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Two Things Bugging The Hell Outa Me!
1. Node type, i.e. Scientific, Military, Divine, Economic is predetermined before a player steps foot into it. Rather than lets us build it into it's final glory, we have to go with what the Devs lay out for us. Will it be the same layout on every server? Will Nodes that are knocked back to lvl zero be the same when built up again? What the Hell? Why take so much of "The Story" and make it predetermined?
2. Intrepid is ramming PVP down the throats of players that are a little bit shy about PVP with the noncombatant flag system. I am all for PVP, so don't get me wrong. I love the idea of risk vs reward in everything possible. However, by making the penalties for flagging as noncombatant more powerful than combatant, they are pretty much strong-arming players to go around flagged as combatant.
"Take your lumps, smile, there that didn't hurt so bad did it? Now if you would just flag up as combatant, it won't be so bad next time, will it?"
This is a PVP game, sure thing. I get that. There really isn't any need to FORCE compliance through advantageous or penalizing mechanics for not playing along as a "Good PVP player should". You leave little room for choice except to players that really want to corruption bomb other players. I have a feeling that making death penalties the same for non or pro combatants or better for non combatants would go further if you want PVP shy players to try your game. The current design just comes across as punishment...
All done for now!
Comments
2) the players how don't won't to PvP can hire PvP players to project them and there goods.also there is the bounty hunter system
Regarding the node (arche)type: In a dynamic world like AoC I would hope that nodes can adapt to the demands and characteristics of their populace, rather than just being pigeonholed. In my mind it would be more advantageous to have the Scientific, Military, Divine, Economic attribute at the Guild level rather than the node level. That way, guilds will be structured around these activities rather than being able to monopolise everything and become an unstoppable force. However this may still happen through guild alliances, but these could be easier to police (or not!).
In my mind, nodes are made up of citizens who belong to guilds. The voting power really does lie with the larger guilds; however guild alliances could shift to alter the power structure of a node. I think a successful node should require a mixture of guild archetypes to remain viable. A node with purely scientific guilds for example would be fairly easy to stomp by an organized militia; it would also be fairly economically weak if there were no crafting/professional guilds powering the economy.
So I see these two types of structures in competition. Each depend on the other but are always in contention.
2) i also have not seen anywhere where it said non-combatants get less rewards or more penalties from anything than combatants do. Other than the fact that if you dont enter combat zones such as caravans or sieges you miss out on those rewards. This is a pvp game after all.
No idea where you are getting information. Please link or quote.
Think of the current PvP system of flagging, and corruption, as an extension of Intrepid's idea of risk vs. reward.
As a non flagged player, if attacked you have the choice to defend yourself (flag), and incur minimal xp debt, should you die, with only materials on hand loss.
If you choose to stay unflagged, you still lose any materials on hand, but also incur more xp debt, than normal. But, the "reward" is that you inflict your attacker with corruption. Corruption scales, the higher the disparity between the two players equates to.
Imo, this encourages players to defend against players of around the same level, while giving players the option to punish high lvl characters who choose to grief, for whatever reason.
Go play Skyrim or something. Don't try to change a game built on player interaction to fit your game style...
All early game concepts. As the game is tested, changes could occur. But, this is the route they're planning to go.
If you choose to not fight back you take the same punishment as dying to a mob. To me this doesn't sound bad you die you take a death penalty, but if you fight back, get into the spirit of the game, try to save yourself instead of giving up you are rewarded with less of a penalty.
While I know it won't happen I wish people would stop looking at it as a punishment for people who give up and more as a reward for people who will try.
Non-Combatants will turn into Combatants and it'll be fair.
How is it not fair ?
For example, if it came to brute strength, a military node would have the advantage, in defending. Scientific nodes may have to rely on maneuverability, or magic, as an advantage to defend. Divine nodes may rely on the intervention of the gods, and so on.
As for PvP...ugh this topic.
Sorry. Exact quotes are beyond my ability to locate. The second is very well known and the first is too. People good at finding that stuff will hopefully confirm...
I didn't say it was unfair. If the rules are layed out and I sign up, anything is fair. What I am saying is that, according to these rules(so far) it is 100% better to flag as combatant. You drop more stuff if flagged as non combatant.
Despite the yet to be seen corruption penalties, dropping "more stuff" pretty much ensures that RPK players will target non combatant flagged players as first choice. I mean the kind of RPK that Intrepid wants most IS RPK for a reason right? That means they want RPK for taking over/driving away/protecting some player from a farming spot and RPK for loot. They don't want "RPK for the lulz".
Another problem: You can get bumped to "combatant" if you fight back and attack a player that attacks you. So you drop less stuff, take less xp debt right? What if the fellow that attacks you is ALREADY carrying a corruption score? Well then you DON"T GET BUMPED TO COMBATANT FLAGGED from non combatant. Fighting back does nothing for you mechanically.
Intrepid doesn't want "PK" of any kind. They've stated multiple times that the core of their game revolves around PvX. Meaning a healthy dose of both PvE, and PvP, working in concert with one another. And, for there to be a reason why you choose to PvE, and or PvP, and seeing your decisions play out in the world around you.
They've also stated that they would be keeping careful tabs, for any potential balancing issues, and the such. That may sound good to some, not so good to others. It is what it is, at this point.
All true, except Intrepid does want PVP and part of what they want is PK. They just want us to think of it differently. I don't mind that at all and not trying to split hairs. Just pointing out a cpl things I don't like so far.
That and it is fun to do so with Big Drama!
We'll see.