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

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Comments

  • why is this thread still a thing

  • why is this thread still a thing

    It will not die!


  • Am I the only one that took @Flameh0t comment as sarcasm and trolling?
  • Not really I think he was making a point about end game in other MMOs. That's how I see it but I could be completely wrong 
  • Hells said:
    Am I the only one that took @Flameh0t comment as sarcasm and trolling?
    I'm kind of getting scared for my well-being with somebody killing due to boredom :O
  • nagash said:
    Not really I think he was making a point about end game in other MMOs. That's how I see it but I could be completely wrong 
    Yeah that's it, if we're at end game and PvP is one of the major pillars to this game, I'm going to do it.. It's just a game, I don't see why people get so offended by PvP, I actually find it really fun.. Being on both the killing end and the dying end can be exciting.

    @Hells
    Rude, nobody ever takes me seriously around here..
  • @Nefelia
    I work out at the house :wink: and the wife has hobbies she does on her own while I play. 3 hours Sat, 3 hours Sun, 2 hours Fri is about all I can get in. Some weekends I play RPG's, some I play FPS's. Depends on my mood.

    Sorry about your time limit. We are in another conversation on another thread where I point out that perhaps peeps should play multiple games.

    If you can only invest < 8 hours any given week I totally understand why you would want everything in one game to match your play style perfectly. I hope one day you find that game. On the brighter side, it should take you considerably longer than others to get bored with the game :wink:

    Also, on topic.
    I am not a victim of PvP's as I am not in the game with them.
    They are my victims, they are in the game with me.
  • Image result for watchmen gif youre in here with me
    no one messes with Rorschach
  • Azathoth said:
    If you can only invest < 8 hours any given week I totally understand why you would want everything in one game to match your play style perfectly. I hope one day you find that game.

    Well, given what I've read, Intrepid Studios is likely to include arenas with rule-set in AoC. So the game is likely to meet all of my needs.

    Regardless, I am a pretty adaptable player. I started Rift as a pure PvE player, and got into PvP following a pleasant exposure to Warfronts. My passion for PvP eventually eclipsed my interest for PvE, and Warfronts became my favourite activity in Rift.

    AoC promises to have a lot of interesting content. I'll definitely be active in the arenas, but I'll also gather, craft, quest, maintain a freehold, and engage in OWPvP.

    To get back to the actual topic:

    As I just mentioned, I started Rift as a pure PvE player, and transitioned into an avid PvP player. Once you get over the aversion to being killed you start to realize that character death is rather meaningless in MMOs. You start taking more risks with your character and start indulging in some PvP of your own.

    Yeah, you are likely to suck at first, but once you learn positioning, proper mobility, and how to use CC and burst to secure kills, PvP becomes a fun occasional diversion.

    Or you can continue to neglect the PvP side of the game and just learn to shrug off deaths. With the corruption system, the player that killed you is likely to suffer several humbling defeats at the hands of bounty hunters or righteous PvP passers-by.

    Intrepid Studios might help the process along by giving attractive PvP quests to players with very little or no PvP activity logged in-game. Remove any death penalty while accomplishing the quest and let the player experience a bit of PvP so they can see that PvP is not the monstrous cancer the PvE community often makes it out to be.
  • Please don't force us to be victims of PvEers!

  • Poisonz said:

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

    Become a sacrifice to me mauahahahaha
  • ArchivedUserArchivedUser Guest
    edited August 2018
    Why do PvE players always feel they are so entitled that a game with clear PvP focus should be changed to center on their gameplay style? There are many options for you, even many in development. Why not go to one of those games instead of trying to make every game what you want it to be?
  • Ashes of Creation is a PvX MMORPG ... so it needs both PvE & PvP
  • ArchivedUserArchivedUser Guest
    edited August 2018
    @Ashanore
    Good advice, Ashes in not an MMO with a clear PvP focus anymore than it is a game with a clear PvE focus. Many would argue the game is more PvE friendly.

    So I guess the same could be said for the PvP community!
  • It seems to me that there will be some areas where you can stick to PvE activities (freeholds, major nodes), and some where you can stick to PvP activities (arenas). But once you leave the freehold/node/arena and verture out into the open world, you will be subject to both PvP and PvE.

    This, in my opinion, is a good thing - especially if the corruption system is effective in reducing pointless griefing.
  • Nefelia said:
    It seems to me that there will be some areas where you can stick to PvE activities (freeholds, major nodes), and some where you can stick to PvP activities (arenas). But once you leave the freehold/node/arena and verture out into the open world, you will be subject to both PvP and PvE.

