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Are there any safe zones in the game?

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Comments

  • There is no fast travel in AoC (for the most part). So even reaching a safe zone unscathed will be problematic.
  • A middle ground might be having interior spaces within buildings in cities, on freeholds, or maybe just anywhere there's an accessible building that are 'safe' - that way you could still have running PvP fights through cities and generate Node raiding / city defense gameplay, but still effectively reduce the negative one-sided player vs victim(PvV) gameplay.


    Another approach instead of a 'PvP-off' safes zone would be to have a significant defensive buff for non-combatants inside of Node towns and Freeholds. Similar to the Corruption system design, once a player chooses to become a combatant either as the initiator or in self-defense or defesne of others the defensive buff would cease. That combined with NPC guards(mentioned in today's livestream as a possibility) would greatly hinder opportunistic ganking and griefing yet leave open opportunities for <strong><ul>
    purposeful PvP</ul></strong> exactly in-line with the current game design.
  • [quote quote=20277]<a href="https://www.ashesofcreation.com/forums/users/irobot/" rel="nofollow">@irobot</a> that sucks!

    So you get ganked by LeetGankzor234, get your some of the mithril you just mined taken and 20min later , sales_bot01 is yelling “WTS Mithril i stole from Irobot” in the middle of town and your stuck watching him helplessly ?

    [/quote]
    Well, that's what people will do. again, you can just get better and Gank the Ganker back.
    However, if it's a sales bot, then he's screwed.
  • [quote quote=20061]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/are-there-any-safe-zones-in-the-game/#post-19916" rel="nofollow">doford wrote:</a></div>
    The corruption system is meant to weaken the pker so they can’t keep killing level ones. Once that level one kills the level 10, the level 10 will die with penalties on his character.

    </blockquote>
    Here is the outcome of the “Corruption System”.

    PvP player : “<em>You’re penalizing me for playing the way I like to play</em>“.

    Community: “<em>I’m being harassed and have to start over on a new server. An entire guild is targeting me</em>“.

    PvE player: “<em>I can’t quest, harvest or travel because I keep dying to PKers</em>“.

    Nobody will be happy and player retention takes a major nose dive from both PvPers and PvEers alike. We’ve seen this time and time again. When will devs learn? Stop dividing communities!

    [/quote]

    Starts his own thread and demands devs split community by creating pve only server then comments in this thread for them to stop dividing the community. LOOOOOOOOOOL what an idiot this kid is
  • [quote quote=20312]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/are-there-any-safe-zones-in-the-game/page/2/#post-20277" rel="nofollow">Kadin wrote:</a></div>
    <a href="https://www.ashesofcreation.com/forums/users/irobot/" rel="nofollow">@irobot</a> that sucks!

    So you get ganked by LeetGankzor234, get your some of the mithril you just mined taken and 20min later , sales_bot01 is yelling “WTS Mithril i stole from Irobot” in the middle of town and your stuck watching him helplessly ?

    </blockquote>
    Well, that’s what people will do. again, you can just get better and Gank the Ganker back.
    However, if it’s a sales bot, then he’s screwed.

    [/quote]

    If you get ganked and die to a spambot, you have other problems. >_>
  • They said in today's livefeed that as far as safe zones, they won't have any "no-pvp" locations, so far. However, there will be guards in cities that will provide protection.

    Along with that, if gankers come out in force and start griefing, they will do something to correct that. So, eventually we will end up with certain zones being safe because gankers and griefers won't be smart enough to be moderate about it, just like in so many other games.
  • I'm going to make it my personal mission to find Stabby in-game and PK him every opportunity I get.
  • Stabby won't be playing this game.




    [quote quote=20208]Am i correct in my understanding that you ONLY lose resources if your ganked? And PKers stand the chance of losing equipped items?[/quote]
    When a non-combatant is killed they drop normal resources.
    When a combatant is killed they drop half the normal resources.
    When a corrupted is killed they can drop gear.
  • [quote quote=20455]Stabby won’t be playing this game.

    <blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/are-there-any-safe-zones-in-the-game/page/2/#post-20208" rel="nofollow">TickledPink wrote:</a></div>
    Am i correct in my understanding that you ONLY lose resources if your ganked? And PKers stand the chance of losing equipped items?
    </blockquote>
    When a non-combatant is killed they drop normal resources.
    When a combatant is killed they drop half the normal resources.
    When a corrupted is killed they can drop gear.

    [/quote] yea ,so I'm not for sure what the issue is..and the corrupt drop (actual gear) at three times the rate of a non combatant. I mean if that's not a deterrent, i don't know what would be...cmon..resources. I'm not gonna moan over some ore. and I fight back and kill them?..I may get a sweet staff or ring or armor out of it.
  • When a Corrupted loses gear it is not dropped to be looted, it's destroyed....no one gets it.
  • So what about the safe zones now?
    Any news at the stream?
  • It coule be that you are only save to a certain lvl
  • [quote quote=20465]
    yea ,so I’m not for sure what the issue is..and the corrupt drop (actual gear) at three times the rate of a non combatant. I mean if that’s not a deterrent, i don’t know what would be…cmon..resources. I’m not gonna moan over some ore. and I fight back and kill them?..I may get a sweet staff or ring or armor out of it.[/quote]
    It's not a deterrent. Just use an alt.
  • [quote quote=20061]
    Here is the outcome of the “Corruption System”.

