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

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Comments

  • Oh, and let's not forget the collision mechanics we saw in the videos. This is another potential disaster that will lure harassment on an epic scale. Players will use their bodies and items to block roads, gates, entrances, etc. and attempt to force players into paying a fee to pass. 
  • The penalty system is only for people wanting to grief players who don't want to PvP. If they quit over it being too harsh; good. That's one less toxic player. You can't please everyone but I think most would agree with pleasing care bears over players trying to dish out harassment.

    You're examples of complaints are mutually exclusive. Either the penalty will be too harsh, thus pleasing/indifferent most PvE'ers or it will be too lenient thus pleasing or indifferent to most PvP'ers. Even if they somehow successfully target an extremely small keyhole to disappoint both to a high degree it would take minimal effort to move it to one side or the other and would be fixed in early stages.

    Anyone here could come up with a penalty system that would bring griefing down to nearly zero while maintaining open PvP. Anything from instantly being debuffed to a level 1 equivalent and marked for everyone to see or just outright suspending the account for 12 hours. Extreme examples but obviously this wouldn't have any work arounds and would be huge deterrents.

    And this is the details I want. To what degree will this penalty be utilized. Can someone kill 10 players before the penalties become a problem or just 1?
  • The corruption system is not harsh.
    It isn't an adequate deterrent for people wanting to grief.
    Steven thinks it's adequate because he doesn't play alts.
  • That's my worry as well when they cite L2 as a 'good example' and also brings into question their experience in general. L2 is not PvE friendly. Kill some care bears, farm some mobs, rinse and repeat. The same system of 'going in groups' to protect yourself from PvP can be used to muscle griefing just as well. Just look up 'lineage 2 reputation'

    I think most people understand that the game wouldn't function as described if large scale PvP wasn't possible. Where you would need to bring a dozen or more friends to sack a town or hold. People are worried about possible toxic 'small scale' PvP which isn't even necessary for most of these 'living world' systems to function.

    The penalty would have to be so harsh that people who want to troll would do it by trying to trick people into killing non-flagged players, not just killing players and then 'gaming' the penalty. That's the level of penalty most PvE'ers will require.
  • @ Stabby

    I had thought that you were "out" and had said your GuhByes? Are you now planning to play?

  • ArchivedUserArchivedUser Guest
    edited June 2017
    it sounds like pvp activities play at least some role in the world, in addition to event monsters, politics, and city costs to keep things churning, meaning it takes work and organization for a city to last.
  • I think it really comes down to the server where you are on. Cause i think alot of pvp guilds will consider joining the same realm to keep it competitive.
  • Fleelix said:
    I think it really comes down to the server where you are on. Cause i think alot of pvp guilds will consider joining the same realm to keep it competitive.
    That's true. I have seen this more than a few times in games where even if PvP is open in some way the 'hardcore' PvP guilds tend to gravitate towards the same servers.

    Still, I think concerns over 'small scale' PvP adversely interfering with PvE activities are valid. Citing other games PvP systems that do not mesh well with PvE doesn't help matters. Having a developer lay out a timeline or walkthrough of what a griefer would experience would be extremely informative.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Neiloch, ranger from Rev? 

    I think most people in this thread have a valid point that should be given careful consideration by the dev team. Regardless of what side of this conversation you're on it's going to effect you in a negative way. You may not realize it right now, but it's true. I don't think anyone is opposed to having a PvP "pillar" or mobile PvP battles around the caravans, including myself. But non-consensual combat, especially in the form of griefing, is unacceptable in an environment that's designed for fun. There are a million fixes to this problem but the dev team either underestimates the impact it will have or they just don't care. Either way, it's going to be a costly mistake.

    I think there's one thing we can all agree on... this genre is almost dead and in desperate need for a game like this. AoC has the potential to get millions of customers. What they do once they have them is up to them.
  • First(for the 115th time) I believe that we should see their system in action BEFORE we decide that it is a failure.

    Second, we will need to see how hardcore Intrepid is at policing "griefing" because obviously they do not want that in their game. I wouldn't just assume that ass-hats will be free to use tricks to get around the design intents.

    Third, is much of this depends on what an individual considers "griefing". Am I being griefed if I'm killed at a gathering spot, go back, get killed again, repeat? IMO,  NO.

  • Reopening this Whole "Gankbox" chatter.

