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.
Comments
Too late, your a victim. ) But really, you have main levels of PvP.
1. Dueling - you agree to fight without death.
2. Sparing - practice with friends.
3. Battle field - You can be killed by the other player.
4. PKer - a player who kills other for fun.
5. PKer hunter - Need I say more on this one.
I find if you don't want to do PvP, just stay in the safe zones, if you leave them, then you take the risks like everyone else.
As long as that other player isn't a PKer. lol
Funny thing is ... most " recent " thread topics about PvP have already been discussed in this Thread ( more than likely, yeah )
idk this might the New EverQuest, just with more elements of PvP. I think it'll work out
The main one is in most games, the people into PvP tend to overpower and run over those that do not PvP as much. In fact they tend to stalk and harass them some times.
That being said, I like what AoC has planned, to curtail PKing and disruptive forms of PvP.
However I have seen a few people asking about Zerging guilds for AoC in discord, so I think some thought should be given as to how to deal with that as well.
I think organized PKing is going to be an issue, and groups seem to have work arounds for corruption even with AoC's plans, as they can just kill each other to get rid of it. Or use Alt's or friends in other groups or nodes to help them get rid of corruption.
There are probably other ways they could game the system to get rid of corruption, and get back to being disruptive. AoC may want to think about a monitoring system where if a person PK's (PVP's outside the normal caravan raids, node battles, duels, etc...) the same target multiple times, their accounts get flagged, and live GM's are notified.
I also think they should also consider a tiered corruption such that if a lvl 30 person PK's a lvl 10, they would get much more corruption then if they PKed another lvl 30. Some sort of mechanic to encourage the higher level PvPers to stay away from the lower level folks.
For thejeffexpress, you do NOT gain corruption from regular pvp, only from "ganking" if you attack someone outside of a place that has normal flagging mechanics in play like a caravan, that is open world pvp. If you decide to attack someone in OWPVP you flag as a combatant(purple) to that person. If they don't react, they stay non-combatant(green). If you kill them while they have not attacked back, BOOM corruption. If they attack back, they also flag purple, and no corruption is gained. Once corrupt your status will be (red). At that point when you are killed (and you will be) you will gain an increasing modifier to your death exp penalty. A couple "ganking" kills of this type would keep you below the threshold of possibly having a piece of gear drop. Think of the scale being 10,000 corruption points. Die with under 5000, no gear drop chance. Die with over 5000, increasing chance. Die over 9000 (pun intended) guaranteed chance. This once again is only if YOU have been out being an asshat killing people who haven't fought back. You will gain no corruption from regular pvp. So your argument of "It is too harsh!" falls flat. No one has ruined your fun of questing. Quite the opposite.
If no one does, there will never be any corruption gain, and the Bounty Hunter progression will be worthless.
However, the developers are giving players a reason to fight back.
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I think many people are missing the actual point of the corruption system. It is there to make it so players don't want to attack players in open PvP at all - unless they have a very good reason to do so.
If someone has a reason to attack you, you will probably have a reason to fight back.
Not my playstyle but still looks cool, I'm actually thinking of perhaps taking up bounty hunting.
As I indicated I am not against PvP, what's driven me from most games is either the gank fests, or the zerging during raids or crawls.
While I tend to avoid PvP scenario's in game, I do enjoy it when i'm am doing a group activity, such as caravan's, battles for territory, etc...
I'm assuming from what you are saying that they are also not funneling people along specific routes (unless it's a caravan perhaps) to cross zones, where those point's get camped by PKers (that was ArchAge's main problem)
Green-Players don't drop Gear - they don't drop anything guess you do
Purple-Players only drop Crafting Materials
Red-Players has a chance to drop (some) Gear + Crafting Materials + maybe other things based on the Accrued-Corruption-Score
Honestly though, if they're any questions that you have ... don't be bashful, just ask around
Discord Quote-bin or LiveStream Stamp for that ?
Any proof ?
I freely admit to a bias here as I have a disabled wife I care for. Just call me mister domestic, and take my man card away please!