Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Will there be PVP and PVE servers?
Hi all.
I did a few searches here but for some reason I got literally no results for "PVP" which I didnt understand, so Im making a new post. I cant remember how PVP will work in Ashes, is there any type of forced PVP? Or will there be separate PVP and PVE servers? Maybe a PVP flagging system? Thanks for any info on this.
I did a few searches here but for some reason I got literally no results for "PVP" which I didnt understand, so Im making a new post. I cant remember how PVP will work in Ashes, is there any type of forced PVP? Or will there be separate PVP and PVE servers? Maybe a PVP flagging system? Thanks for any info on this.
0
Comments
EDIT: I Stand corrected. It has been confirmed.
No PVE servers.
No PVE only servers.
Open World PVP. Possible anywhere and any time. <---They have said that there "may" be "some" instanced content. It is possible that PVP might not be a thing in some of that...
A flagging system with what looks like pretty hefty penalties for killing players flagged as "Noncombatant" but we don't have numbers details yet.
A bounty hunter system that will allow the hunters to see general location of random player killers.
@UnkownSystemError
"On the reverse, if you are the target of a Pker, attacking back will gain you corruption also. Corruption is gained on death of the person being attacked. So, by the information right now, if you are a PVE person attacked by someone who is a Pker, don't attack back and let them kill you unless you want to gain corruption (hope this is changed)."
You've gotten this part a bit wrong. ANYONE that attacks you has to be at least flagged "combatant" by default. There is no penalty for you to fight back and kill them if they attack you first. Attacking someone flags you to "combatant" unless the target is already corrupt. There is no penalty for attacking and killing anyone flagged as "combatant".
Where PvP combat is specifically player characters killing other player characters.
Steven specifically stated that the pillar is Meaningful Conflict; not Meaningful PvP (combat).
And Steven specifically stated that Ashes is not a "PvP-centric game".
What drives change in the world is PvP conflict: during sieges, the objectives will be destroying infrastructure and killing key NPCs. Winning a siege will not be dependent upon how many player characters are killed by other player characters.
I would be fairly surprised if Intrepid or Steven himself played up the PVP aspects to a high degree or down for that matter. They want to please/lure the most possible from both camps that they can.
What type of flagging system will be used for PvP in Ashes? Something completely open like Free-For-All, or a system limited to certain areas (like caravans and sieges), or maybe an incentivized factional opt-in system tied to established nodes, similar to Star Wars Galaxies’ TEF system?
We are still developing our flagging system, but I can give you an overview of how it stands now. It is important to keep in mind, that players are not forced into PvP. If you want to influence the world around you through non-pvp methods, it is an equally viable option.
There are three states that a player can find themselves in: Non-Combatant (Green), Combatant (Purple), and Corrupt (Red). Everyone is a Non-Combatant by default. If a Non-Combatant attacks a Combatant or another non-combatant, then they become a Combatant for a period of time. Similarly, if a Non-Combatant enters a PVP zone (which includes things like Castles, City Sieges and Caravans) they are automatically flagged a Combatant while in the zone, and for a period of time after leaving that zone.
Players can kill Combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties. Where this changes is when a Combatant kills a Non-Combatant. In this case, the Combatant is Corrupt, and acquires a Corruption Score (which is accrued based on a number of different parameters, including the level differential of their freshly slain victim). This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.
While a player is marked as Corrupt, they may be attacked by both Combatants and Non-Combatants. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant. We also have some other ideas that we haven’t formalized yet that will allow players to participate in what we feel could be a fun cat-and-mouse part of the game. As an example, the location of these corrupt players will be displayed on the map, if you have the Bounty Hunter title, which can be obtained through a quest available to a citizen from a Military zoned, Stage 4 (Town) Node. These are systems that we’re still working on, but Corruption is something we want to provide explicit gameplay opportunities for.
In any case, all this comes to a head via death penalties. A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equiped items based on their current Corruption Score.
The idea here is to disincentivizes those who wish to gank or grief others, while rewarding those who engage in consensual PVP. We don’t want Ashes to be a murder box!
Again, this is the briefest of overviews, and I’m sure this explanation raises as many questions as it answers. It really demands a more thorough explanation, which we’ll get into in a developer blog. Also, keep in mind that Ashes is continually a work in progress – though I’ve given a lot of specifics here, what survives play-testing is anyone’s guess!
Others above have spelled out the combat and flagging system as it has been explained and as we currently understand it. I add this caveat because it's important to always remember that, at this time, we are pre-alpha. Things can change. I do, of course, hope that they keep in line with their vision and goals and I, for myself, am willing to commit to this game even if it doesn't do everything I'd like.
I guess that's the beginning of the "risk/reward" mindset they're engendering, eh? I am willing to accept the risk that some arsehat will decide it's fun to gank me a few times; I'll also happily contribute to the corruption they're collecting, depending on how long this goes on, thus I'm allowing them to accept the results of their own risky actions.
If it's a meaningful fight with a purpose, rather than someone just randomly ganking me for the jollies of murdering another player, I'll consider flagging and having a go at it. If they just want to murder me because I'm there, I won't flag and they can eat a heaping helping of corruption.
We've been told all dungeons aren't instanced, or there will be open world bosses. Let's say I'm a rogue, and I see a raid in progress. I'm feeling antisocial today, so I decide to go attack some healers, and stun/sap/whatever them. Not enough damage to kill them, but maybe enough to make them miss enough heals that the tank dies, and the raid wipes.
Now, my question is, do I get corruption for that? Technically I did't kill anyone, that dragon did. If I do get corruption, is it just for the people I actually attacked in some way, or for everyone that died as a result of my meddling?
I ask this because that seems like a giant loophole in the system if I get no corruption.
As for Ashes as long as a PVE player especially those who are not into PVP can be attacked by another player, thats forced PVP basically. So I will have to pass on this very neat looking game if I want to be honest with myself on if I will like it or not. I dont need another game where Im out doing something or working on something or gathering mats etc etc as a primarily PVE based player, and still have to constantly look over my shoulder for gankers, been there done that. So unless I misread something, Ashes is just too PVP focused for me. Thanks again for the info.
@CWB
Well that is sucky. The more non PVP happy players the game can get, the less likely there will be nasty gankers everywhere. @Dygz (I think) plans to try and get a "low PVP combat server" going by looking at the stats. He would probably like to have you there.
Give the system a little time to mature and grow through alpha and beta. YOu never know exactly how things will play out. There are a few possible loopholes in Intrepid's system(as they have described it so far) and they will need to address those.
So yeah, check back to see if Dygz gets his dream or to see if the unwanted PVP is really prevalent or almost non existent. You never know and the game seems to offer SO MUCH in so many other areas.
I've been saying this again and again, and I'll say it even more in future... Some server will gather very active and competitive guilds. Some servers will be more relaxed. There is so many different ways such a concept can be played.
We have wrote and edited a video with the intention of soothing players like you, like me, who may be scared of the PVP aspect of the game. Maybe you will find it useful and it will reassure you.
Ashes of Creation explained for relaxed players
He doesn't want to divide the community