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
This all has low relevance. Let me explain why.
Because game should not hand hold people and protect them against their own carelessness.
Players are SUPPOSED TO look at their own surroundings, be aware and observant.
- just one example, if another player is nearby looking suspicious, DO NOT ENGAGE MOBS near him, if you do and you end up with mobs + player on you its YOUR OWN FAULT
You have to be observant and make tactical choices when to engage mobs and when not to. If you play carelessly then you deserve if you get into trouble, and you can NOT EXPECT game to protect you FROM YOUR OWN MISTAKES by PUNISHING OTHER PLAYERS for your own carelessness.
There is not nearly enough incentive to stay flagged.
This system doesn't protect "carebears" in any manner, nor should those less inclined to partake in PvP forced to do so. This system makes for a good medium between PvE/PvP when used to the best of it's potential.
Picture another scene. Part of the siege mechanic is to go on and steal something which will involve you taking out other players in the other node while trying hard to stay alive and achieve your objective.
If you say...this person is immune from PvP and they occupy a position of office or happen to own the thing that needs stealing.....the above two scenarios cant work.
So corruption allows assassination when critical to gameplay without allowing homicidal rampage of your typical PvP scrub. The while idea of the high price of murder is that it isnt a price worth paying unless as part of a greater scheme at work.
As said. Full on PvP areas have no corruption system to protect you anyway.
It would be nice t ensure that corruption does however still carry over into the true combat zone with you and doesnt simply vanish.
People should really get flagged, regardless of who you attack...
I'd say that you should even get flagged when attacking NPCs, if those NPCs are affiliated with a node, and since they live in node zone they should be.
Why should one have to look someone attack NPCs in his node, and not be able to attack him to defend these NPCs? Or get corruption if he attacks...
https://ashesofcreation.wiki/PvP
http://www.aocwiki.net/PvP
All of what you said could happen without the everyone can attack every one game mechanic. Could describe that type of pvp in one word zerging. What the point of winning cause of sheer numbers or ambushing someone at low health.
Some one else said something about being aware well that is great when there is factions or if ther are not a whole lot of people around. With that type of thinking well you really should only go out and about in the world when no one else is around so you will not get ganked might as well have the whole server to yourself. Sounds more like a Single online role playing game.
I want to know what value is there in open world pvp. I am doing a daily grinding some gear doing some quest. On my way to a dungeoun what is the value of some one ganking me at low health or while I am looking through my inventory.
There is not that is why They have the corruption system in the first place to hinder ganking not pvp. It is an anti-cheapshot mechanism.
Thing is there will be very little pvp or ganking cause when you die in pvp you lose resources so in order to avoid that you would have to win every time highly unlikely.
So basically like or not it is going to be a pve server because of that.
Who is going to go out and pvp when they know it is going to cost them something. I mean even good players die. So it is going to basically be a pve server cause of resource loss. The whole curruption system is pointless.
No corruption system still equals pve server cause who is going to pay to pvp.
Who is going to go out and lose resources just to do open world pvp. For the most part most of the posts on this thread are pointless.
I think people will go to pvp zones and do arenas before doing open world pvp and lose resources needlessly. However from what I understand you will lose resources in pvp zones also just not get corrupted so......
Are you guys getting this pvp = resource loss so..does not matter how it happens....who wants that? There was no ganking in lineage I am sure but it was not because of the corruption system. Just no one wants to steadily lose resources that is all. This makes Ashes of Creation of PVE game.
You guys are talking about the corruption and it does not even have any bearing. Cause well when you die in pvp no matter what color you are guess what happens you lose resources. Win loss records for some of best teams in the world are about 60 to 75% And 75% is like the exception most of them are below 70 percent. So you are going to lose resources for pvping
Who is going to go pvp all day and watch their resources slowly diminish. Not to many so all severs will be PVE servers.
You are interested in attacking players for the sake of attacking players.
The game is designed to attack players to achieve an objective.
Resources are gained through the caravan system.
That is the sole purpose for its existance.
They could have simply magicked the materials from node 1 to node 2.
1. There's one thing I don't really understand (if it's like in the pictures):
- why a green player attacking a corrupt player doesn't become a combatant? So, if the greeny loses(which is very likely since he was attacked by surprise in most cases), he gets to drop more resources while being at a disadvantage from the start. This is wrong in my opinion.
2. What about the people that are going to spend their time trying to make others attack them so they don't become corrupt (and can still kill the others)? Like walking into your AOEs, or going between the mobs that you are fighting, etc.
You might say that you need to pay close attention to your surroundings and not attack mobs when someone else is around. Then what does the game become? "RPG wait for everyone to clear an area so I can kill mobs" ? You guys do realize that there are going to be people doing just that - staying around so that no one could PVE in peace. What happens when whole guilds start doing that?
3. Do you think mitigating the surprise attack from a player should be a thing? (e.g. immunity for 2-3 seconds after the first hit, a life shield of twice the hit points of the hits you got in the first few seconds, a warning that someone is targeting you and getting closer, etc).
Every time someone attacks you by surprise, the chances of you winning are going to be low (it's like the first player advantage in many other games). Probably a hard limit on level difference should be imposed too (e.g. you cannot attack someone at least 5 levels below you, but can retaliate against anyone). Really hate these forced limitations, yet I don't see something better to compensate for some abuses (e.g. you fighting a low level corrupted player that attacked you, then his very high level friend "destealthing" and killing you in one shot).
I do hope, though, that the ratio between damage done by abilities and general health pools is not going to be high... Otherwise you could be killed in 2-3 attacks and not understand what happened to you
4. How will I know if I have any chance of winning a fight with someone who attacked me? I believe this is really important. Losing twice the resources is not something to be ignored... but the question is actually different: can I win the fight OR can I escape without losing anything? Having no way to make an informed decision about this is quite annoying.
