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
The open world pvp system with the Node system and Corruption in conjuction with the Bounties is the best iteration of meaningful pvp with the best approach to address griefers without sacrificing the true interactible open world feeling.
Friends will often belong to the same Node, so getting friends to kill you will perhaps be hard to do.
Yup, give them a chance to SHOW us what it will be like before we use our past experiences to cloud our opinions and DECIDE (without evidence) what it will be like.
(Joking!, Sorry couldn't resist.. haha)
For the record you can look back through the pages that I 100% support the Open world pvp aspect.
What I do not support is the capacity of griefers to profit from griefing and Pking. And based off of the information so far, you do infact get a substantial resource drop from killing non combatants ingame.
I am a PvPer, and the real kind of pvper. Not the wannabe pvpers who suck so bad at actual pvp against real players interested in pvp. And then all that they do is clip themselves killing players who are just out questing.
If you want to PK people who are out questing, and just enjoing the game. Then the ONLY incentive you should game from the disruption of that persons time of gameplay is the Satisfaction that you killed them. And the fact you have succesfully disrupted their gameplay by signifigant time value since there will be little to no Fast travel in the game.
Any gains beyond that are 100% abusive griefing against NON combatant flagged individuals.
PvP should be incentivized for REAL pvp, meaning ingame pvpers flagged for it. And by flagging yourself you should gain more rewards for doing so and players who want a fight will not suffer consequences fighting people who are flagged for it. Doing so makes it more productive for the Node war system and more benificial for ingame progression. PvErs will still have issues here and there, but that will be more due to the fact they most likely pissed someone off and not to someone who realized they can profit from killing randoms who are exploring. Or to a node conflict ingame
And thats the way it should be
As for non-PVP-flagged players not dropping resources I think that is a bit odd. I think you should lose the same amount of resources in a non-contested PvP death that you would by being killed by a MOB. I think losing less because you engaged in PvP is a good way to add incentive to fighting back.
I see where this could be considered an incentive for non-contested PvP though, and how that strengthens your point. Imo, I would like to see the corruption gained be such a deterrent that killing another player over loot only is not popular. I like meaning, so defending a resource or offing a potential spy (since you won't know who they are) should be options. Since you are risking corruption you should be rewarded.
I do not think there should be any additional reasons to "seek" corruption or benefits given to those with corruption or locations available that can "harbor" corrupted players.
@Nefelia
I have read both of your points and I agree to some extent with you both.
The only reason I was pointing out the resource drop issue was because I do believe it is an area to look at for potential griefing.
As I said, I'm 100% behind the Open world pvp. The Node system is a beautiful way to incorporate the open world system and corruption and bounties are great.
But I do understand the PvErs concerns and want to make sure we all are on a fair footing. As thats generally how I prefer to pvp. I dont want incentive to kill people who are out there exploring, or other pvpers to do so. Pking should be an optional addition to the game I agree, but profiting from it (even with corruption) has me skeptical as a pvper.
But as @UnknownSystemError mentioned the Alpha 2 will provide more in depth testing of the system. And I agree with him that arguing it is somewhat semantics at this point. But I'd rather think of everything now so it doesn't become delayed issues later on and abused at launch. PvP and PvE will be very closely tied together in AoC so its good to pay attention to both
See how much stuff I lose on top of my farming efficiency.
But there's no point is discussing something so far off.
But I think that once we're closer to the A2 launch we definitely need to talk about and plan such tests.
At that point I suggest we brainstorm a number of worse possible scenarios and we excel results and see what is acceptable.
Has to do with forcing me into an activity I'm not in the mood for.
Doesn't matter to me who wins the battle.
Corruption needs to be a strong enough deterrent - which remains to be seen.
"I'm not in the mood to fight other players."
"Well, just fight and kill the other player(s)."
That's an absurd suggestion.
It's like asking pacifists to build bombs even though they will never have to be the ones to use them.
"I understand you are a pacifist, but if you make the bullets for me, I will shoot them for you."
In fact, player bandits as a routine thing would cause me to quit playing.
Well...
I'm probably OK with caravan bandits/raiders since I can choose not participate in a caravan run.
I am very interested to see how people adventure together based on the villages and towns they belong to.
Based on common interests.
Different players enjoy different types of thrills.
I get my fill of thrills by stealth-exploring the frontier as far as I can go before encountering red-skulled mobs that can one-shot.
Being attacked by other players against my will doesn't add to any thrill - typically just ruins my play session and causes me to leave the game pissed-off.
If I've chosen to participate in a battlegrounds or duel or arena - it's fine.
I really hope they have some... at least 1.. server with less penalties for ppl who enjoy the OWPVP and the enemies/allies/friends/drama/frustration/feeling of victory/excitement it gives.
Also dont like the "flag up" mode or whatever, its more fun when no one knows if your in PK mode or not... Untill you attack.
As long as the mechanics behind OWPvP is good, fair, and punishes toxic behavior, then there is nothing to worry about, just provide constructive feedback. But this game has been advertised as having OWPvP since the kickstarter... so I am confused why a PvE player who would not tolerate OWPvP would be at all interested?
I didn't get any feedback as of yet regarding that.
I had fun with Bless Online. (More fun than I'm currently having with WoW.)
My random PvP encounters there weren't disruptive because the battles and corpse runs were both quick, so... it only took about 3 or 4 minutes out of a 5+ hour play session.
So, that's also another factor I'll have to evaluate:
Ashes battles look comparatively quick.
And I'll have to see how far death takes me from my immediate goals.
I may very well be content with, "Yeah, go ahead and kill me."
And then happily explore where ever it is I end up after death.
(Also, might depend on how debilitating xp debt is)
The incentives/motivations to kill other players should be more meaningful than looting individuals. Even looting individuals with mules.
Caravans should be more profitable and enticing.
The motivations for killing other players should be because they are doing something that is direct conflict with the goals/well-being of your Region, Religion or Social affiliation.
And that kind of conflict should also open up choices and negotiations that are more meaningful than, "You are KoS because I hate all xx." Or, "I'm roleplaying a bandit!" So that even what we might normally consider "random" PvP conflicts are actually still meaningful, objective-based PvP conflicts: Like, "I need to destroy this idol to XX and build an idol to YY in order to acquire the Religious augments I desire."
Where, obviously, the worshipers of XX are going to want to prevent their idol from being destroyed.
(Sorry couldn't resist )