    Will there be a cross over, with gear, spells/abilities and the like.
    It's all well and good being into PvE but should there be a server for it that would threaten the pillars that they base the game on.

    (I state now, I personally am a PvP freak. but I will be taking economy as my focus in this MMO)
    Will I be able to cross servers at any time if I want to PvE for a day or will I be stuck in a particular Realm?
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Fleelix said:
    I think it really comes down to the server where you are on. Cause i think alot of pvp guilds will consider joining the same realm to keep it competitive.
    I think this is really the most salient remark - especially in conjunction with Bringslite's perspective.

     If the hardcore PvP adventurers end up focusing on a handful of servers, we may end up with a defacto PvE server that PvE adventurers can gravitate to.
    Whatever server has least instances of PvP combat.
    And with the Stock Exchange analytics, it may be possible for us to determine that. We might even be able to set that up during beta - as we find people we like playing with.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Fleelix said:
    I think it really comes down to the server where you are on. Cause i think alot of pvp guilds will consider joining the same realm to keep it competitive.
    I think this is really the most salient observation - especially in conjunction with Bringslite's perspective.

    If the hardcore PvP adventurers focus on a handful of server, that may allow the PvE adventurers to congregate on the server with the least amount of PvP combat. And with the Stock Exchange analytics, it should be possible for us to track which server has the least PvP combat.

    This may even be something that can be planned for during beta, as we seek like-minded players for headstart/launch.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Reopening this Whole "Gankbox" chatter.
    Will there be a cross over, with gear, spells/abilities and the like.
    It's all well and good being into PvE but should there be a server for it that would threaten the pillars that they base the game on.
    (I state now, I personally am a PvP freak. but I will be taking economy as my focus in this MMO)
    Will I be able to cross servers at any time if I want to PvE for a day or will I be stuck in a particular Realm?
    Ashes doesn't have a PvE server, but...

    If we're able to use the Stock Exchange to determine which server has the least amount of PvP combat, it seems likely that you would be able to transfer servers. But, I would expect a time restriction for hopping back and forth that is at least the same limit as for changing citizenship.

    The primary issue, I think, will be what happens to your homes. Would you be able to maintain citizenship and your freeholds on Server A while you have no citizenship on Server B? Or will you have to give up your citizenship on server A when you transfer your character to Server B? Might be easier to just have an alt on Server B.
  • So they've said that the game will have some static PvP areas, such as caravans, sieges, things like that.  I think they should have the same kind of mechanic in place for PvE.  Areas that are being used for PvE should be used for PvE.  I should be able to go exploring without having to worry about Darthbawlzlol gliding down on his Dawnbreaker and ganking me just for the lulz.

    However, I honestly don't think it will be an issue.  For one, it's really way too early in the development of the game to be worrying about stuff like this.  Steven and others have said they do not like ganking, and there's going to be extensive testing on these types of mechanics to make sure it's severely deterred.  Secondly, I would think that ganking would become less of a thing the higher level a character gets, considering losing your items is a possibility.  I know I wouldn't want to spend time getting new gear just to lose it because I wanted to go on a murder spree.

    Btw, forgive me if these things have been said before, but this thread is long!  I tried, but I started to feel like @Pkfyre up there.
  • Well... really the only "static PvP combat area" will be the arenas.

    Caravans are scheduled by players. Can caravans travel, rather than remain static.
    Sieges are also scheduled by players. There is a prep phase of days or weeks.
    Then there is a siege at that town/city for however long. Followed by days or weeks when declaring a siege is disabled.

    If you're exploring, you have to rely on the corruption mechanic to deter players from attacking you. Which should be relatively easy if all you're doing is exploring. I can't see much meaningful conflict stemming from exploring - especially a solo character exploring. If all you're doing is exploring, you probably don't even have any raw materials to loot.
    I agree that once you get to higher levels, the less likely you are to get ganked by random griefers. Well, unless you run into a group of zombie griefers... maybe.

    I'm not sure what could possibly be in a "static PvE-only area".
    A theatre for RP??
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Little surprised how this wasn't resolved. Simple. 

    "Harassment" won't be a thing simply because once the Corruption status is attained, the Corrupted Player(s) will be hunted - their location will be displayed on the Map for a Bounty Quest.

