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

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Comments

  • The focus is on meaningful conflict; not PvP combat, but...
    Yes, it's the meaningful conflict and node systems which prevent Ashes from having an endgame.
  • Killing low level PvE players will play into the node system well. If you keep attacking gatherers, the craftsmen have to seek materials elsewhere. Less craftsmen means that the local economy relies more heavily on import/export in order maintain itself. Assuming that major guilds will take control of the nodes, it would make sense for them to set up some form of guard duty or patrol route for people to take. So starting off, you're more likely to gravitate towards the more developed nodes before setting off into the less tame areas. It works wonders for realism in that sense.
    For the same reason that a low level shouldn't jump into high level areas, a new player shouldn't go to lower level nodes.
  • There are no "low level" and "high level" areas like we're used to seeing in linear progression games. They've added high level mobs to areas surrounded by low level mobs. So the distinction between a high level and low level player won't be as apparent.

    Like I said, it's a nightmare waiting to happen. No safe spots, no channels and no quarter. 200 man guilds will go full corrupt and stay that way for hours on end. Players will exploit collision mechanics, guilds will perma-farm all the freeholds to ensure players have no access and pull up their plot, and on top of all that the nodes will develop and highlight specific areas for PvP guilds to target. In its current form, AoC has the potential to be the most unpleasant game ever made. 

    They need to go back to the drawing board. 
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Killing low level PvE players will play into the node system well. If you keep attacking gatherers, the craftsmen have to seek materials elsewhere. Less craftsmen means that the local economy relies more heavily on import/export in order maintain itself. Assuming that major guilds will take control of the nodes, it would make sense for them to set up some form of guard duty or patrol route for people to take. So starting off, you're more likely to gravitate towards the more developed nodes before setting off into the less tame areas. It works wonders for realism in that sense.
    For the same reason that a low level shouldn't jump into high level areas, a new player shouldn't go to lower level nodes.

    If you kill non-combatant Artisans, you gain corruption.
    And the Artisans will bring an entourage of PvP adventurers as bodyguards - rather than seeking materials elsewhere.

    I'm not sure I understand your logic...
    A low level shouldn't jump into high level areas, but a low level player shouldn't go to low level nodes.
    ???
  • Dygz said:
    If you kill non-combatant Artisans, you gain corruption.
    And the Artisans will bring an entourage of PvP adventurers as bodyguards - rather than seeking materials elsewhere.

    I'm not sure I understand your logic...
    A low level shouldn't jump into high level areas, but a low level player shouldn't go to low level nodes.
    ???
    First, the assumption that "artisians" or crafters are all PvE players would be completely false. PvP players enjoy crafting as much as PvE players do. There is no distinction. 

    Second, no they will not be hiring PvP players to protect them. Crafters typically work on that stuff when they want to chill and solo. It's a time consuming process to gather materials. There's no way in hell they're going to ask their guildies or mercs to come protect them while they harvest for 4 hours. That's just rude. Players have better things to do than stand over your shoulder and wait for a potential PK. That's just silly.

    Again, as stated in the videos there are no linier progression areas. They said that two videos ago. High level mobs will be mixed in with low level mobs, with a few exceptions.
  • Wow, this old discussion, yet again. Bottom line? I'm a PvE player who understands the "risk" involved in playing this game, and one who accepts that risk, because the overall arch of the game appeals to me. It's argued a lot that the penalties for PK are "too harsh," but that's really as selfish as us saying "We don't want to be forced to PvP because some arsewipe thinks it'll be fun." The risk as they've designed it will be carried equally. You wish to PK, I don't. You run the risk that I won't fight back and you'll accrue ever-harsher penalties for continuing to force your "fun" on me; that is just. 

    In short, I don't see the devs at this point changing their stance. Might as well wish for a bajillion dollars to spend as recklessly as you desire as wish that they'll magically wake up one day and see either side's point of view. More likely is that they'll continue with this plan, making the risk one borne equally by both sides.

    I can "live" with that.
  • This thread is getting close to ridiculous. The examples of this thread are really taken to the extreme and are unlikely to happen. Yes, you are most likely going to get killed by higher level player or group of players at some point of the game and that's how games with open world pvp are - and that's how I personally like them.

