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.
Interested my self PvP/Questing
While like most other mmorpg have, will you be able to kill other players while doing quests? I do not want a pvp where you have to go to a certain location, in the game kind of how BDOnline is. And another good example of pvp, besides the bad choices they had made during development is WoW. I also like the idea of Elder Scrolls Online PvP systems that seems ok i guess. But i wouldnt mind an open world game maybe with these two games combine. I am getting scared of this game because of the nodes i do not want it to be another BDO that game failed with me at least in my opinion.
0
Comments
The open world environment will be far more like a modern version of Shadowbane. Though Shadowbane had the interior of NPC cities as PvP free zones - Nodes will be player run cities, and from the sound of the early concept PvP will be possible within player Node cities as well, held in check more by NPC guards and the Corruption system than a PvP-Off zone setting.
Players will absolutely be facing the potential to get into PvP fights while fighting PvE NPCs, gathering resources, or just running from point A to point B. There will be consequences for attacking and killing non-hostile players, but how effective those will be we won't know until testing begins - but the goal of the Corruption system is more to deter pointless random killing not stop organized groups of players from competing for resources by attacking neighboring node's citizens/players.
Devs says that they wanna put all simply things together and create cool game. The only simple way to create cool PvP system is just use PvP system that we can see in lineage (not an adv.).
Why?
There are huge massive discussions in every MMO-project. Players just can't understand the new PvP systems cause there is native and perfect one already. The only reason lineage2 alive is PvP system in there.
So you can analyse it and do right desicion
Quests when players must kill each others is not native and looks uncomfortable for peacfull players who don't wanna kill but "I MUST DO IT FOR THE REWARD".
Ok. Dynamic world? Depends of players actions? Just put PvP-Quests to kill other players which are player killers. Seems it must be "Anti-PK quests" - why not?
Devs says that they wanna put all simply things together and create cool game. The only simple way to create cool PvP system is just use PvP system that we can see in lineage (not an adv.).
Why?
There are huge massive discussions in every MMO-project. Players just can't understand the new PvP systems cause there is native and perfect one already. The only reason lineage2 alive is PvP system in there.
So you can analyse it and do right desicion
Quests when players must kill each others is not native and looks uncomfortable for peacfull players who don't wanna kill but "I must do it for the reward".
Ok. Dynamic world? Depends of players actions? Just put PvP-Quests to kill other players which are player killers. Seems it must be "Anti-PK quests" - why not?
The devs are thinking about adding NPC guards in cities to help curtail PvP combat in cities.
But, it seems to me that the number of guards in a city should be determined by the government and by taxes - so some cities may have more guards than others.
The core of this game is Node v Node conflict. The EQnext example is that dark elves from Serpentspine Mountains are farming dryads in Kithicor Forest, stealing their Life magic and transmuting it into Shadow magic to power their spells and augment gear and abilities, like Stealth.
Players who rely on Shadow magic will go into Kithicor to farm NPC dryads, but the players in Kithicor will want to prevent that because as Life is drained from the region, blight spreads and eventually the bonds which hold the Shadow Demons at bay will break.
The Shadow Demons destroy anything living...even the dark elves should the Shadow Demons encounter them (unbeknownst to the dark elves). So, player avatars in Kithicor are very likely to attack anyone killing NPC dryads in Kithicor Forest.
Kithicor Forest is just common space. It's not a designated PvP combat zone. But, PvP combat is very like to happen there because the needs and objectives of the people nearby conflict with the needs and objectives and safety of the people who live in Kithicor Forest.
(I'm using EQNext lore to explain Ashes of Creation's Node v Node conflict mechanics.)
https://www.twitch.tv/videos/142465168 start at the 39 minute mark
Ashes' system of player driven world changes is more along the lines of structured scripted progressions that open up the availability of new quest lines, world events/boss NPCs, ability to build new structures in Node cities, etc. Players advancing a Node results in triggered events which will happen every time that node is advanced to that point. It's not the true procedurally generated and independant NPC AI content that Storybricks was attempting.
Doubt it.
Also, as to your original question - the devs are planning on implementing something they call the Corruption system, in case you've never heard of it. Basically, players can flag as one of 3 types:
<strong>Green / Non-Combatant:</strong> This is what everyone starts as. If you attack initiate combat with a green or purple player, you become purple. If you get killed, people can take some of your gatherable resources.
<strong> Purple / Combatant:</strong> When you're here, you're basically in fighting mode. You're free to fight other purple or red players. However, if you attack and kill a green player, you go red.
<strong> Red / Corrupt:</strong> You only get this way by killing a green player. If you're red, you can be attacked by anyone without repercussions. When you kill a player you get a corruption score, which builds up and decreases your combat power. You can only stop being red by lowering your corruption to 0, which is primarily done by dying. If you die while red, you have a chance to lose some of your actual equipment.
The devs talked about this more in-depth, and there are a few nuances. For example, when you enter a PvP area (like near a caravan) you are immediately flagged as purple, so you can PvP or get PvPed without many repercussions. This means that bandit-style players that attack caravans won't go red, making it a valid playstyle.
The main people that will suffer from this should be players that grief non-combatants consistently and often.
[/quote]
Classes will not be gender locked! :)