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Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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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.
Did i get this right? You can PK everywhere?
Hello hello,
i heard about this new PvP MMORPG in the making, read the Kickstarter, backed right after it, i read the forums and Reddit and i´m totally overwhelmed by the possibilities of "creative PvP" in the game.
But to be sure... is it really true, that you can kill players EVERYWHERE... theoretically of course?
Can i kill players while they are involved in a tavern game?
Can i kill players in the starting zone?
...while they are fishing?
Oh yeah, i heard about the "corruption", i heard about the "gear loss" and the penalties. But that shouldn´t be the big deal, i guess.
Me and my friends had lots of fun in ArcheAge, especially on the open sea, but that safe zones.... damn
I guess there are many more folks very excited about the features this game will have to offer.
I wish Intepid Studios the best to lure the PvE and carebear crowd to the game!
i heard about this new PvP MMORPG in the making, read the Kickstarter, backed right after it, i read the forums and Reddit and i´m totally overwhelmed by the possibilities of "creative PvP" in the game.
But to be sure... is it really true, that you can kill players EVERYWHERE... theoretically of course?
Can i kill players while they are involved in a tavern game?
Can i kill players in the starting zone?
...while they are fishing?
Oh yeah, i heard about the "corruption", i heard about the "gear loss" and the penalties. But that shouldn´t be the big deal, i guess.
Me and my friends had lots of fun in ArcheAge, especially on the open sea, but that safe zones.... damn
I guess there are many more folks very excited about the features this game will have to offer.
I wish Intepid Studios the best to lure the PvE and carebear crowd to the game!
0
Comments
Well, er, it is... the more you PK people who aren't flagged for PvP, the more your skills will plummet until eventually you'll be trying to PK people and they'll turn around and knock you flying because your skills will be so terrible. Further, you'll be flagged and your location made available to bounty hunters who will just <em>love</em> finding and killing you.
So yes you can PK anyone... but if it's people who aren't flagged for it, you're in for a world of hurt. In this way, the power's in your hands... but you will always think twice.
So yes you can PK anyone… but if it’s people who aren’t flagged for it, you’re in for a world of hurt. In this way, the power’s in your hands… but you will always think twice.
[/quote]
Of course, of course, i´m really interested in how the systems will work, so i can work out strategies to get the most of PK fun out of it :)
yes.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/did-i-get-this-right-you-can-pk-everywhere/#post-22716" rel="nofollow">Canterbury wrote:</a></div>
<blockquote>
So yes you can PK anyone… but if it’s people who aren’t flagged for it, you’re in for a world of hurt. In this way, the power’s in your hands… but you will always think twice.
</blockquote>
Of course, of course, i´m really interested in how the systems will work, so i can work out strategies to get the most of PK fun out of it ????
</blockquote>
[/quote]
Same xD all i Hope is they don't ship the decrease in combat effectiveness and keep the gear drop xD can't see the fun for bounty hunters to hit a punching bag ^^
<strong>Oh yeah, i heard about the “corruption”, i heard about the “gear loss” and the penalties. But that shouldn´t be the big deal, i guess.</strong>
[/quote]
Actually yes that should be a big deal.
[/quote]
I don´t need "ingame" rewards, never needed them at all ^^
[quote quote=22828]Yawns at troll
[/quote]
No troll, no troll
http://forums.archeagegame.com/member.php?11004980-Gank4Fun
[quote quote=22811]As above but in cities etc the NPC guards wil target you and when you get v bad karma (what ever they call it) you can be hunted by sheriff as in Archage![/quote]
I´m expecting a really good system. And i don´t care about guards, done right the guards will attack my victim, as shown in ArcheAge, too
[quote quote=22754]
Actually yes that should be a big deal.
[/quote]
Nah, it was never a big deal. Even in my good ol´ L2 times it wasn´t that hard to be a ganker ^^
In that "space" is where gankers thrive. Can't wait to see what Intrepid can do to keep that more tight than previous titles...
In that "space" is where gankersforlulz thrive. I use the qualifier "forlulz" because "ganking" used to mean "many vs few" and that isn't always naughty PVP.
Can't wait to see what Intrepid can do to keep that more tight than previous titles...
I don't believe that I have ever seen a system which permits random PVP, wants to have minimal RPKforlulz, and yet does not have some loopholes. That usually comes down to either exploitable mechanics in the chain or lax enforcement at the top end(GMs).
In that "space" is where gankersforlulz thrive. I use the qualifier "forlulz" because "ganking" used to mean "many vs few" and that isn't always naughty PVP.