    PvP player : “<em>You’re penalizing me for playing the way I like to play</em>“.

    Community: “<em>I’m being harassed and have to start over on a new server. An entire guild is targeting me</em>“.

    PvE player: “<em>I can’t quest, harvest or travel because I keep dying to PKers</em>“.

    Nobody will be happy and player retention takes a major nose dive from both PvPers and PvEers alike. We’ve seen this time and time again. When will devs learn? Stop dividing communities!

    [/quote]

    You haven't been playing a lot of MMOs at a competent enough level if the only experience you described in all of your posts are so reductionist. I have seen the symbiotic relationship between PVE and PVP players in player-sovereign territory work, and participated in it. I have already posted multiple times in your giant thread which brought attention to this, though it would be unreasonable to expect you to have read that thread in its entirety - it really is massive.

    Communities are going to exist in this game for a reason, and they are here to help players solve problems for each other. Those which are just a loose collection of solo types who occasionally party up for the odd dungeon or two will not survive for very long, but my community fully intends to get PVE and PVP players to find their place and collaborate with each other. We have seen and made this work in another MMO for around 10 years, and we are determined to reproduce the results here.
  • [quote quote=20586]<blockquote>
    <div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/are-there-any-safe-zones-in-the-game/#post-20061" rel="nofollow">Stabby wrote:</a></div>
    Here is the outcome of the “Corruption System”.

    PvP player : “<em>You’re penalizing me for playing the way I like to play</em>“.

    Community: “<em>I’m being harassed and have to start over on a new server. An entire guild is targeting me</em>“.

    PvE player: “<em>I can’t quest, harvest or travel because I keep dying to PKers</em>“.

    Nobody will be happy and player retention takes a major nose dive from both PvPers and PvEers alike. We’ve seen this time and time again. When will devs learn? Stop dividing communities!

    </blockquote>
    You haven’t been playing a lot of MMOs at a competent enough level if the only experience you described in all of your posts are so reductionist. I have seen the symbiotic relationship between PVE and PVP players in player-sovereign territory work, and participated in it. I have already posted multiple times in your giant thread which brought attention to this, though it would be unreasonable to expect you to have read that thread in its entirety – it really is massive.

    Communities are going to exist in this game for a reason, and they are here to help players solve problems for each other. Those which are just a loose collection of solo types who occasionally party up for the odd dungeon or two will not survive for very long, but my community fully intends to get PVE and PVP players to find their place and collaborate with each other. We have seen and made this work in another MMO for around 10 years, and we are determined to reproduce the results here.

    [/quote]

    I too have seen organized, collaborative and PVE + PVP cooperative groups excel at these kinds of games. It is a really rewarding experience. I highly recommend it if you haven't been lucky enough or savvy enough to have played an MMO in this way.
  • So, how does this cooperation work?
    I understand how crafting + PvP works. Crafting is crafting, not PvE.

    So you have a PvE Rogue and a PvE Cleric in a group with a PvP Fighter and a PvP Mage.
    They are attacked by a PvP Druid, a PvP Necromancer, a PvP Shaman and a PvP Paladin.

    The Rogue and Cleric say, "OK Fighter and Mage. This is a PvP fight, Please protect us. Hope you don't get us killed. Thanks!"
    People really do that??
  • [quote quote=20599]So, how does this cooperation work?
    I understand how crafting + PvP works. Crafting is crafting, not PvE.

    So you have a PvE Rogue and a PvE Cleric in a group with a PvP Fighter and a PvP Mage.
    They are attacked by a PvP Druid, a PvP Necromancer, a PvP Shaman and a PvP Paladin.

    The Rogue and Cleric say, “OK Fighter and Mage. This is a PvP fight, Please protect us. Hope you don’t get us killed. Thanks!”
    People really do that??

    [/quote]
    You are looking at and concerned too much with little things for the larger context of what you are asking about. It's about social engineering and bonding with a group and working together with brothers and sisters towards whatever goals that each of you have and the group as a whole has. It is not about the make up and results of single encounters.
  • And instead of just being curt, I will also say that I can't really answer that question. The answer is a question more about group dynamics on a smaller scale. Every group will have different ways that they might react to the situation that you describe... but yes what you wrote is one possible reaction. I have remained behind to fight so that others, carrying things we wished not to be lost , could escape. Others have done so for me at times. I can also remember encounters in which 2 or 3 of our group may as well as fled for all the good they did by staying and bravely trying to fight without any skills or practice. LOL ! Sometimes that was my fate a well. :)
  • Spawn camping only works if there is a fixed spawn. Some minecraft anarchy servers use floating spawns where the new player spawns in to a random location . They can't be griefed and the game code places them automatically far from another player and the most dangerous mobs. Minecrafts lack of a tutorial phase helps simplify that process.
    Remember the server knows where everyone is so spawn camping should not be as big a problem as it is in one or two games. In theory very campfire and player house gate could be a spawn point for new players.
    On zombie survival and king of the hill games distributing the new players randomly in the world is a feature not a glitch.

    The kickstarter video also implies that the hostile mobs level up with the Node (the dragon only arrives when they dig too deep) and that nodes leveling up with the players so there is a good chance that a nooby node will have few attractions for high level players. Start points may be new nodes probably with an option to spawn an alt at an older more developed node.
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