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[Information] World PvP

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Comments

  • The death penalties are higher for not fighting back to "encourage" pvp. Since they have assured us that the combat will NOT be root, backstab, root, backstab, and dead, but more a drawn out affair you will have a good window to decide whether you have a chance of defending yourself successfully or not. If someone is way overpowered compared to you it will be obvious, and the penalties for overleveled ganking have been stated to be even more severe than that of equal or near to level conflict. This will all get worked out over the next couple years of testing so that the right balance is achieved and corruption has meaning versus something shrugged off.
  • I would vote for a player switch, where if one day I felt like having PvP on and indulging in risky encounter, then I could; and if another day I want to be left alone while wandering around, I could do that as well.  

    Overall I think Intrepid has a workable balance going.  You can duel without penalty all you want.  It's the killing of people which will have consequences.

    There is nothing preventing you from being a sociopath in a game, but in this one there would be consequences.  

    In medieval Ire before the brits, if you wandered into a village alone and killed someone, even if it might of been justified (self defense), because you were unknown you would be facing off against the entire rest of the village.  Men, women, wolf hounds and sometimes even children would be doing their best to take you out.  At that point it didn't matter how good you were skill wise.  You got swarmed under and you died. 

    Intrepid's flagging system seems to just be a variation of that sort of old school justice.
  • The whole "Switch" thing doesnt work in a competitive MMO. The ability to just wander around people, castles, caravans, and resources choosing when people could defend their zone against you would be game breaking
  • dmgavin said:
    I would vote for a player switch, where if one day I felt like having PvP on and indulging in risky encounter, then I could; and if another day I want to be left alone while wandering around, I could do that as well.  

    Overall I think Intrepid has a workable balance going.  You can duel without penalty all you want.  It's the killing of people which will have consequences.

    There is nothing preventing you from being a sociopath in a game, but in this one there would be consequences.  

    In medieval Ire before the brits, if you wandered into a village alone and killed someone, even if it might of been justified (self defense), because you were unknown you would be facing off against the entire rest of the village.  Men, women, wolf hounds and sometimes even children would be doing their best to take you out.  At that point it didn't matter how good you were skill wise.  You got swarmed under and you died. 

    Intrepid's flagging system seems to just be a variation of that sort of old school justice.
    @dmgavin
      I think the whole point is to bring some level of realism into the game.  Having the ability to switch off the ability for others to be able to attack you would go against the whole thing they are trying to do with the PVX a mixture of PVP and PVE.

    I will tell you I am more a PVE person but do like PVP on occasion. I had my concerns of people that just want to PVE possibly being harassed. But honestly after review the system thoroughly. The system is pretty well balanced. Just don't attack back and odds are they will leave you alone or risk corruption.

    Besides the fact this game is meant to have PVP as a good part of the game so it would go against what they are trying to create.  A little risk might be just what we need to have that exhilaration and fun :) You may find that you like it once you try it.


  • I would really just love to see them give a large incentive to staying flagged. I'm all about a corruption system in exchange for being able to kill anyone, but I don't want wpvp to boil down to people hardly flagging and just corruption all over the place. 

    If you give worthwhile rewards for staying flagged, wpvpers will have a better time. 
  • I would really just love to see them give a large incentive to staying flagged. I'm all about a corruption system in exchange for being able to kill anyone, but I don't want wpvp to boil down to people hardly flagging and just corruption all over the place. 

    If you give worthwhile rewards for staying flagged, wpvpers will have a better time. 
    I have a feeling majority want the PVP aspect so doubt this will be an issue :)
  • Dorje said:
    I would really just love to see them give a large incentive to staying flagged. I'm all about a corruption system in exchange for being able to kill anyone, but I don't want wpvp to boil down to people hardly flagging and just corruption all over the place. 

    If you give worthwhile rewards for staying flagged, wpvpers will have a better time. 
    I have a feeling majority want the PVP aspect so doubt this will be an issue :)
    Everyone wants PvP, but certain people want it when they want it, and can't stand the thought of being engaged randomly. Which is odd for an Open World PvP MMO.
  • Vortigern said:
    Dorje said:
    I would really just love to see them give a large incentive to staying flagged. I'm all about a corruption system in exchange for being able to kill anyone, but I don't want wpvp to boil down to people hardly flagging and just corruption all over the place. 

