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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
While i support the current system ( although i don't think you should go purple for defending yourself ) Open world pvp is actually a huge benefit to pve. Gold farmers, bots and that bastard mage who aoes all the mobs right before you get to them can all be delt with in the pvp system.
So removing it or most of it would only serve to create the same problems that we have seen in pve games since everquest released in the 90's.
If its not acceptable that "Some" pk-ers want to force their gankbox play style on us then we cant force our"carebear" play style on them
To achieve balance no one will get everything they want. its just that simple.
but as with everything else I guess we'll have to see how it goes
One easy question.
Why do you feel the developer should change the core of the game to cater to a play style the development team has stated on every possible form of media ( save smoke signals ) they don't want in the game ?
Sorry this will come across insulting but i have no better example. You remind me of the kid on the floor screaming, pounding his hands and feet because he doesnt like the rules and adults set down.
Ofc. I am not surprised at all you are declaring those as "zones". It equals to tagging equal level fights as "ganking".
Tweaking 1 flag instance, and tweaking stat loss in 1 instance (equal level pvp) is changing "core of the game" for you?
Again, I'm not surprised you folks use ultimate exaggerations as arguments. Yeah I think I don't have to say anything more about this.
You both have risk now and you can both control that risk.
So have you ever asked yourself why these systems exist at all in games ?
Gankers cost game companies money plain and simple its bad business for an MMO that's what survival games are for and even most of those struggle for anything but a ghost town server
"Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds."
Source: https://www.ashesofcreation.com/about/
https://www.youtube.com/watch?v=5E1wn98fczg&feature=youtu.be
I asked for removal of only stat degradation and only for equal level PvP, for example on max level players aren't newbs anymore.. and they are equal level so it's not true that someone "doesn't stand 0% chance of winning).
On that level it's only about a chose, to fight or not. There IS fair chance to win players being equal level. Choice not to fight back is on player, if they chose not to fight back, they have nothing to complain about. That is NOT ganking.
So what I asked is only removal of stat degradation (corruption and red flagging remains) for EQUAL level player fights.
That is not asking to cater to gankers, and it's not asking for removal of corruption.
So I would really love if people (there are several people that do this) stop exaggerating in discussions.
If IS designated some land areas in world as perma PvP flagged, that would be something different, but this is not the case.
If they did that the would not discourage that behavior as much as the feel they need to. So i think your stuck.
And in most games a player can be the same level and still stand a 0% chance of winning so lets not hide behind that old excuse either.
With only tweaks I suggested you would have a normal open PvP game that doesn't punish PvPers.
But I guess we will see where we get.
Ok ..explain how anyone steals your farm in ashes specifically.
Then explain how the caravans, keeps and other battlezones prevent you from 'ganking' your little heart out ?
Ashes does not prevent you from getting your Roxx off.
That stat decrease has huge role to prevent continuing ganking and thats why its important to have. Your whole approach is wrong and it does not just goal to give gankers some relief, it penalizes non-combatant players. So your suggestion just goals to continuing ganking with protection to not get so much attacked by yourself.
Now if after testing gankers life is acknowledge to be too penalized, that relief should start from experience debuff, loot drop rate or making bounty hunting system harder. That would be tweaking without penalizing green non-combatant players who are ment to be protected by the corruption system.
But yeah i know, you dont share the devs vision to protect those players who dont want to take apart to open world PvP. Because in your eyes those PvE minded players should not have that priviledge and they should be fed for wolfs so those wolfs would have more fun when they get easy kills.
The system is designed principally with the intention of protecting players who aren't established from being picked on by those who are.
This is going to be a very economically driven game.
For more advanced players, I expect you'll find that certain materials will be very valuable and very rare, and that people will be willing to take the risk of going red, to get their hands on them.
I also think you'll find that people in these higher levels will be willing to turn purple to defend themselves, thus avoiding corruption for the attacker after all.
At low levels, staying green and just dying is the obvious option, particularly when you are being attacked by someone you have no chance against. Your attacker becomes corrupt and therefor is not likely to continue to be a threat.
At higher levels however, one has to seriously consider the penalties of not fighting back.
The penalties for dying while green may start to outweigh the positives of having your attacker become corrupt.
And this has been advertised as a 'slow combat' game.. i don't think people are going to be dying in one hit all that easily. For a green player, escaping alive may be a viable option, rather than just rolling over.
Will I be able to literally send these people to the Underrealm? We know that Underrealm nodes will exert influence on the world above (confirmed). So when you kill a corrupted player and he is on top of the map, will they have a chance of respawning on the underside if it is present. Would be hilarious to take out a red, then have them have to fight their way back to overworld access.
Question:So i was about to say if it wipes all of it, what's to stop me from getting a bunch of corruption and having a friend kill me to grab anything that might drop.
Steven:That would be what is to stop you… Not only that, as a corrupt player, if you are dying, you’re not going to spawn at the normal respawn locations. You’ll be respawning randomly in the vicinity and you’ll also be trackable by bounty hunters on the map. Not your exact location but the general vicinity of where you are. So players who want to kill you, do not need to flag in order to kill you. They will stay as a non combatant if they are attacking a corrupt player because essentially at that point you’re like a monster and you don’t flag when you attack monsters.
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
By logic you applied above, this should work for you.
Ashes is an open world PvX game.