    This, in my opinion, is a good thing - especially if the corruption system is effective in reducing pointless griefing.
    Yeah the corruption is there as a stick it adds that extra bit of danger when exploring but you also know that it's unlikely that someone will actually attack you :3
  • Well... the corruption mechanic is certainly a disincentive. But if I come across a non-combatant with a nicely loaded mule that I can plunder... I can't guarantee that I will remain civil.  ;)
  • Imagine that scenario going something like this. You attack the guy with his mule, he stays green and doesn't attack back. You kill him and loot him and mule. You now have too much stuff to carry, so you get out your mule and try to get away with the goods while red. He respawns at closest respawn point (confirmed), runs back and attacks you. If he has the power to down you, he gets his stuff back, and you respawn randomly somewhere in the node with your exp debt. If he fails, he was still green when he attacked, so you killing him again while he is still green (green attacking red doesn't make them purple) you gain even more corruption. Going to be fun times.
  • Who ever said you get what's off the mule?  From what I understand you only get percentage of what the person is holding.
  • T-Elf said:
    Who ever said you get what's off the mule?  From what I understand you only get percentage of what the person is holding.
    Never been clarified if mules are lootable, part of the flagging system, and many other questions. Many of the pro-ganking crowd believe that they will be loot pinatas that they will be able to attack with impunity. I think the first time I hunt down a dev, kill his mule, and take his stuff, they will rethink that. But once again, we have NO clarification on that status of mounts and mules in the flagging system.
  • ArchivedUserArchivedUser Guest
    edited August 2018
    Honestly I think the PvP ganking system is too harsh as it sits. marked on map? thats fine with me.

    Reducing stats?

    dumb.


    If I want to gank someone I WANT to be shown on the map, that's the whole fucking point of ganking, content generation. BRING IT ON, come one, come all.

    Some of my best moments in MANY games over the years have been killing entire groups that have come after me after I killed one of their friends. Honestly a GTA style star system would be a great idea.


    If you attack someone without provocation you become flagged. If you kill someone you get a star.

    If you have a star anyone can attack you however they also become flagged.(and anyone healing/buffing either party gets flagged), if you kill a starred player you do NOT get a star. If you kill a flagged only party neither of you get any stars.



    1. One star(one kill): people in the immediate area(say 100m) can see you on the map.
    2. Two Star(two kills):  increased range at which people can detect you on map
    3. Three star(three kills): Increased range at which people can detect you on the map
    4. Four Star(four kills): area notification, local area can see you on their world map, small bounty maybe?
    5. Five star(5 kills+): world notification, entire world can see you on their map. Larger Bounty. Expect to die quickly. Literally nobody should survive this for more than like 10 minutes and thats 10 minutes of running away.
    Set it up so that if you die in a gank you spawn at a distance relative to the star amount. More stars person has closer you spawn. Will differentiate between

    • "youre being a greifer/troll, so im going to kill you and send you across the zone so you go the fuck away, by doing this i still put myself at risk, and am willing to put myself at risk to get you to fuck off because i have tried other options."

    and 

    • "FUCK EVERYONE I SHALL MURDER EVERYONE I CAN BEFORE I GET GANGBANGED BY HALF THE GAME"

    So everyone spawns closer to you the more of a "risk" you are, one star guy spawns across the zone, 5 stars guy spawns within like 100m and can SLOWLY whittle the ganker down(solo) unless running, that gives you a solo chance against even the strongest of players if they are playing stupid and sitting there waiting for you.

    get 5 stars enough times within a certain time frame and you become an outlaw where you can never be detected by the entire game however you permanently gain the 3 star and  "people know I am within x meters even if im in stealth"

    There is a difficult way (see designers come up with something) to get rid of outlaw status but requires a pretty serious grind or a payment that has "inflation protection" such as an item that goes up in price as more people are doing it.

    obviously this can be balanced more and changed and such but it is a good overview of a healthy ganking system. Higher difficulty the more aggressive you are. if you cause enough hell people WILL come after you and put you in some sort of jail or something that will keep your rampage from happening again.

    Hell bring on the archeage court system, however preferably one with people who have shown themselves to be impartial through some way or another(majority vote wouldnt really work in a game due to large guilds controlling large amounts of people and thus being able to side the vote their way as most games tend to end up with 1-3 factions of very strong groups utterly dominating.)


    also make it so trade route people have to have a certain item on them(or outfit or such, like silkroad online), those people you cant gank, but you CAN put on the outfit of the party that can attack said group and then attack said group, say you have to go to a specific NPC to equip said item or outfit, that way you cant just follow the group around and flag up when someone else attacks them.)
  • Your ideas definitely help make this a more PvP friendly game.

    I, on the other hand, do not think this game needs to make PvP more friendlier than it already is. Nor do I think there needs to be "...a healthy ganking system..." as there is no reason to gank players.

    You might see it as doing whatever you want to generate content, others might see it as not being able to participate in the content they wanted because they were ganked.

    I am glad you really thought out how to incorporate the wanted level in GTA into Ashes. I just don't agree with any of it.
  • Imagine that scenario going something like this. You attack the guy with his mule, he stays green and doesn't attack back. You kill him and loot him and mule. You now have too much stuff to carry, so you get out your mule and try to get away with the goods while red. He respawns at closest respawn point (confirmed), runs back and attacks you. If he has the power to down you, he gets his stuff back, and you respawn randomly somewhere in the node with your exp debt. If he fails, he was still green when he attacked, so you killing him again while he is still green (green attacking red doesn't make them purple) you gain even more corruption. Going to be fun times.

