effect on how hard ur attacks hit the enemy but being able to get away as the lowbie by skillfully dodging and maybe stunning the attacker would be rewarding.
a simply good balanced action combat system should be enough.
but adding the environment like lets say trees or rocks to hide behind would add a nice flavor to the task.
this way the choice of battleground would add to the immersion.
And when that happens, the penalties will be fairly dire.
AoC ain't gonna do things like DOTA and Battlefield.