I do have one idea though (considering that the player's level alone is not going to influence the fight that much): an icon near each player's name/health bar, with colored thick borders, that shows how "dangerous" they are to you. Corruption should take this into account.
Not sure if it's a good idea, but I do believe we need this kind of information.
Looking at the system, you can tell it's there to encourage a fight in situations where there is something valuable to fight for, like a high value spawn or resources. Have a little faith it will be balanced as such.
Possible rewards ( think no type of this quest will be in game but....) Titles, achievmensts for like number of dwarves elves, or toon from this faction in the open world. In other words there could be and open world pvp game in which right now we have a corruption system with bounty hunters.
Battle grounds is a pvp game (game withing a game)
Fighting for resources is a pvp game(Caravans)
But as far as open world pvp (pvp while out exploring the world it is going to be basically non existent.) as it is right now it is just basically killing people for the sake of killing people. But if there were incentives involved like games that are entirely dedicated to open world pvp like let say battle star galactica then Ashes of Creation would have open world pvp game. And if Ashes of Creation allowed toons to flagg themselves for pvp and be part of that open world pvp game then players would have a choice.
Right now there is no open world pvp. which is something that many people enjoy.
Making a box and flagging every one for pvp then punishing them if they attack some one in the open world (not battleghround or caravans ) well might as well just unflagg everyone for pvp in the open world pvp.
So people will get ganked people will go red and bounty hunter comes along and that is what open world pvp is in Ashes of Creation when it could be much more remember there are lots of popular games that are dedicated just to this type of play.
Ashes of Creation does not even have red vs bounty hunter. I mean they will see you on thier map but anyone within view that can see you (most likely will since it is an mmo) can just kill. So bouny hunters are not even necessary.
So it is more like kill some one go red some one kills you Cannot defend unless it is a bounty hunter or situation gets worst. So really it is red vs green.
If devs want open world pvp in this game(they stated they want it) some changes must be made.
Now, Intrepid want PvP to be important to the game, and that is why they have sieges and caravans. However, they are also allowing corruption based PvP with the intent that it only really be used *should the occasion arise where the benefits outweigh the risk*.
These aren't the words of a developer that specifically wants open world PvP. These are the worlds of a developer that is allowing for open world PvP, but is actively discouraging it.
Conveniently, that is also how their system is designed. It allows for open world PvP, but discourages it.
Player corruption
A player’s corruption score increases with each non-combatant player killed. (Could care less if they fight back or not and easily exploitable. If they aren't leaving my rotation and words aren't working, they are going to the graveyard)
The wider the level disparity between the players the more corruption will be gained. (I can agree with this but again exploitable. I.e. a high level is solo grinding a rotation and a group of lower levels come in looking for a challenge but decide to disregard the requests of the higher level player to grind elsewhere. High level player can either leave or flag on the group. He flags, kills the group because the group expected this to happen and does not fight back. High level player is now red and higher corruption gained. There is no protection against corruption bombing a player except to not flag and turn the cheek right? Fuck that noise. I get to do that shit in IRL but this is a game and I'm not interested in getting bullied or pushed out of my rotation because some player(s) don't feel like it and would rather use a flawed system to hide behind and abuse)
The higher the corruption score, the higher drop percentage when the corrupted player is killed (see Player death below). (Get rid of this. If anything should drop it should be items in their bag and not what's equipped. On the reverse side if this is happening to the corrupted player then it is only fair the corrupt player gains a higher chance to loot items from his victims)
The higher the corruption score, the more skill and stat dampening applies, until the corrupt player ultimately becomes ineffective at combat. (This is just insane. Horrible idea. Remove so bounty hunters get to work for their bounty)
Corruption is removed through death. Multiple deaths may be necessary to remove all corruption. There may be other mechanics to reduce corruption. (Killing monsters, turning in quests, or completing specific quests designed to lower corruption should absolve corruption. Not death. That's too easy)
Corruption has a visible effect on a player’s appearance. (Cool idea and give them a small aura or glow effect. The higher the corruption the bigger the aura. Start with a small gray or black glow/fog around or above the player and gradually move to a red and black sinister aura they emminates around them)
A corrupt player’s location is revealed to bounty hunters. (Not sure on the distance but instead of an icon on the map just let the bounty hunter be able to see bloodstains on the ground and bloody footprints trail off towards the murder and allow them to see the corruption effect on players easier and farther away. Hard to miss a red player)
Corruption duration is reduced in military nodes. (Should also apply this to caravans as well and reduce the corruption gained)
If people are pissed off about the penalties, then they are hitting the sweet spot of a deterrent. Also some of the information has changed and is quoted out of context. For example:
"Corruption duration is reduced in military nodes. (Should also apply this to caravans as well and reduce the corruption gained)"
Corruption does not tick down and can only be removed through death to another player or through a quest mechanic that has yet to be clarified. You will not be sitting somewhere safe (freehold) and waiting for your timer to tick off. Caravans would not have corruption attached to them in any case. By choosing Attack or Defend you are flagged for combat when entering the moving "bubble" that surrounds an active caravan, either npc or player controlled.
The quote of "Yes" was during a Q&A on Discord where Steven got on and was just answering anything and everything back on 4/22/17. His multiple statements after that show that the system has evolved and gotten tighter since then.
Vardoric-04/22/2017
Oberon-04/22/2017
HelzBelz-04/22/2017
Alexander-04/22/2017
Steven-04/22/2017
JenikVogl-04/22/2017
Vintersol "The Dungeon"-04/22/2017
Rainah-04/22/2017
Steven-04/22/2017
Vardoric-04/22/2017
Not Delve-04/22/2017
But here is the one all nice and compact that gives everyone their "See! See! He said it has a timer!! Cause it counts down!!"