    As I mentioned extreme examples. No I don't think that there will be 200man grief groups going around. First of it's difficult to get 200 players gathered up and once you have that amount you probably have something better to do.

    The most dominant view on this thread seems to be that pvp players only kill players who don't want to pvp. I don't think that's true. Pvp-enthusiasts will most likely find each other in the open world. Hearing that someone's freehold is being held by some nasty griefers. I'm sure some players would be more than happy to clear them out.

    Also I don't consider it ganking if player A gets killed by player B, because B didn't want to share his mining spot.

    And in case of those super grief raids... I understood that it's a big world, so with little cunning you can probably escape and hide, wait them to leave and continue whatever you were doing.

    "I don't want to be a victim". Well perhaps you should learn how you can survive and fight back. I think it's part of any game where you explore the world, you have those swords and staves in order to protect yourself. For me some greatest experiences in mmo have been that when I managed to turn the tables when someone tried to gank me. Even getting away and denying the kill from the attacker can be also rewarding.

    TLDR: Being able to do open world pvp whenever you want is a good thing. Yes, you will be killed at some point of the game by another player against your will, but it does not make the game unplayable.
  • Players must make distinction between PvP and griefing.

    Occasional PvP shouldn't be punished, ganking and griefing should.
    This includes killing helpless lower level players, and repeatedly following and killing over and over an exact same player.

    That should be punishable yes.

    Occasional PvP between people in world shouldn't be.
  • ArchivedUserArchivedUser Guest
    edited June 2017

    JUST WAIT AND SEE HOW IT PLAYS IN ALPHA.

    JUST WAIT AND SEE HOW/IF THEY TWEAK THINGS AS THEY GO.

    THEY HAVE NOT CLAIMED THAT ALL D!CKERY WILL BE IMPOSSIBLE.

    IF THE SYSTEM IS HARSH AND "WORKAROUND SYSTEM ABUSERS" ARE NOT BANHAMMERED, THEN THERE COULD BE PROBLEMS.

    The game isn't in a place that judgments can be accurately made about the PvP system yet. It is in a logical and great untested starting point. Claims that it will be a disaster are a bunch of bullwinkey by people that want the Main Design changed.

    The Sky Is NOT Falling Yet...

  • ArchivedUserArchivedUser Guest
    edited June 2017
    Stabby said:
    Dygz said:
    If you kill non-combatant Artisans, you gain corruption.
    And the Artisans will bring an entourage of PvP adventurers as bodyguards - rather than seeking materials elsewhere.

    I'm not sure I understand your logic...
    A low level shouldn't jump into high level areas, but a low level player shouldn't go to low level nodes.
    ???
    First, the assumption that "artisians" or crafters are all PvE players would be completely false. PvP players enjoy crafting as much as PvE players do. There is no distinction. 

    Second, no they will not be hiring PvP players to protect them. Crafters typically work on that stuff when they want to chill and solo. It's a time consuming process to gather materials. There's no way in hell they're going to ask their guildies or mercs to come protect them while they harvest for 4 hours. That's just rude. Players have better things to do than stand over your shoulder and wait for a potential PK. That's just silly.

    Again, as stated in the videos there are no linear progression areas. They said that two videos ago. High level mobs will be mixed in with low level mobs, with a few exceptions.
    Seems like you think I was responding to your post, since your post ended up being the first on this page and I didn't quote the post I was replying to from the previous page.
    Mobile isn't as easy to post from as it could be.


  • Gothix said:
    Players must make distinction between PvP and griefing.

    Occasional PvP shouldn't be punished, ganking and griefing should.
    This includes killing helpless lower level players, and repeatedly following and killing over and over an exact same player.

    That should be punishable yes.

    Occasional PvP between people in world shouldn't be.
    Players must make a distinction between PvP conflict and PvP combat.

  • @Dygz Sorry bro I misunderstood.
  • but if you don't fight back and keep getting ganked , that why corruption system is in place also the bounty hunters
  • Dygz said:
    Gothix said:
    Players must make distinction between PvP and griefing.

