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
Seconds later, a red flagged rogue jumps out and slaughters the pvp bully!
The rogue and cleric walk away laughing.*
I always enjoyed fighting over good XP locations with opposing enemies. Nothing like the good trill of killing off a party deep in a Dungeon and trying to fight your way in fast so they don't catch up and return the favor.
A non-combatant who dies suffers normal penalties, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.- A combatant who dies suffers these same penalties, but at half the rate of a non-combatant.
To my understanding this means that if someone ganks me, I do not fight back, and then my buddy kills him I will suffer more penalties then the person that ganked me?This does not make sense to me, can someone give an explanation as to why its like this?
AoC target combat system- me ok , I guess it is ok, they should know what are they doing.
AoC PvP system - me , ok nice massive arenas this looks good , and than I read "For open world PvP, we have designed a flagging system that severely deters people from griefing other players". OH common the PvP players are those who getting griefed with that system , what is the problem to me to kill any player on open world ? Why do you call its griefing? It is freedom! I like to duel any player I see but the community is fulled of carebears that are discussing how make PvP player to get more penalties and make them quite from the game (like BDO did) . Make PvP server for no penalties for killing an other player and PvE server for those who dont want PvP ...
Ashes of Creation is the dream and being developed by a team to their specifications. Not yours, not mine, theirs. You and I do have the FREEDOM to choose to play or not according to what they deem makes the game in their eyes.
http://www.ashesofcreation-the-odyssey.com/2017/07/pvp-flagging-and-corruption-system.html
PvP sounds like it’s going to be a fairly important and tightly integrated portion of Ashes of Creation, especially with the cities themselves potentially coming under siege and being wiped from the face of the world. Will players who are disinclined to participate in that area of gameplay be able to completely avoid it?
No player is forced to participate in the PvP events of Ashes. But you are right to say that PvP is important. It is one of the primary catalysts for change in the world. And because change can impact all players, we feel that everyone should have a say in that change. We have incorporated roles for non-pvp oriented players to impact these PvP events. Such as developing the defensive abilities of cities and castles, or enhancing the defenses of our caravans, to creating faster mounts, and advanced weaponry that can be used by the PvPers. To discovering supplies and artifacts through PvE to aid in the battles waged by others. Ashes strives to create an inclusive atmosphere where participation in the direction of the world is not restricted to one particular form of gameplay.
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/equipped 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!
Once again, i'd recommend waiting to see how the game plays before jumping to any conclusions.
A non-combatant who dies suffers normal penalties, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.
A combatant who dies suffers these same penalties, but at half the rate of a non-combatant.
A corrupt player suffers penalties at three or four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes weapons, gear, and inventory items.
After death, players respawn at random spawn locations.
So what they try to do is cater certain types PvP and PvE players and not going for extremes. That is how i see it. Atm i play Albion online and there happens this same where some players sees full loot PvP too punishing and they want to make it more PvE friendly. Thats not gona happen ofc because its against the core of the game.
So i see that you want AoC change to cater more your personal intends. But your vision of the game is different than devs. Also you present minority with demanding more punishing PvP, so if devs would choose your path they would loose more players than get and also they would deceive those who has already invested money to their product. Thats why i see your crusade kind of vain.
Only option i see that there would be separated hardcore PvP server. At this point devs have not been so excited about the idea. Those dont seem to be good invest in long term and just because minority of potential players actually like those. So maybe PvP servers are more risky to turn ghost towns. Also if players can change servers would it be unbalanced if PvP server works differently than PvE servers? Those would be slightly different game then..