Can't wait to see what Intrepid can do to keep that more tight than previous titles...
I don't believe that I have ever seen a system which permits random PVP, wants to have minimal RPKforlulz, and yet does not have some loopholes. That usually comes down to either exploitable mechanics in the chain or lax enforcement at the top end(GMs).
In that "space" is where gankersforlulz thrive. I use the qualifier "forlulz" because "ganking" used to mean "many vs few" and that isn't always naughty PVP.
Can't wait to see what Intrepid can do to keep that more tight than previous titles....
I don't believe that I have ever seen a system which permits random PVP, wants to have minimal RPKforlulz, and yet does not have some loopholes. That usually comes down to either exploitable mechanics in the chain or lax enforcement at the top end(GMs).
In that "space" is where gankersforlulz thrive. I use the qualifier "forlulz" because "ganking" used to mean "many vs few" or "high level vs low" and that isn't always naughty PVP.
Can't wait to see what Intrepid can do to keep that more tight than previous titles...
So, what makes you tick or floats your boat or greases your wheels? I mean do you like to kill players for loot or for lulz?
[/quote]
I hope so. There needs to be a constant change so that i can adapt to other techniques.
[quote quote=22919]@ Gank4Fun
So, what makes you tick or floats your boat or greases your wheels? I mean do you like to kill players for loot or for lulz?
[/quote]
Lulz, massive lulz of course. There´s no better sound than the sound of crying carebears ;)
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/did-i-get-this-right-you-can-pk-everywhere/#post-22925" rel="nofollow">Kadin wrote:</a></div>
In the live stream they pretty clearly stated that AoC would not be a gank fest. So i assume that if the detractors end up not effective they will modify them.
</blockquote>
I hope so. There needs to be a constant change so that i can adapt to other techniques.
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/did-i-get-this-right-you-can-pk-everywhere/#post-22919" rel="nofollow">Bringslite wrote:</a></div>
@ Gank4Fun
So, what makes you tick or floats your boat or greases your wheels? I mean do you like to kill players for loot or for lulz?
</blockquote>
Lulz, massive lulz of course. There´s no better sound than the sound of crying carebears <img alt="" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f609.svg" />
[/quote]
It is good for the soul to be constantly challenged! ;)
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/did-i-get-this-right-you-can-pk-everywhere/#post-22925" rel="nofollow">Kadin wrote:</a></div>
In the live stream they pretty clearly stated that AoC would not be a gank fest. So i assume that if the detractors end up not effective they will modify them.
</blockquote>
I hope so. There needs to be a constant change so that i can adapt to other techniques.
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/did-i-get-this-right-you-can-pk-everywhere/#post-22919" rel="nofollow">Bringslite wrote:</a></div>
@ Gank4Fun
So, what makes you tick or floats your boat or greases your wheels? I mean do you like to kill players for loot or for lulz?
</blockquote>
Lulz, massive lulz of course. There´s no better sound than the sound of crying carebears <img alt="" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f609.svg" />
[/quote]
Well, challenge is good for keeping the interest of gamers. I too hope that Intrepid can challenge you. There are, in any game I have played that wanted a lil bit of RPKforlulz, ALWAYS loopholes. That is either in mechanical systems or lax enforcement of ToS, etc... Can't wait to see how AoC keeps a handle on that stuff.
i heard about this new PvP MMORPG in the making, read the Kickstarter, backed right after it, i read the forums and Reddit and i´m totally overwhelmed by the possibilities of “creative PvP” in the game.
But to be sure… is it really true, that you can kill players EVERYWHERE… theoretically of course?
Can i kill players while they are involved in a tavern game?
Can i kill players in the starting zone?
…while they are fishing?
Oh yeah, i heard about the “corruption”, i heard about the “gear loss” and the penalties. But that shouldn´t be the big deal, i guess.
Me and my friends had lots of fun in ArcheAge, especially on the open sea, but that safe zones…. damn
I guess there are many more folks very excited about the features this game will have to offer.
I wish Intepid Studios the best to lure the PvE and carebear crowd to the game!
[/quote]
From what I have heard so far is you can PK anywhere in the open world although the rewards/penalties for doing so will vary depending on whether you are open world sandbox PKing versus dueling versus caravan assaulting versus castle or node sieges.
As for PKing in town, or during games of chance in a tavern. My guess is you will not be allowed to do that or the strength of nearby guards will be such that it would persuade you not to, especially if, as an aggressor you drop loot.