    Occasional PvP shouldn't be punished, ganking and griefing should.
    This includes killing helpless lower level players, and repeatedly following and killing over and over an exact same player.

    That should be punishable yes.

    Occasional PvP between people in world shouldn't be.
    Players must make a distinction between PvP conflict and PvP combat.

    The distinction IS PVP combat results when PVP conflict isn't otherwise resolved. IMO

    Some players will try and resolve it through talk, bargaining and the like. That doesn't always work, but admittedly more options for it to have a chance would be nice.

    Some players will go straight to combat to resolve conflict of interest. That can be because they are bloodthirsty SOB's, they don't want to waste time in discussion and they want to make a clear point. Whatever that is.

    I do hope that there will be a server that has more of the former than the latter so that PVP averse players can have an option.

  • I think I agree with your distinction, Bringslite.
  • Dygz said:
    Gothix said:
    Players must make distinction between PvP and griefing.

    Occasional PvP shouldn't be punished, ganking and griefing should.
    This includes killing helpless lower level players, and repeatedly following and killing over and over an exact same player.

    That should be punishable yes.

    Occasional PvP between people in world shouldn't be.
    Players must make a distinction between PvP conflict and PvP combat.

    Maybe when people want 1 or the other or both but people who don't want to deal with unwanted PvP usually are talking about every variation.

    I actually took a stroll by BDO forums the other day. One of the threads from a few weeks ago talk about people who want to only PvE and refuse to fight as if they are the 'problem' since by simply not fighting back they can 'karma bomb' the attacker. As if such an act itself was griefing. They act as if they should be entitled to kill someone repeatedly if they want to 'take over' a open world farming spot without penalty. It really was some high level 'blame the victim' type nonsense. This is EXACTLY the type of thing that is a non-starter for PvE players (ie more than half of the MMO population.)

    Every 'living world' feature of ASH could remain 100% intact if it wasn't possible to have individual/small scale conflict. If it was impossible to personally attack an unflagged player but still attack things they possess like holds, towns, property, caravans, etc the systems would remain largely unchanged (said player would become flagged when they tried to defend these, obviously). This is why I am 100% sure anyone who insists on open PvP AND refusing alternatives have every intent of trying to extract fun from bothering other players who are minding their own business which is why I have zero sympathy for them. This is also why the game will be missing out on a sizable chunk of revenue for minimal effort (allowing stricter player flagging).

    JUST WAIT AND SEE HOW IT PLAYS IN ALPHA.

    JUST WAIT AND SEE HOW/IF THEY TWEAK THINGS AS THEY GO.

    THEY HAVE NOT CLAIMED THAT ALL D!CKERY WILL BE IMPOSSIBLE.

    IF THE SYSTEM IS HARSH AND "WORKAROUND SYSTEM ABUSERS" ARE NOT BANHAMMERED, THEN THERE COULD BE PROBLEMS.

    The game isn't in a place that judgments can be accurately made about the PvP system yet. It is in a logical and great untested starting point. Claims that it will be a disaster are a bunch of bullwinkey by people that want the Main Design changed.

    The Sky Is NOT Falling Yet...

    Ahh yes this old chestnut. Where the goal post will just keep getting moved in attempt to silence people.
    'wait until alpha'
    'wait until beta'
    'wait until the first big update'
    'wait until the first xpac.'
    Sorry, speculation and discussion is useful in all stages of development. As a matter of fact waiting until its its in a playable state is probably the absolute worst time to give the first pieces of feedback since many systems have been designed, programmed, implemented and integrated. At that point the only suggestions they can take in are small adjustments and anything larger would require large amounts of work and overhauls. You don't want until a house is half way through being built before you say you wanted a 5 bedroom and not a 2 bedroom.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Nope. In this case, people are complaining about PvP combat specifically.

    PvP conflict is a pillar of Ashes that pretty much everyone is on board with.

    It's being forced into direct PvP combat when not in the mood for PvP combat that is the concern (for those who are concerned).
    PvP conflict can be resolved by means other than PvP combat.

