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
If somebody however annoys me, I have no problem getting quite a bit of "corruption" to have them f-off to the nearest re-spawn point.
What annoys me is simply relative to my current mood.
I am a PvPer. If I am grinding something, or doing something with a group I am playing with and you come and start being an idiot, its very simple, expect me to kill you.
If you are just doing your own thing, then i'm not going to hop out of a bush and wave my sword at you like a petulant twelve year old. Unless of course you're invading my space. I am comfortable with co-habitation with people, however I am territorial. If I am farming a group of mobs or some such and you mess up my rotation or something, you'll get a warning first, then a death the second time vOv.
That's the way consent works.
I don't want other players deciding for me what I must do in a game, so there's no way for to make random PvP fun, as far as I can tell. If I'm not able to say, "No, thanks, I'm not in the mood to play with you right now." and be left unmolested - it's not fun.
Interesting idea, though.
I guess the closest is back when trains were a thing, but even those were quick enough that they were no different than a random mob kill.
Other players cannot grind over me or steal "my" crops.
I have never experienced other players aggroing mobs in a manner that could interrupt my gathering.
Only way other players have ever been able to cut my efficiency in gameplay is to attack me directly.
You lose a hand you get a drink, you agreed to the game and if you want to continue playing your next hand you better drink that drink.
AoC will have open world PvP, if you want to play the game you need to accept the Terms and Conditions knowing they will not change.
Consent given. Edit.
I've reconsidered, I would put forth that consent is immaterial as far as open world PvP is concerned. Art imitates life in as much as you can't control how other people interact with you. Getting killed in a non-pvp designated area in the game while part of the game is still frowned upon and for this reason Corruption.
It's still part of the game and people who decide to play the game acknowledge that this can happen and it doesn't matter whether they want it to or not.
Yeah I can pretty much follow. Maybe not everything should have to be fun. Entertainment activities should (IMO) come out as more fun than not, in the end. That is the real line as far as I rate things.
I am hoping on this game to have lots of that going for it.
If somebody however annoys me, I have no problem getting quite a bit of "corruption" to have them f-off to the nearest re-spawn point.
What annoys me is simply relative to my current mood.
I am a PvPer. If I am grinding something, or doing something with a group I am playing with and you come and start being an idiot, its very simple, expect me to kill you.
If you are just doing your own thing, then i'm not going to hop out of a bush and wave my sword at you like a petulant twelve year old. Unless of course you're invading my space. I am comfortable with co-habitation with people, however I am territorial. If I am farming a group of mobs or some such and you mess up my rotation or something, you'll get a warning first, then a death the second time vOv.
If my friends aren't around, I will
I am able to deny AI combat in ways that don't work with obstinate humans.
Also, there is no such thing as a random player killing me because they are protecting their crops/ore/monster.
In that case, a simple conversation should make avoiding combat possible, "Hey, you're in my spot, please go find some place else to hunt."
And then I get to choose whether to continue to hunt there and have combat or go find a quieter place to hunt.
I'm an explorer who scouts places invisibly before hunting/gathering, so getting too close to NPCs is rarely a thing for me, either.
(Trains were in vanilla EQ.)
Marriage does not mean auto-consent.
you have to get consent each time you do certain stuff with your spouse.
It's also like boxing, you don't give auto-consent just by stepping into a boxing ring.
And we know it's not auto-consent just by playing Ashes because non-consensual PvP killing in Ashes is penalized with Corruption.
Also, if it were auto-consent just by playing the game, we would all be combatants by default rather than non-combatants by default or any non-combatant would be auto-flagged combatant when attacked.
People who don't enjoy non-consensual PvP combat won't play Ashes if they deem that Corruption is not enough of a deterrent.
But, we have to play Ashes with the Corruption mechanic implemented to determine if it's an adequate deterrent.
And it will matter how people who don't enjoy non-consensual PvP combat feel, since the Corruption mechanic will be adjusted during testing - and probably during launch, too.
For all we know, it could end up different on different servers.
MMOs are about community.. There are those in this thread that see nothing wrong with ganking someone that's picking mushrooms and is a crafter.. That's fine if the game allows it.. But there will be repercussions of said action.. and.. perhaps.. that's okay in their mind too.. Just keep in mind that as a community, word can travel fast, and repercussions can be vast.. But, that's all part of the fun.. right? :P
That's some luck right there.
(sarcasm)
The flagging system proves that Ashes has a penalty for killing non-combatants in non-consensual combat.
Whether the Corruption system is an adequate deterrent for non-consensual combat remains to be seen.
I don't raid, so no such thing as a rival raid group.
And I'm never around other groups in any way that they could aggro a boss my group is fighting.
It's easy enough for me to find a different place to farm if someone wants to farm where I've been farming.
Either I've been there long enough that it's time to let someone else farm there or not long enough for me to consider it my spot.
In Bless Online, I was farming a spot that took longer to farm with multiple people farming, but we still just shared the area with no altercations whatsoever.
That's not really about luck.
What I have experienced is asshat PvPers who relentlessly follow me in order to force me into direct PvP combat when I'm not in the mood for that activity.
Nothing stop's ganking quicker than the gankee teabagging them. If they come back do it again...Chances are they won't come back for a third.
If they escalate and bring friends, you do the same. Eventually, congratulations you created content. If you win repeatedly they go away. Nobody likes dying repeatedly.
