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
For preventing murder sprees of solo PvE players involved in simple exploring or gathering I think the system sounds great.
However as I mentioned earlier in the thread and as Vagrant mentioned above when PvE players are involved in combat with AoE damage flying around PvP players will be able to "exploit" the intended purpose of the mechanic to either:
Flag players involved in Mob fighting PvE for combat against there own choice.
Or worst case scenario by sending in low lvl alts to the PvE mob fighters AoE, these PvE fighters could get alot of corruption that is totally not their own choice.
This will be something that will happen. When I played Age of Conan on open wprld pvp enabled servers, there was a murder point system designed to dis-incentivise player killing of low lvl characters. Gank squads would use this exact tactic to get other groups murder points just for trying to defend themselves.
I was wondering if by design players can be flagged for in pvp combat, then can we have a system where players are flagged as in PvE combat during which time it is impossible for them to damage or be damaged by another player. Then within a short time frame of non PvE combat this resets back to normal. Would this not solve the whole issue?
*have since had this situation explained to me by Deaths Proxy on Ashes Discord, apparently this could never happen due to the fact that players have to enable or turn on the ability to damage other players. Coming from an Age of Conan and Elder Scrolls Online background only I was not aware of this*
With having an ever evolving world with active pvp likely to be going on most of the time, having minimal downtime would be great.
For example 3-4 guilds can all be a citizen of the same node, however only 1 of them (on a first comes first served basis) will be able to have a guild hall within that node. In which case only the guild that has a guild hall can progress further, causing the remaining 3-4 guilds to either leave to another node or try and attack the previous node in order to establish their own guild hall instead.
Regards,
Rizen
Advantages and disadvantages , goals , restrictions, ect ....
Also pvp question, how will CC crowd control work in the game? will there be diminishing returns? Will we be able to use abilities to counter/remove other players abilities?
Will the servers be region-locked? I Live in the UK but always play on US servers as my gaming friend lives in Florida. Is that going to be an issue?
How often after game release are you planning to have updates with new content? (quarter/half year)
Thanks
We are aware of the implications of adding mounted combat in PvP... But how about with a limited arsenal allowed on horse back? (i.e. Lance) which in reality its a completely separated craft. Perhaps even with your own weaponry but with damage debuff as a limitation for the speed benefit.