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
I will give that a read, thanks.
Bless online has soured my trust in companies (and taken $250 Aus dollars and used that to make a xbox one version of Bless that's F2P and on ue4 when the pc is only ue3... so the feeling of being completely scammed is still there) making so called MMOs for the forseeable future. i will still be keeping an eye on AoC and try to partake in this alpha 1 stress testing... right now however, from a pve player point of view, its not looking very enticing...
and as others have pointed out... this game needs both pve and pvp apparently so yeah, i will wait for some pve news at least...
thanks for not resorting to insults and name calling, i get that alot, the whole 'carebare' accusation (i really just dont like the stress involved with pvp, cos i suck at it mostly)
*PS just read the wiki on pvp witht he very helpful 'non combatant combatant and corrupt ms paint masterpiece'
not sure if you have more details that whats on there, but is there a way to revert from combatant to non combatant. doesnt say on wiki.
Gave the open world pvp part a read of that wiki, aleviated some aprehension i have for the pvp focus of the game.
still need to see more pve aspect of game. thanks for not resorting to insults, this was... refreshing for a forum discussion.
i hope you can go from combatant to non combatant again.
If you think this is just a pvp focused game, you really need to do a bit more research into the game. And how the systems are designed.
In order for pvp to happen, people are forced to want pve events or pve changes for dungeon/trial/story focused events.
In order for anything to destroyed (at all) a succesful siege must be done against a node.
A siege to be declared requires massive amounts of ingame resources, people, and timing. And only AFTER a succesful siege can any freeholds be attacked. And even then your freehold items arent destroyed. They just go into your inventory/storage until you plop it down again afterwards. Your settings for placement is also saved
As far as Player killers are concerned I've already addressed that. And if you still arent satisfied, then you must either wait for Alpha two to come along to see for yourself, or this game just isnt for you. AoC is not a themepark carebear game. And That is why so many people want it so badly.
And for reiteration please read this what I wrote here below.
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That is essentially how AoC is designed at its core because of the Node system, the Node system itself is a literal design around both. You can choose to play one or the other, but need both in this game.
So really asking what to focus on is a rhetorical question and cannot logically be answered because that is just not how the game works. The flagging system, corruption (including the potential to drop their gear), Bounty system, and ingame politics will be plenty of detriment.
Player killers who do it just to do it, will be easy to deal with, and likely lose their gear and everything in the process. Not to mention having massively reduced stats.
So keep your toon unflagged by selection, and if you are just farming, or pveing know if anyone kills you. They will suffer massively for it lol
The first big example of an MMO (not counting Meridian 59) was Ultima Online. It was an open sandbox allowing global PVP with zero controls over that. While that turned out to be a mess and their subsequent attempts to control ganking didn't work very well (Trammel? Ugh), it was a hell of a lot of fun to play, with that added knowledge that someone might try and whack you at any time. Players actually had to WORK to build reputations as a good or bad guy and that meant something in the community.
Everquest pigeon holed PvP into specific servers and those weren't as popular as the PvE servers. I think that held true because the CONTENT in EQ was already difficult enough and 40 man raids were hard enough to manage against tough mechanics without throwing PvP into the mix. Then again, EQ wasn't a sandbox MMO either.
Star Wars Galaxies, (with a heavy design from Raph Koster who also had a lot of input into UO's design) was another global PvP MMO that broke it into factions, Rebels and Empire. That game was also a blast and very little ganking went on there.
Dark Age of Camelot broke it into THREE factions instead of just two and the PvP was also a lot of fun in that one.
Even WoW *started* out with global PvP but then there were enough whiny newbies that it got removed. (though it's available again now with the latest release via a switch)
So no, MMO does not equal PvE. Many of the best MMOs that have come before had some great PvP in their design.
The people who are scared of being victims need to realize that this game isnt about that. The pvp players (by nature of the game) are incentivized to experience pve by also doing meaningful pvp.
There are no positives to just player killing,but there are direct and multiple negatives for killing players.
Now of course if someone has switched on their flags for pvp everything is good. If you are unflagged for pvp, sure you'll die. But there are
3 different negative permanent effects to the player. And also possibly losing their gear
The system that steven and Intrepid has designed is subtle but (in theory) practically almost seamlessly thought out.
I dont see anyone enjoying having corruption for 1 kill and then being roflstomped by a weaker player because their stats get dropped by quite a lot. And then losing your gear on top of it? Lol nah even if there are some loop holey ways around it we'll find then in Alpha two and fix it. Your name still gets flagged to the server as well and bounty hunters get your exact location.
For every player killer there is, there are at least 3 or more white knight players who will jump at the chance to kill them lol and be at a huge advantage
There are additional consequences to killing green flagged (non pvp) players. Having your location flagged on the map to everyone and a notice sent out on the server identifying you as under corruption. Plus the visual purple flag marking you.
And a nice bounty reward on you as well
I honestly believe that people who just want to PvE will be able to for the most part, one of the biggest things I want to do is explore the whole world and I don't foresee much opposition to doing that.
idea: all you have to do is think, you're on a non pvp server and the enemies you have are only smart npc's - and you're happy too. 😊
It`s maybe a question of attitude.^^
Also agree with others who have said that the amount of meaningful pvp will be huge so only the proper sad, fed up with their pointless lives types of guy will go around griefing pve/rp/crafting types.
Sorry as this has no doubt been stated to death !! This thread has been around soooo long. Can’t we all just get along 😉
Ashes is PvX rather than PvP-focused.
Still might be too PvP-centric for you to enjoy.
We'll have to play the game with Corruption implemented to truly know.
