Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
@Hells
Rude, nobody ever takes me seriously around here..
I work out at the house 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
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.
Please don't force us to be victims of PvEers!
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!
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.
- One star(one kill): people in the immediate area(say 100m) can see you on the map.
- Two Star(two kills): increased range at which people can detect you on map
- Three star(three kills): Increased range at which people can detect you on the map
- Four Star(four kills): area notification, local area can see you on their world map, small bounty maybe?
- 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 betweenand
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.)
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.
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!
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