Personally, I LOVE the openness of Ultima Online and how you could attack in town, although guards would insta kill you in most cases.
[/quote]
Exactly, and there is no MMORPG where there are methods to PK people with having to worry about consequences. You just have to be creative.
[quote quote=22946]
As for PKing in town, or during games of chance in a tavern. My guess is you will not be allowed to do that or the strength of nearby guards will be such that it would persuade you not to, especially if, as an aggressor you drop loot.
Personally, I LOVE the openness of Ultima Online and how you could attack in town, although guards would insta kill you in most cases.
[/quote]
The "guard problem" could be no problem at all.
All that counts is that i can attack anyone whenever i want to.
There will also be player-run taverns in the open world.
It´s still a shame that you can´t destroy houses and farms at any time...
Who would build them? Why work on mechanics that end up not being used if you are smart enough to see that far into the future? A few players that work around or endure penalties for excessive RPKforlulz is one thing. Creating a whole housing system that is far easier to burn down than build, thus creating disincentive to build AT ALL is another. lol
Who would build them? Why work on mechanics that end up not being used if you are smart enough to see that far into the future? A few players that work around or endure penalties for excessive RPKforlulz is one thing. Creating a whole housing system that is far easier to burn down than build, thus creating disincentive to build AT ALL is another. lol
[/quote]
I didn´t say that it should be easy to burn down a house or a plot of land. But it should be possible to attack it 24/7, no matter how long it takes to get it down. Should be a bit suspicious when someone is driving around with a siege weapon ^^
<blockquote>
Im all for the PK anywhere thing, it would make assassinations seem like just that if you can pull it off. However I do think the taverns and perhaps player housing should be safe zones.</blockquote>
Meanwhile i listened to the right stream.
Steven Sharif: "There won´t be ANY No-PvP-Zones"
So i guess you have to take a look over your shoulder while playing your game.
Did i mention that i love getting "involved" in RP ;)
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/did-i-get-this-right-you-can-pk-everywhere/page/2/#post-22966" rel="nofollow">Bringslite wrote:</a></div>
Who would build them? Why work on mechanics that end up not being used if you are smart enough to see that far into the future? A few players that work around or endure penalties for excessive RPKforlulz is one thing. Creating a whole housing system that is far easier to burn down than build, thus creating disincentive to build AT ALL is another. lol
</blockquote>
I didn´t say that it should be easy to burn down a house or a plot of land. But it should be possible to attack it 24/7, no matter how long it takes to get it down. Should be a bit suspicious when someone is driving around with a siege weapon ^^
<blockquote>
Im all for the PK anywhere thing, it would make assassinations seem like just that if you can pull it off. However I do think the taverns and perhaps player housing should be safe zones.
</blockquote>
Meanwhile i listened to the right stream.
Steven Sharif: “There won´t be ANY No-PvP-Zones”
So i guess you have to take a look over your shoulder while playing your game.
Did i mention that i love getting “involved” in RP <img alt="????" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f609.svg" />
[/quote]
I am pretty new to following the game, so bear with me if something I say totally crash with concepts that have been confirmed. I am still reading up.
I am sort of in the middle here. I am a huge proponent of FFA full loot pvp everywhere. Whether that is full inventory loot or includes equipped gear is unimportant as long as it creates a significant risk through the value that can drop in the open world, and creates incentives for assassinations, pirating, highway robbery, and as a result also bounty hunters, pirate hunters, mercenaries and player operated protection details. As a part of this I would prefer safe zones to be realistic in that they are protected by guards (and then maybe strengthened by law and order-themed player guilds) as opposed to just magical barriers that create true safe zones. Through careful planning, sacrifice and execution an assassination could take place in a city. But it should be very easy to protect yourself against it if you are in what is considered a safe city, at keyboard and paying attention. The addition of law and order-themed player guilds would make it very, very safe in certain areas. The point is that it would be possible to commit crime in "safe zones" with effort. Just the feeling of being able to plan and try something like this because it is hypothetically possible is a great addition to criminal game play, and as a result an addition to law enforcement game play as well. This opens up for additional small scale and large scale conflicts between pks and antipks as well. I want criminal activity to be rewarded, but be challenging and something that takes effort, and would appeals to people with a certain play style. In an ideal game there would be tons of content that is given as a reward for criminal activity as a play style, but there would also be tons of tools to combat it, making it challenging and fun for everyone, creating player-run content in the process.