    I'm just concerned as to how "accurate" it be. Because if its just a vague "Proximity-of-the-area", then it might turn into a Game of Cat-&-Mouse .... just that they are multiple "Cats"   ( : 3 )
    In turn, those same "Cats" might try to attack one another too. Thus it turn into something ... rather Interesting. In other words, the activity within the MMO will be Bustling & Sporadic.- within both PvE & PVP..These events can lead to a "chain-reaction" of other Activities for Players to do.

    In any case its something to look forward to - especially since this PvX Environment is being carefully crafted by Experience-Devs  ^~^

  • First(for the 115th time) I believe that we should see their system in action BEFORE we decide that it is a failure.

    Second, we will need to see how hardcore Intrepid is at policing "griefing" because obviously they do not want that in their game. I wouldn't just assume that ass-hats will be free to use tricks to get around the design intents.

    Third, is much of this depends on what an individual considers "griefing". Am I being griefed if I'm killed at a gathering spot, go back, get killed again, repeat? IMO,  NO.

    They have cited Lineage 2 as a good system for flagging/griefing penalties which quite frankly, isn't. At least for PvE players. They said they hardly ever see L2's version of corrupt players, chaotic, but that's only because its stupidly easy to get rid of. 

    You get positive faction, kill 4 non-flagged players before loot and buff penalties set in (so you only start hurting when you commit a 5th non-flagged player kill). Then you can grind mobs, get killed in ways that would lose exp or do a daily quest to wash away the negative rep.

    So when they cite such a system as something to be copied my hopes plummet. This system IS in action. The devs have seen it, said they liked it, players can try it out right now and its terrible for anyone who want to focus on open world PvE.

    As for the definition of griefing, from what Intrepid has said in the past its any time a player who isn't flagged for PvP gets PK'd.

    Eragale said:
    Little surprised how this wasn't resolved. Simple. 

    "Harassment" won't be a thing simply because once the Corruption status is attained, the Corrupted Player(s) will be hunted - their location will be displayed on the Map for a Bounty Quest.
    Depends. When do people become corrupt and marked for bounty?
    After 1 unflagged PK? Great.
    After 5? Not good enough.

    And yes I am assuming worst case scenarios in terms of player community because that will 100% to a significant portion of players. Roll a guy 5 times, log on to an alt, do it 5 more times. Or have a group taking turns while grinding out the local mob population thus removing corruption, if they model it after L2 as they have hinted.

  • ArchivedUserArchivedUser Guest
    edited June 2017
    Eragale said:
    Little surprised how this wasn't resolved. Simple. 

    "Harassment" won't be a thing simply because once the Corruption status is attained, the Corrupted Player(s) will be hunted - their location will be displayed on the Map for a Bounty Quest.
    Depends. If people are made corrupt and flagged for bounty after 1 unflagged PK, great. If its after 5, not good enough. If games like L2 are any indication this type of system can easily be gamed and that's the game they cite as being a good model. You can just alt hop and get more than enough PK's before it becomes a problem, or a group can roll people taking turns while grinding out mobs thus also lowering their corruption.

    Maybe they made a mistake citing Lineage 2 as a good flagging system but if we take them at their word they are talking about putting in a system that is demonstrably bad for open world PvE players. Its live and in action right now, playable by players and devs alike and it is terrible.
  • @Nelloch
     
    Possibly, but that's kinda Narrow-Minded to view it like that - remember when i said 
    Bustling & Sporadic ?

    Who's to say that another Guild won't Secretly be Hunting them ? Heck, maybe someone else nearby ? Who's to say someone dug aTrap near them ? What if Someone Else ? Who's to say the Environment won't affect them in a Certain way ?

    There are many Unknown Elements involving Open-World PvP. for this MMO. There are many Elements the Devs could implement. 

    I'm just really hoping that Environment will actually have a role in that.
    ( I've mentioned this in most of my posts - won't get in depth here )

    And if not Environment-Interactions, then hopefully Unique Abilities that most MMOs don;t have - such as casting Hallucinations. : 3 

    But its just "what-ifs" 
  • and the best part ... Devs have the Experience to implement things like this too ^0^
  • Regarding how accurate the location of the corrupted players is, the devs mentioned that the more a player successfully hunts down these offenders, the more precise their locations will become.  Could make bounty hunting a pretty interesting aspect of gameplay.