    So... it becomes problematic when people just say "PvP".
    --------------------------------------------------------------------------------------------------

    Yep. It is common for PvPers to state that PvErs on the same server who are immune to PvP are griefers.
    Which is why it's good to have these discussions now - while it seems inevitable that there won't be separate ruleset servers.

  • Yes, there needs to be more of a distinction made between PvPers and griefers. As I stated before, I rather expect that with the griefers suffering ever-increasing penalties due to non-combatants accepting death rather than fighting back (as I most certainly will) they'll not stay too long. "It's too sharp a penalty! Man, this game SUCKS!" and so on are things I fully expect to see posted. Oh, wait, it's already been posted!
  • Neiloch said:
    Dygz said:
    Gothix said:
    Players must make distinction between PvP and griefing.

    Occasional PvP shouldn't be punished, ganking and griefing should.
    This includes killing helpless lower level players, and repeatedly following and killing over and over an exact same player.

    That should be punishable yes.

    Occasional PvP between people in world shouldn't be.
    Players must make a distinction between PvP conflict and PvP combat.

    Maybe when people want 1 or the other or both but people who don't want to deal with unwanted PvP usually are talking about every variation.

    I actually took a stroll by BDO forums the other day. One of the threads from a few weeks ago talk about people who want to only PvE and refuse to fight as if they are the 'problem' since by simply not fighting back they can 'karma bomb' the attacker. As if such an act itself was griefing. They act as if they should be entitled to kill someone repeatedly if they want to 'take over' a open world farming spot without penalty. It really was some high level 'blame the victim' type nonsense. This is EXACTLY the type of thing that is a non-starter for PvE players (ie more than half of the MMO population.)

    Every 'living world' feature of ASH could remain 100% intact if it wasn't possible to have individual/small scale conflict. If it was impossible to personally attack an unflagged player but still attack things they possess like holds, towns, property, caravans, etc the systems would remain largely unchanged (said player would become flagged when they tried to defend these, obviously). This is why I am 100% sure anyone who insists on open PvP AND refusing alternatives have every intent of trying to extract fun from bothering other players who are minding their own business which is why I have zero sympathy for them. This is also why the game will be missing out on a sizable chunk of revenue for minimal effort (allowing stricter player flagging).

    JUST WAIT AND SEE HOW IT PLAYS IN ALPHA.

    JUST WAIT AND SEE HOW/IF THEY TWEAK THINGS AS THEY GO.

    THEY HAVE NOT CLAIMED THAT ALL D!CKERY WILL BE IMPOSSIBLE.

    IF THE SYSTEM IS HARSH AND "WORKAROUND SYSTEM ABUSERS" ARE NOT BANHAMMERED, THEN THERE COULD BE PROBLEMS.

    The game isn't in a place that judgments can be accurately made about the PvP system yet. It is in a logical and great untested starting point. Claims that it will be a disaster are a bunch of bullwinkey by people that want the Main Design changed.

    The Sky Is NOT Falling Yet...

    Ahh yes this old chestnut. Where the goal post will just keep getting moved in attempt to silence people.
    'wait until alpha'
    'wait until beta'
    'wait until the first big update'
    'wait until the first xpac.'
    Sorry, speculation and discussion is useful in all stages of development. As a matter of fact waiting until its its in a playable state is probably the absolute worst time to give the first pieces of feedback since many systems have been designed, programmed, implemented and integrated. At that point the only suggestions they can take in are small adjustments and anything larger would require large amounts of work and overhauls. You don't want until a house is half way through being built before you say you wanted a 5 bedroom and not a 2 bedroom.

    Discussion and speculation are just fine. Repeatedly declaring that anything is a "fail" before it is finished or seen in action is a bit foolish and definitely unconstructive.

    We know that Intrepid isn't taking PVP combat out of the game to try and get more customers. Why not discuss how to make PVP more of a non issue on the personal level, offer ideas etc... rather than running around declaring the sky is falling before there is a sky?

  • I have yet to see one person ask Intrepid to take PvP out of the game.
  • How is that different than a PvE-Only server?
  • Stabby said:
    I have yet to see one person ask Intrepid to take PvP out of the game.

    Alright. If you could have everything your exact way, what would be different?
  • Was hoping this thread had died during the forum switch. I'm not against discussion, but twenty-two pages of back and forth and no clear sign of a common ground is a bit much.