I would like for this to apply to housing also, in a limited sense. Where your property is not necessarily a safe zone. You should have ways to protect yourself, but if you are attacked on your way home you are not perfectly safe until you have closed the door behind you. Through careful planning and effort from an adversary you should also risk becoming a victim of a robbery (of the items on your person that is) as you are chopping down trees around your lumber mill. This is where it stops for me though. I would still prefer for there to be absolute safe storage in banks and in houses ONCE you get to it and store it. Sort of like in Darkfall or EVE. There should be a high sense of danger out in the world, you should feel constant concern for the stuff that you farm, but once you are home free it should be safe. I feel these two concepts play well off each other, where you always have to weigh whether you should return home soon to put stuff in safe storage, and where you have a great feeling of accomplishment once the loot is safely in house and you can relax.
I am not a fan of destructible houses at all (except decay to stimulate material markets/production and systems to stop inactive players hogging housing plots) , as I feel housing can have a huge longterm persistent potential if done right. I want housing to be forever, have safe storage and so on. I have the impression that this may not be the case in AoC though? As I understand it the nodes that all three housing systems are tied to can change hands and be downgraded. Does this only affect instanced apartments and static houses inside cities, or also freeholds? Can your house disappear completely, be removed or taken over? Or will you just be subject to for example higher taxation and a more hostile local environment?
These are just thoughts and contributions to the general discourse of course. I do love the idea of making the fight over metropolises huge world-events. The sieges in Darkfall where fun enough, with the limited significance the cities had there. If they can make the stakes even higher here then that would be amazing. So even if this would affect the housing system or part of the housing system, that would be a good return for making a compromise on totally safe housing for me.
I am sort of in the middle here. I am a huge proponent of FFA full loot pvp everywhere. Whether that is full inventory loot or includes equipped gear is unimportant as long as it creates a significant risk through the value that can drop in the open world, and creates incentives for assassinations, pirating, highway robbery, and as a result also bounty hunters, pirate hunters, mercenaries and player operated protection details. As a part of this I would prefer safe zones to be realistic in that they are protected by guards (and then maybe strengthened by law and order-themed player guilds) as opposed to just magical barriers that create true safe zones. Through careful planning, sacrifice and execution an assassination could take place in a city. But it should be very easy to protect yourself against it if you are in what is considered a safe city, at keyboard and paying attention. The addition of law and order-themed player guilds would make it very, very safe in certain areas. The point is that it would be possible to commit crime in "safe zones" with effort. Just the feeling of being able to plan and try something like this because it is hypothetically possible is a great addition to criminal game play, and as a result an addition to law enforcement game play as well. This opens up for additional small scale and large scale conflicts between pks and antipks as well. I want criminal activity to be rewarded, but be challenging and something that takes effort, and would appeals to people with a certain play style. In an ideal game there would be tons of content that is given as a reward for criminal activity as a play style, but there would also be tons of tools to combat it, making it challenging and fun for everyone, creating player-run content in the process.
I would like for this to apply to housing also, in a limited sense. Where your property is not necessarily a safe zone. You should have ways to protect yourself, but if you are attacked on your way home you are not perfectly safe until you have closed the door behind you. Through careful planning and effort from an adversary you should also risk becoming a victim of a robbery (of the items on your person that is) as you are chopping down trees around your lumber mill. This is where it stops for me though. I would still prefer for there to be absolute safe storage in banks and in houses ONCE you get to it and store it. Sort of like in Darkfall or EVE. There should be a high sense of danger out in the world, you should feel constant concern for the stuff that you farm, but once you are home free it should be safe. I feel these two concepts play well off each other, where you always have to weigh whether you should return home soon to put stuff in safe storage, and where you have a great feeling of accomplishment once the loot is safely in house and you can relax.
I am not a fan of destructible houses at all (except decay to stimulate material markets/production and systems to stop inactive players hogging housing plots) , as I feel housing can have a huge longterm persistent potential if done right. I want housing to be forever, have safe storage and so on. I have the impression that this may not be the case in AoC though? As I understand it the nodes that all three housing systems are tied to can change hands and be downgraded. Does this only affect instanced apartments and static houses inside cities, or also freeholds? Can your house disappear completely, be removed or taken over? Or will you just be subject to for example higher taxation and a more hostile local environment?
These are just thoughts and contributions to the general discourse of course. I do love the idea of making the fight over metropolises huge world-events. The sieges in Darkfall where fun enough, with the limited significance the cities had there. If they can make the stakes even higher here then that would be amazing. So even if this would affect the housing system or part of the housing system, that would be a good return for making a compromise on totally safe housing for me.