    And as far as how fast corruption grows, I believe it will start with the first kill.  How punishing that first kill will be?  tbd
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Um. I think for some reason people think that being hunted by bounty hunters is a bad thing.
    For one thing, it depends on how many zombie alts the griefer has. If they wish to gank multiple times quickly, simply have a horde of alt zombies. Simply log out once the first zombie is killed or even before the zombie is killed.

    But, my corrupted zombie alts being killed by bounty hunters would be part of the fun of roleplaying zombies.
  • Neiloch said:
    Eragale said:
    Little surprised how this wasn't resolved. Simple. 

    "Harassment" won't be a thing simply because once the Corruption status is attained, the Corrupted Player(s) will be hunted - their location will be displayed on the Map for a Bounty Quest.
    Depends. If people are made corrupt and flagged for bounty after 1 unflagged PK, great. If its after 5, not good enough. If games like L2 are any indication this type of system can easily be gamed and that's the game they cite as being a good model. You can just alt hop and get more than enough PK's before it becomes a problem, or a group can roll people taking turns while grinding out mobs thus also lowering their corruption.

    Maybe they made a mistake citing Lineage 2 as a good flagging system but if we take them at their word they are talking about putting in a system that is demonstrably bad for open world PvE players. Its live and in action right now, playable by players and devs alike and it is terrible.
    A player is flagged with corruption as soon as they kill a non-combatant.
  • i have to say no to pve only servers. it will make a game with 50% less content and basicly boring afther a few weeks.

    if your getting pked just gather support by politics allainces and ofc like in rl get some big sacks off $$ and pay people to fight for you.

    then just raze the pkker guild city to the ground.

  • Dygz said:
    A player is flagged with corruption as soon as they kill a non-combatant.
    Is there a video or article where a dev is quoted saying this? I've heard/read conflicting reports.
    dunbarth said:
    Regarding how accurate the location of the corrupted players is, the devs mentioned that the more a player successfully hunts down these offenders, the more precise their locations will become.  Could make bounty hunting a pretty interesting aspect of gameplay.

    And as far as how fast corruption grows, I believe it will start with the first kill.  How punishing that first kill will be?  tbd
    If players were marked for bounty on the first kill this could be quite entertaining, even for a PvE purest.
  • Neiloch said:
    Dygz said:
    A player is flagged with corruption as soon as they kill a non-combatant.
    Is there a video or article where a dev is quoted saying this? I've heard/read conflicting reports.
    dunbarth said:
    Regarding how accurate the location of the corrupted players is, the devs mentioned that the more a player successfully hunts down these offenders, the more precise their locations will become.  Could make bounty hunting a pretty interesting aspect of gameplay.

    And as far as how fast corruption grows, I believe it will start with the first kill.  How punishing that first kill will be?  tbd
    If players were marked for bounty on the first kill this could be quite entertaining, even for a PvE purest.
    That would make my dream as an full time bounty hunter to make my money come true :D
    Regarding the first question: i think it was in one of the live streams that the devs stated that you will get a purple(?) flag when you attack a non-combatant. But on which level of this you gain a bounty is not stated yet; at least its not in my memory 
  • ArchivedUserArchivedUser Guest
    edited June 2017
    https://errantpenman.com/2017/01/11/interview-ashes-of-creation-wants-to-bring-the-virtual-world-to-life/
    Players can kill Combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties. Where this changes is when a Combatant kills a Non-Combatant. In this case, the Combatant is Corrupt, and acquires a Corruption Score (which is accrued based on a number of different parameters, including the level differential of their freshly slain victim). This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.

    While a player is marked as Corrupt, they may be attacked by both Combatants and Non-Combatants. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant. We also have some other ideas that we haven’t formalized yet that will allow players to participate in what we feel could be a fun cat-and-mouse part of the game. As an example, the location of these corrupt players will be displayed on the map, if you have the Bounty Hunter title, which can be obtained through a quest available to a citizen from a Military zoned, Stage 4 (Town) Node. These are systems that we’re still working on, but Corruption is something we want to provide explicit gameplay opportunities for.
  • Personally, I love the focus on PvP because I simply don't have the time to invest into a PvE orientated "end game" but having said that, Intrepid would alienate PvE'rs at their peril as many, many people would be drawn to AoC and hate being forced to PvP. I believe there needs to be a mechanic which caters to PvE'rs in this game. As to what that is? I have no better suggestion than what's been suggested already on these forums.  
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