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Please don't force us to be victims of PvPers!

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Comments

  • Thank you Dygz. With that information, I will find this game too centered on pvp for my taste. I will continue my quest for a good subscription based mmorpg. I wish you guys the best of luck!
  • @Stabby ,

    While that may be true, I'm fairly certain that PvPers will hesitate once they realize that their Skills & Stats (etc) will be meaningless once they entered the "Corrupted-State" . '

    Assuming that their Damage infliction, Heals, and Tank-Abilities
    ( and other abilities similar to those 3 )

    will all lessen with each Player Slain. In other words, they'll be helpless ... and once their position is also marked on the World-Map ( or map ? ) ... then they will be at an even Higher-risk of being Looted.

    And i don't think Non-Corrupted Players can be looted by other Players, right ?
    If thats not how it works, then I'll re-watch some Info-Videos too correct myself.
  • Eragale, if I cannot be looted by a player while pve then I do not have a problem with the system. I just do not want to lose items while pve.
  • We shall see Stabby. No one can say even if we knew the numbers that go with the penalty names. No, not even you. I hope that if you are wrong, you'll have the fortitude to come back and eat some crow. Same for Dygz.
    Especially when the two of you go out of your way to discourage anyone with some questions to which you reply with absolutes leading interested parties to believe that this will be a "gank box". One of hanging around with no intention to play, the other intending but still spouting doom.
  • @Chystania ,

    Even if that was the case, I had thought that they'll be Multiple Areas throughout the Environment to
    Safe-Store your loot in - Such as a decaying Log you can crawl into, or a Trench, or within a Bush ( big or small ) ... or possible admist the TreeTops - any place that can be hidden.

    Or maybe even allowing the Player to
    Dig a Hole. Then maybe leaving traces - hinted that "something" has been dug their.
    ( of course it could be a well-placed-trap ; a decoy to the real Dug-Spot )

    However ... this would put your loot at risk of being found by another Player. So the safest spot ... would possibly be a remote in-game Cabin ( a household ). and storing it in the Basement or Attic - within something you own.
    The only risk would be if a Stealth-Class might be keeping a ... " Close-Eye " on you & might be near


    <strong><em>But this is just one scenario - I'm not sure what Mechanics & Features will be implemented yet</strong></em>
  • I love how a few people know the results of mechanics that haven't been totally spelled out yet, let alone tried. Lol If they fail, then I have confidence that Intrepid will strengthen them.

    We shall see Stabby. No one can say even if we knew the numbers that go with the penalty names. No, not even you. I hope that if you are wrong, you'll have the fortitude to come back and eat some crow. Same for Dygz.
    Especially when the two of you go out of your way to discourage anyone with some questions to which you reply with absolutes leading interested parties to believe that this will be a "gank box". One of hanging around with no intention to play, the other intending but still spouting doom.
  • If my own home/storage is not safe from being looted, then this game is defintely not for me.
  • If you have stuff in your bag and get killed while flagged NonCombatant, word from on high is, you will lose some of it. However if you are flagged NonCombatant, get attacked and strike back ONE TIME you will slip to combatant and lose NOTHING except possibly some wear on your gear and actually take 1/2 the xp debt that you would have....
  • There is nothing said yet about losing stuff you have banked or in your house. There is nothing about special hiding places in the wild for goods to be stashed.
  • Chrystania,
    There isn't going to be any solid info about penalties for ganking, how easy it will be to get away with, or how easy it will be to control except for what the Devs have given us. If a couple of disgruntled forum ghosties can make statements THAT THEY CAN"T BACK UP up and scare you from the KS, then so be it.
    You shouldn't pledge at all if you need 100% assurance about ANYTHING at this stage of development.

    Hopefully whether you pledge or not, you will take a look at the game a cpl months after it opens for real and when conditions normalize. Don't let people that don't really know, including myself, make up your mind for you about anything.
  • @Bringslite & @Chrystania ,

    thats why I ensure that i Bolded the Last Sentence in my previous statement.

    ... And for those who are curious as to why i mentioned it ?
    I mentioned it because it could be helpful - if you get Killed & Looted

    ( under the right circumstances )

    you can successfully retrieve your other Loot; deceveing others into believing that you had ...
    " <em>nothing good on you </em>"

    As such, once you respawn, you can successfully go back and Dig your Loot you would've have lost ... Unless someone else found it.