TL;DR Git gud.
I think that it is really a matter of how much random PVP is inflicted on players that really just plain do not enjoy it. If the Devs can minimalize that as much as possible, they will have more primarily "PVE players" hang in the game longer.
If they don't, won't or can't then that market share will be weaker than stronger. We just have to wait and see where they figure the best balance (for their game) is.
I'm gonna let them show me before I make up my mind on whether the game is for me or not. Given the current available MMORPG's this game has many cool ideas that are worth playing. Seriously, we should all give development a chance and see what comes out the "Finished" end before we assume what is going to happen.
But the Answer to your question is to join a guild that does both. The reason i say this is because you love to do Pve and i love to do Pvp, but also pve so i will join you and we can do pve content and when people decide to attack us, i jump in front and begin to pvp while you assist or try to get away with our loot or whatever, and the reason this is great is because it wont just be me pvping, it will be a group of pvp'ers and pve'ers together in numbers.
Also if you accidentally venture into a PvP zone you have a timer of 10 seconds that will flag PvP on you unless you turn around and move out of the that zone.
This way people will know if they want to enter PvP zones they need to bring friends or group up since in solo they can't make it. There will always be groups waiting to kill you off
I play both PvP and PvE, but also at times don't want to be bothered while roaming around focusing on some other stuff.
After all, its up to the devs how they want to approach these mechanics and what's their target player base: make it for everyone to enjoy OR limit customers.
I've already given my opinion and stance on this subject a few times. I think the Open world pvp is to crucial to how the game works to forgo it in any shape or fashion. Meaningful pvp is one of the foundations and "3" pillars of AoC
So turning off pvp is not an option simply because of the Node system and how it factors into PvP.
However I feel the PvErs/crafter/explorers have a really fair point in this. Losing materials as a non combatant when someone is killing you. This needs to go. ONLY corrupted players/flagged pvpers should lose materials as that is the whole point of consequences of killing players and meaningful pvp.
If you want to Player Kill all day the ONLY reward for killing NON COMBATANT'S should be nothing but the fact you killed them. Now flagged pvpers (who Opt into pvp in their settings) is a fair pvp perspective of dropping resources. You are conciously asking and agreeing to pvp.
Corrupted players killing non combatants should not be rewarded for slaying people who are exploring the world. They should only be rewarded with engaging players who have flagged themselves with pvp.
This would reinforce the concepts that Intrepid has already put in place for dealing with griefing but still having that open world crucial aspect of pvp. If the player who kills other players who are just minding their business doesn't get ANY positive from it other than satisfaction, and gets the proper corruption, bounty applied. Then the risk is there. The reward is you have killed the other player and your ego is intact.
Thats how it should be
@GMSteven
I hate name dropping but this may be something to look into coming up into Alpha 2. Or earlier
tldr; Non-combatants shouldnt be punished by losing materials. To many incentives and opprotunities to grief players exploring or gathering. Flagged pvpers should drop materials to reinforce the meaningful combat and incentivize pvpers between mutual pvpers to minimize griefing in conjuction with Corruption and bounty system (if it is implemented)
I like the argument of "...treat PVP'ers like mobs..." but we all know we can walk away from mobs (most of the time) or avoid them altogether by doing something else. This is likely not a reasonable way to avoid PvP.
I like all the arguments indicating that someone is just playing the way they want to and feel like some of their time and fun is ruined by another player. Nobody wants to sit down and play a game to have their chosen time to play and have fun killed by a stranger, or worst yet a bully.
I love PvE and I am not, and never have been, a fan of PvP.
Ashe is going to be different as far as node/advancement/travel/etc. (as for things I like) and it will be in a way that sounds super on target for me.
So I am going to be "in character" and "in the world" just enough to realize at any point some low-down-dirty-bandit might kill me for no reason other that to see what I had or convince me to go somewhere else next time.
tl/dr; I don't like PvP, but bandits happen in fantasy environments.
But I dont think incentivizing the "bandits" to kill lowbies or gatherers for extra resources should be in the game. That screams "abuse" to me as I can already think of a dozen scenarios on how to grief people that way as a pvper myself.
Leave the resource drops to caravans/ships exclusively (making them more crucial in the node war system) or move it to only Flagged pvpers and corrupted players plus the caravans and ships
For example, in a organized guild you can gather what members of the guild requires to progress. If you are obtaining an item from a guild work order and someone is griefing you, you can tell your guild what is going on and since they want to progress and need your abilities to gather efficiently they are going to smoosh that PKer.
With all of the negatives that come from corruption, I highly doubt that there will be any issues like in BDO. But it adds to the danger and thrill of going out into a strange wilderness to gather items. At least those are my opinions!
But you should not be losing your resources if you are just out in the wilds enjoying and exploring the games environment. Thats just ridiculous lol and I am a pvper myself.
The risk and danger remains, you can still be killed. The only difference is you shouldnt be punished and being griefed killed at the same time. That's largely unbalanced since Corruption CAN be removed, the Player killer can just drop his resources off, and then have a friend kill him (a fellow guild of pkers even) and then keep at it. Or the pker can simply hide then log out to avoid bounty killers. Then log back in to have his corruption removed by friends or a guild without losing his resources or items
You see where I'm going?