    We can argue all day about how some scallywag/s will cause havoc intentionally to get off, but I would not be surprised if a lot of PvP with PvE'ers is more along the lines of:

    "Argh, laddie, that be MY spot of ore ye be hoardin'!"

    "Nuh-uh, finders keepers!"

    "Have at ye, dog!"

    /gauntlet slap

    Long story short, PvE'ers may find their fellows their worst enemies while PvP'ers focus more of their time on bigger game, such as sieges or caravans. Only time will tell. I'm sure server population will also vary per server and so an eventual majority PvE'ers server will likely happen as pops rise and fall and then we'll see how successful it can be.
  • 1: Expect two years worth of no common ground

    2: Some of us (like myself and Bringslite) have found a bit of common ground.

    3: Better to keep as much as possible in one thread rather than clog the General Discussion with 5+ threads.

    4: Should be easy enough to ignore this thread if and when you want to.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Stabby said:
    I have yet to see one person ask Intrepid to take PvP out of the game.

    Alright. If you could have everything your exact way, what would be different?
    In my dream version of Ashes here is what I'd love to see.

    Launch day - total 200 servers

    120 PvX servers - 3 PvE pillars and 1 PvP pillars like it is now
    • Only safe zones are within city walls, freeholds and churches.

    40 PvP Paradise servers - 4 of 4 pillars based on PvP content
    • Only safe zones are within city walls or churches w/ faction.
    • Corruption penalty system is doubled that of the PvX servers
    • PvE token system for gear w/ PvE specific stats to encourage PvE gameplay
    • Same crafting system

    40 PvE Consensual combat servers - 4 of 4 pillars based on PvE content
    • All safe zones except PvP arenas and trade convoys. Radius around convoy will autoflag for PvP.
    • PvP flag option for individuals, groups, guilds or alliances. Everyone has to confirm.
    • PvP token system for gear with PvP specific stats to encourage PvP gameplay.
    • No PvP penalty system and no bounty system.
    • To compensate for the missing PvP pillar for node destruction add massive monster swarm events. NPC's can destroy nodes. Perhaps even a traveling army that goes from city to city.
  • Stabby said:
    Stabby said:
    I have yet to see one person ask Intrepid to take PvP out of the game.

    Alright. If you could have everything your exact way, what would be different?
    In my dream version of Ashes here is what I'd love to see.

    Launch day - total 200 servers

    120 PvX servers - 3 PvE pillars and 1 PvP pillars like it is now
    • Only safe zones are within city walls, freeholds and churches.

    40 PvP Paradise servers - 4 of 4 pillars based on PvP content
    • Only safe zones are within city walls or churches w/ faction.
    • Corruption penalty system is doubled that of the PvX servers
    • PvE token system for gear w/ PvE specific stats to encourage PvE gameplay
    • Same crafting system

    40 PvE Consensual combat servers - 4 of 4 pillars based on PvE content
    • All safe zones except PvP arenas and trade convoys. Radius around convoy will autoflag for PvP.
    • PvP flag option for individuals, groups, guilds or alliances. Everyone has to confirm.
    • PvP token system for gear with PvP specific stats to encourage PvP gameplay.
    • No PvP penalty system and no bounty system.
    • To compensate for the missing PvP pillar for node destruction add massive monster swarm events. NPC's can destroy nodes. Perhaps even a traveling army that goes from city to city.

    Interesting. Sounds like a different game than AoC. <shrug>

    I'll bet that Intrepid would love to have that many server worlds running though.

  • to many posts to read so sorry if this has been mentioned, but a reason to "gank" random players is for a guild to claim a region to "farm" as there territory and trespassers will be executed. If this happens to all the best places to harvest resources or monsters, there will no longer be room for players to harvest or play by themselves. So is PvP going to be limited to caravan routes and city sieges, or are solo players just out of luck in the wild when faced with guilds?
  • Please let this thread die intill we have more info on how the games pvp will work
  • nagash said:
    Please let this thread die
    Any excuse to practice your thread necromancy!
  • @kratz you already know me so well  o:) 
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