    <strong>Again, its not definite whatsoever - its all speculation at this point</strong><em>
  • If I am understanding you guys, if I am flagged for pvp and I die I do not lose items, but if I am pve and die I will lose items. That really seems backwards to me and goes against statements I have read from developers that this game will be for both pvp and pve players. I apologize for asking so many questions. When I play a game, I am all in. And I greatly prefer to be in from the beginning. But $485 is a high price to pay without knowing some of these details that are important to me.
  • Well it probably is tough to pick out the true dev intent from reading all of our stuff.

    If the loss of carried items is the deal breaker for you, and I agree that something is backwards about all of this, remember: if you are attacked and you strike back one time at your attacker, you become flagged as Combatant. From what the Devs have said, Combatants do not drop inventory.

    Reason why I think the system is a bit... primitive or not thought through? Well, if your attacker is already carrying a corrupt status and you are flagged Non Combatant, you will not flag to Combatant for attacking him. That leaves the question: will I still drop inventory in that case? That is a bit silly, IMO.
  • @Chrystania,

    Ironically, I agree with you. In fact, I'm considering to choosing the Pioneer Option or Founder Option

    - mainly because due to the Tier 3 Character Customization in Pioneer & Access to the "Closed Alpha Phase 2 " in Founder. I personally don't care too much about the other stuff.
  • Lineage 2 had a system very similar to this, that evolved (updated/revised) as the community grew and matured.
    This system proposed will be the same, starting out with the best intentions and modified from field experience.

    In L2, the system gave real consequence to the PvP and helped players decide if they really wanted to be part of pvp or not.

    Although a very similar system, the pvp was not so prevalent that a non-pvp'er couldn't enjoy the vast majority of their time.

    If a griefer came to an area too much, a player wanted to take over an area for pve or a player held access to an area to ransom, you could fight back or the world was big enough to find somewhere else to go until the heat died down. This world will be large and you will have choices of how to play the situation.

    I believe this system would mean that those that do not want to participate in PvP will find that they will rarely be faced with the issue.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Chrystania wrote: If I am understanding you guys, if I am flagged for pvp and I die I do not lose items, but if I am pve and die I will lose items. That really seems backwards to me and goes against statements I have read from developers that this game will be for both pvp and pve players. I apologize for asking so many questions. When I play a game, I am all in. And I greatly prefer to be in from the beginning. But $485 is a high price to pay without knowing some of these details that are important to me.
    1: If you are killed while flagged for PvP combat, you will lose half the amount of raw materials that you would lose if you aren't flagged for PvP combat. 2: If you are killed while flagged for PvE, you will lose the normal amount or raw materials that you would lose when killed by PvE mobs and NPCs. If a player character attacks you, you basically have 3 responses: A: Flee and hope you aren't killed. B: Stand your ground and don't fight back. There is a fairly good chance the attacker will not kill you because... if the attacker kills you, they will gain corruption. When they die with corruption, they suffer 3x the normal death penalty. If you they do kill you, you suffer the normal death penalty you would if a mob or NPC killed you. C: Fight back. If you fight back, you will auto-flag for PvP combat. If you are killed, you will suffer half the death penalty you would if killed by a mob or NPC. If you want to lose the least amount of raw materials, fight back. If you want to punish your attacker, but you don't think you can win the battle, don't fight back and let them kill you. Then they will gain corruption.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    @Bringslite You just refuse to read my posts at all, hunh? The link is right there. Read up and stop giving people false info. Please! https://errantpenman.com/2017/01/11/interview-ashes-of-creation-wants-to-bring-the-virtual-world-to-life/
    A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equiped items based on their current Corruption Score.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Chrystania wrote: If my own home/storage is not safe from being looted, then this game is definitely not for me.
    People cannot steal from your home. Especially not your Freehold, but keep in mind that some housing is instanced apartments. People can't even get into an instanced apartment without an invite. I'll see if I can scrounge up the quote about not being able to steal from Freeholds.
  • Ahhh... I suppose that I got that wrong then if it is a direct quote. So a Combatant drops about 1/2 of what a NonCombatant drops?
    That makes a bit more sense to me.
    Thx for the correction, Dygz! :)

    Edit: But to answer your question, some posts after some time, yeah I do refuse to read on. Sometimes I just miss things.
  • I know it's off topic but, I'd love to see gameplay around securing Freeholds from theft and break-in... ( @Dygz I think you know where I'm coming' from on this one!) Between locks, doors, other fortifications, security, etc,
  • @Dygz,

    Thx. After reading the Entire part of the Dev's Overview of PvP ... its safe to assume that

    "<em> what i mentioned</em> "

    might be implemented via Purple vs Red.
    In other words, it'll possibly be a Tactic for Combatant ( Purple ) vs Corrupted (Red ) :3

    and not Necessarily be something to consider for the Non-Combatant (Green)

    @Chrystania

    Meaning it'll be fine ... until we see some Footage. But it'll most likely be fine since the Devs hav Experience working on other Projects - like EverQuest & SWG ( and others ) - all of which have much Positive Praise / Positive FeedBack.
  • @Dygz

    Really now it's actually non-combatants receiving normal penalties and combatants receiving half? That seems a bit backwards to me. I must of read/heard that backwards then my bad.