    Yep. Murdering for loot is certainly not a risk-free endeavor, nor should it be.

    Those who plan to murder frequently will have to do so knowing that they will have limited options for play so long as they remain corrupted. With the current system, even self defense from non-combatants that attack the corrupted player would punish the corrupted player.
  • ArchivedUserArchivedUser Guest
    edited August 2018
    I, for sure, don't want to hand out stars to gankers.  The corruption system seems to have put fear into those who like to gank, so the design must be pretty effective so far.
  • PvP fo daysssss let's do it, make battleeeee
  • Read most of the posts since my last visit. Thanks everyone for chiming in. I want to mention a couple things..

    1. For a long time this was the only remaining thread that was ALLOWED to discuss the PvP system. CM's were locking threads about PvP. Really. It appears that's no longer the case.

    2. Every game to integrate both PvP and PvE, with too much emphasis on PvP, has failed. Black Desert, Archeage, etc. have unbalanced economies, no grouping, sucky guild systems and a gear gap the size of K2. 

    3. MMO's that focused more PvE than PvP are still thriving and are the most successful games in history. There is a massive void in the industry here. Most gaming companies shifted to "sandbox" business models and forced nonconsensual combat on those gamers from those old games. That's WHY they're still playing those old games! Many don't want to PvP, ever!

    4. If Archeage and Black Desert had focused more on the PvE community they would have been the two largest games in history. Especially Black Desert. So close, yet so far. EverQuest 3 would have taken the title from WoW as the worlds largest and most profitable game. Time and place. 

    5. Only one MMO is currently in development that seeks to earn the PVE crowd from WoW, EQ, Rift, GW, ESO, Tera, RO, FF, etc. The name of that game is Pantheon. It's the only one currently in development that will incorporate consensual PvP. I think that team made some tragic mistakes with its marketing already tho. It's character models looked horrible. What a noob idea to go to kickstarter with those 1995 EverQuest models. Horrible idea! 
  • Stabby said:
    Read most of the posts since my last visit. Thanks everyone for chiming in. I want to mention a couple things..

    1. For a long time this was the only remaining thread that was ALLOWED to discuss the PvP system. CM's were locking threads about PvP. Really. It appears that's no longer the case.

    2. Every game to integrate both PvP and PvE, with too much emphasis on PvP, has failed. Black Desert, Archeage, etc. have unbalanced economies, no grouping, sucky guild systems and a gear gap the size of K2. 

    3. MMO's that focused more PvE than PvP are still thriving and are the most successful games in history. There is a massive void in the industry here. Most gaming companies shifted to "sandbox" business models and forced nonconsensual combat on those gamers from those old games. That's WHY they're still playing those old games! Many don't want to PvP, ever!

    4. If Archeage and Black Desert had focused more on the PvE community they would have been the two largest games in history. Especially Black Desert. So close, yet so far. EverQuest 3 would have taken the title from WoW as the worlds largest and most profitable game. Time and place. 

    5. Only one MMO is currently in development that seeks to earn the PVE crowd from WoW, EQ, Rift, GW, ESO, Tera, RO, FF, etc. The name of that game is Pantheon. It's the only one currently in development that will incorporate consensual PvP. I think that team made some tragic mistakes with its marketing already tho. It's character models looked horrible. What a noob idea to go to kickstarter with those 1995 EverQuest models. Horrible idea! 
    Basically, u scared 2 fite mi m8y. 
  • ArchivedUserArchivedUser Guest
    edited August 2018
    1. Pretty sure many of them are still floating around and the threads that were locked were locked because the conversation devolved.

    2. Those games did not fail because of their pvp and if anything, they stand as proof that a lot of players are fine with pvp. Some would also argue that BDO hasn't failed. A lot of people got pissed and left after the P2W stuff was added but the game still has a decent population.

    3. I don't think we have a large enough list to say this. After Wow's success, most MMOs tried to mimic it's pve style. On top of this, if we look at other genres of games, we can see that pvp is very popular. It's almost because of these 2 facts that this game needs to try to be a good PvX game before someone else with a lot of money tries to make one. 

    4. That is completely unfounded. I'm sure people could argue for ages on the different things they could have done with those games to make them "better."

    5. This is probably the biggest reason it should keep it's pvp to create a different experience and appeal to a different audience then what's popular. Instead of trying to mimic the popular games on the market and fighting for their playerbase, it should create it's own gameplay experience and attract players to it for different reasons.

    I like how to you, every pvp MMO fails because of the pvp but when a pve MMO fails, you are able to be more analytical 
  • Ashes will have pvp and pvp will be a very important aspect of the game along with pve, get over it or dont play it.
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