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.
How to balance PVP and PVE?
WoW has shown that designing balanced pvp and pve is pretty hard, they even had to basically set aside stats in battle grounds and give everyone standardized stats with minimal differences between gear levels and I think thats a problem that's going to face Ashes of Creation.
I don't honestly know what the best solution is.
I don't honestly know what the best solution is.
0
Comments
I'm sure they are developing AoC in such a way where both PvE and PvP will be equally as relevant, instead of PvP being a minigame.
Fear not, child, your player murderous tendencies will be satisfied in the world of AoC.
Start anywhere in the cycle. PVE progresses and defends it from even't and dungeion that will open according to the placement in the Node > PVP defends from enemies and besieges alike while progressing the node too > PVE progresses the "story" while also keeping npc's safe > PvP can alter economy at any time by attacking/defending caravans that heavily affect nodes.
I may be off by quite a way but it was something like this.
...but I'm *so* tired of everything always being nerfed to the lowest common denominator. SWTOR for example had some cool crafting items / professions at the start, but after much complaining it all became level and boring and worthless.
This reply is slightly off topic really, but usually things get changed because of how they affect PVP, it's the most obvious place these things come to light.
Some games put in ridiculous systems where in pve you do like 20,000 crits but pvp you do 2,000 crits, I feel like that just breaks immersion. Other games have the even more ridiculous idea of some kind of PvP defense gear (WoW (later), Rift) where if you don't PvP you can't even hurt someone who does eventually.
i don't really want to have to put some overpriced pvp jewels in my gear - sacrificing pve stats - to fend off unwanted gankers. So I hope they leave all that crap out, in a game where everything is mixed up I don't want to have to have 2 sets of gear because of some weird system in place.
It's a tough one, and it's hard to do right I just hope the constant whining which will happen doesn't result in everything being dulled down.
Also this is the type of game where you can do both right off. A PvE player might get caught up in a siege he wasn't planning on. This game is not like WOW or the others that have staged battle grounds.
It's not a PvE game with some PvP thrown in. This game is dependent on both.
Xephita said: but I'm *so* tired of everything always being nerfed to the lowest common denominator. SWTOR for example had some cool crafting items / professions at the start, but after much complaining it all became level and boring and worthless.
I remember SWTOR different nerfs to cosmetics back in the day. The reason why was often people exploiting unintended effects. For example, there was a super rare drop that would turn you into a random barrel or crate. I had one of the first ones to drop. The reason they nerfed the shit out of it was that if I was getting my ass kicked in pvp, I could activate it, turn into a crate, and wasn't able to be targetted or attacked. So when a crafty playerbase finds loopholes in what a developer had planned as a fun toy, expect nerfs.
We are a good, long time out from any sort of testing even. Rampant speculation on what is all subject to change only causes people to get more toxic when their particular vision isn't realized. I can guarantee you though, I will be one of those in testing, trying my best to break/exploit the systems with all my usual deviousness, so that when we do go live people can rest easy. Till of course someone even more devious than me comes along.
Edit: Went out and found one. There is a better one out there, but having trouble finding it. https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE/edit#heading=h.pxqmubh58h1n
I agree though. All we can really hope for is that Intrepid finds that niche.
Yup... and I believe that the trick / difficulty is going to be in remaining focused over the coming years on ensuring that they remain true to their initial intent / ideals.
Fingers crossed eh, because no one wants a game full of homogenisation or a game that's ended up somewhere that no-one expected and no-one wanted.