In addition to the discord quotes above he has also gone into detail on the corruption system in quite a few interviews. While some of it may change over time, the only real change from the beginning is that they are adding a lengthy quest chain that will allow you to reduce corruption instead of the pvp death only mechanic. This one is a great interview with focus on corruption mechanics for even more information how Steven envisions the system working. https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
I got excited by the Node concept in this game, then saw that it was OWPVP and walked away. But now I am seriously curious. What do you think is the appeal to PVE players?
It looks absolutely true that both PVE and PVP is vital to the game, first to build up, then to tear down. So what are the fantastic and fun resource gathering elements in this game? What is the deep and meaningful crafting system? What are the advantages to spending resources for building? Why would merchants risk weeks of work on a very risky caravan system?
Just what are you offering PVE players that offsets the fact that they can't concentrate on PVE because they have to look over their shoulder and that they can be attacked at any time by PVP players? "You probably won't get killed" does not address the PVE mindset at all.
So just what do you PVP players intend to do if there are very few PVE players and none of your towns can get past level 2 or 3? If no one is crafting? Or gathering resouces?
Maybe there truly are enough people who love PVX that there will be people playing both sides. But that doesn't jive with my experience. People tend to want one or the other primarily and quit games where they have to do a lot of stuff that they don't want to do.
Do realise that in Archeage people had a reason to catch traders... in this game less because the downside can be bigger than the profit
It was easier to combat than you think. Aside from the "hope you dont get caught" or "take a lesser used route".. there is also the option. Either be in a guild that hires/or hire yourself some bodyguards.
In archeage i was part of a guild that hired themselves to traders.
So basically another guild has like 2 trading ships, then we sailed next to them with a galleon with some of our people (mostly dedicated PvPers) on it. In exchange the trading vessels transported some of our goods to.
Same goes for land-transport.
Win/win
and how many people, MAINSTREAM people, actually come to the forums to get wiki links and finding that out?
As for @Knxguy asking what entices a PvE?
I love Skyrim, Fallout, etc. so very much as I am a solo RPG'r at my core. I would still be playing those games if Bethesda was still producing updated maps for those games. For me, a huge draw to Ashes is the thought that after walking about for a few weeks, when I return to a place I have been before it could have changed (node atrophy/leveling, boss monsters, siege, etc). So instead of getting bored with the same map after many months, I have the option of finding new things and have a reason to go back to places I have visited (in theory at least).
I believe Ashes is more PvE than PvP, but that's just me. I mean, besides fighting each other Ashes has tons of things to do and the fighting is designed to be meaningful and give corruption when it's not.
If you don't want to Caravan you can sell your stuff on the cheap to someone who takes on the risk.
You can explore, can you imagine find something equivalent to the dead sea scrolls in the game.
Yes there's a chance you get killed while outside in the world and if thats not a thing that will change, it will be in the game. If its a dealbreaker for people well there's a lot of games out there. But I'll take the risk.
That... that right there is the reason why Open World PvP died in Black Desert Online for the most part. With how **** their enhancement system was( Not as bad as ArcheAge But still pretty ****) Due to how harshly players were punished for Flagging and PKing they literally stopped playing. Because the PVE players wanted to get rid of the PVP players from their spot they deliberately began karma bombing. Did ya see them getting punished for doing so? For deliberately forcing PVP players into the negative? Nope, they got off scot-free! So free in fact, that some of the PVE community went to such lengths as to post on the OFFICIAL Forums how to Karma Bomb players and didn't get in trouble for it!
Now add to the stack the fact that The Developers nerfed CCs in PvP all so that THEY COULD PLAY THEIR OWN GAME. And you have an unwanted scenario right there. I love PvE and also love PVP. I get where you are coming from but all the old MMOs are about to peaceably be retired. WoW released its final expansion, LOTRO did its last one, hopefully they stop beating the dead horses that are ArcheAge, EQ, EQ2, and BDO soon.
We have TWO potentially amazing games on the horizon for 2019/2020 release whenever they decide to bring them out. That are both claiming to restore the glory days of the MMORPG. Each one caters to a particular audience. Pantheon: Rise of the Fallen to the EQ 1 Classic MMO player with a fresh look and feel added to it and PVE content focus; And Ashes of Creation where you are creating the content AS A COMMUNITY and bringing the world to fruition or ruin through your decisions not just as an individual but as a community. The latter has PVE as well but the progression of the world has some PVP dependencies to it which is most welcome.
To the OP who said Pantheon graphics are crappy like EQ1, look again my friend. https://www.youtube.com/watch?v=R9-RuR7mVfc They've already improved on them and are only getting started.
As a PVE player I intend to give Ashes a shot over Pantheon. I like the idea of creating a world over entering a pre-built world with already existing civilizations and so forth. And as a PVP player I don't mind a bit of punishment but I don't want to see it so harsh. Finish the bounty hunter system and incentivize it for those interested in doing the system to get rewarded for finding the players. You're talking as if there are only going to be three Playstyles here; PVE/PVP/PVX. What you may or may not realize is that there are very likely already many sub-playstyles out there such as Mercenary Factions, Corruption Factions, Dedicated Trade-skillers, Dedicated Shopkeepers/RPers. Anything is possible in a game such as this.
TL:DR Version of my post : Some punishment is fine for PVPers like myself but make it too harsh and you lose a significant portion of your potential player-base before this game gets through the gate.
If people want to be able to grief they will get punished accordingly, do it once and get a little corruption but do it more and you might lose gear.
But honestly I'd think getting a dozen like minded folk to raid a caravan would be a lot more exciting.