    Just saying I'd reverse that as it kinda does force PvE players into joining open PvP as a target. No corruption for their attacker either considering they'd be flagged when they died. At least that's what I'm assuming.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Bringslite wrote: Thx for the correction, Dygz! Edit: But to answer your question, some posts after some time, yeah I do refuse to read on. Sometimes I just miss things.
    hahaha I feel ya. I am taking your hint from a few weeks ago and trying not to overwhelm you with text. I don't always succeed with that. lol
  • ArchivedUserArchivedUser Guest
    edited June 2017
    (Haven't found the soundbyte I'm thinking of yet, but...) QUESTION: When you own a freehold, s there going to be a robust ban, friend or co-op mechanic in addition to beig able to lock your door in a PvP situation, outside of sieges, you know, when verything can just be burned to the ground. JEFFREY: Yes! You will be able to lock your door. And, yes you will be able to put an access list to it. As far as co-owner goes, that's always a little bit rough. In the games I've worked on before, co-ownership can turn into a pretty big mess. when it turns into, "Hey, you've put an item down, I've put an item down... who owns that item when we pack up the house and move.

    mark 26:40
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Ah ha! Found it! QUESTION: Can people steal stuff off of your freehold? JEFFREY: No. There's no stealing in freeholds. Well, if they destroy the node... but they're not stealing. STEVEN: If you had storage potentially of materials? Maybe? JEFFREY: Materials probably only? PETER: But, to the question - No one's going to be walking up to your freehold at a random time that you're offline and stealing... a chair. STEVEN: No. There's no stealing. Um. Yeah. There's no stealing.

    mark 1:03:23
    (The clip in the previous post also covers hiring NPC guards and what happens to your freehold when the city is destroyed.)
  • if you guys play Lineage 2 you will know how pvp will work because ther will use the same sistem, and even i would say a improved one due to the pvp stats debuff that the pk gets and that they will be marked in the map

    and the griefing with alters i think that only will happen at low lvl like in L2
  • I'm just happy there will be no PvE/PvP only servers. They'll have to come and work together.

    To be a victim is a choice now.
  • <blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/please-dont-force-us-to-be-victims-of-pvpers/page/35/#post-30740">Valenores wrote:</a></div>I’m just happy there will be no PvE/PvP only servers. They’ll have to come and work together.

    To be a victim is a choice now.

    </blockquote>

    The only "choice" is to play the game or not play the game. You guys opposed to PVE only servers should realize that PVEers can grief you too. Everything about this game is a recipe for disaster. I'm not going to get into the details because I don't want to give ideas. But everyone is going to hate the open PvP system. I promise.
  • The idea of someone being corrupted for killing a player that isn't flagged sounds nice in theory but whats the rate? Will 1 grief kill debuff, map mark and put a bounty on their head or will it take 5? 10? How easily will this corruption be reversible?

    I worry when its compared to L2 because their system is pretty bad. Being able to grind out mobs to reverse corruption is a recipe for 'career griefing' and the fact the devs don't seem to realize this further adds to my doubts. The system can easily be manipulated, and often is: http://www.lineage2.com/en/game/the-library/pvp-activities/reputation.php

    Some devs don't like hearing specifics but what players want as a end result. What I want for someone killing one player that isn't flagged is that their day be ruined. An hour minimum of them being a leper and unable to go about activities in a typical manner. I want them to be thinking twice about doing it, not thinking about how they can get away with it while suffering minimal backlash.

  • The potential for immense harassment in this game is going to set a new record. The penalty system is irrelevant. There will be a million ways around it whether you admit it or not.

    You have to destroy one preferred type of gameplay to make the other enjoyable. The AoC team advertised that they "want to bring the community together" but their open PvP system will have the opposite effect.

    Incoming...

    PvE player: "I can't do anything in this game without someone ganking me". "A guild is harassing me at my freehold".

    PvP player: "I can't enjoy PvP because you're penalty system is too extreme"!

    The result is you're not going to have any retention. An MMO based on a monthly sub model is setting itself up for failure with this system. 

    This is my "I told you so" placeholder.


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