    If you give worthwhile rewards for staying flagged, wpvpers will have a better time. 
    I have a feeling majority want the PVP aspect so doubt this will be an issue :)
    Everyone wants PvP, but certain people want it when they want it, and can't stand the thought of being engaged randomly. Which is odd for an Open World PvP MMO.
    This is what worries me.. as it stands it's a "when it's convienient for me" The biggest problem I can see is the ability to stay green In a resource area. With no real incentive to flag up and a large punishment for being red all someone has to do is not attack back someone chasing you from the resources. Sure you get some exp debt but who cares at max level. Meanwhile the person that was simply protecting their claim is now red.. until they are killed. 
  • In the real world, mines are finite resources. In games, they respawn, and in AoC, not exactly where you were (what spawns might be a different resource, but you won't "empty a node"), but you can't suck them dry.

    You seem to be worried about them being sucked dry from under your feet and PKing being the only method to procure a share at all. It isn't so.
  • In the real world, mines are finite resources. In games, they respawn, and in AoC, not exactly where you were (what spawns might be a different resource, but you won't "empty a node"), but you can't suck them dry.

    You seem to be worried about them being sucked dry from under your feet and PKing being the only method to procure a share at all. It isn't so.
    But it is a valid method. And yes I feel like you should be able to stay unflagged but they can do neat things with the flagging system that make you want to stay flagged. 

    Small buffs from being flagged incentivize you while not being problematic if you don't like a small crit buff on gathering, or maybe rest xp deteriorates a bit slower. Incentive to flag is super important to make sure wpvp doesn't devolve into "I only flag when it's convenient" mindset. And this will 100% happen. 
  • In the real world, mines are finite resources. In games, they respawn, and in AoC, not exactly where you were (what spawns might be a different resource, but you won't "empty a node"), but you can't suck them dry.

    You seem to be worried about them being sucked dry from under your feet and PKing being the only method to procure a share at all. It isn't so.
    But it is a valid method. And yes I feel like you should be able to stay unflagged but they can do neat things with the flagging system that make you want to stay flagged. 

    Small buffs from being flagged incentivize you while not being problematic if you don't like a small crit buff on gathering, or maybe rest xp deteriorates a bit slower. Incentive to flag is super important to make sure wpvp doesn't devolve into "I only flag when it's convenient" mindset. And this will 100% happen. 
    When you say flagged do you mean a system where you can toggle on or off "PvP Mode"? I'm just asking because as far as I know this won't exist in AoC, you get "Flagged" as a combatant for participating in combat whether it's PvP or PvE. You don't choose to stay a combatant when you aren't in combat. 
    • GREEN - Non-Combatant Player
    • PURPLE - A Combatant Player
    • RED - A Corrupt Player
  • I know the auto flagging will be in place too just as you said but I would be surprised if there wasn't a manual toggle of being a combatant vs being a non combatant. This would let you know who actually wants to fight and who you're just gonna get corruption off of when they don't fight back. 
  • I know the auto flagging will be in place too just as you said but I would be surprised if there wasn't a manual toggle of being a combatant vs being a non combatant. This would let you know who actually wants to fight and who you're just gonna get corruption off of when they don't fight back. 
    Looks like you might end up surprised. 
  • If they don't have a toggle flagging system how will they handle AoE? People being able to just casually walk into my spells, marking me as a combatant, doesn't sound right. 
  • ArchivedUserArchivedUser Guest
    edited December 2017
    If they don't have a toggle flagging system how will they handle AoE? People being able to just casually walk into my spells, marking me as a combatant, doesn't sound right. 
    If you're casting spells at something you're already a combatant. 

    Edit: If we assume what Steven said in the last stream is accurate. 
  • Elder said:
    If they don't have a toggle flagging system how will they handle AoE? People being able to just casually walk into my spells, marking me as a combatant, doesn't sound right. 
    If you're casting spells at something you're already a combatant. 
    No, just no. They have gone over this multiple times and people like to cherry pick whatever fits their agenda. To be hit by someones aoe you have to have been force flagged by them, by force flagged that means they have targetted you with a single target ability. This flags them purple for combat. You remain green and take no damage from "casually walking into spells." They have looked at the issue and problems other games have had with people using aoe mechanics to grief people into flagging and have rejected that as a premise. Casting spells at PVE mobs does NOT flag you purple, if you were green before, you are still green.

    So let's use this example. HumbleP is grinding away on some corrupted birdmen. HP is using aoe to burn them down. Elder wanders by and says "Aha...I will make him flag by running into his aoe effect!" while twirling his villain mustachios. He runs into the aoe and......nothing happens, other than the birdmen continue taking damage. HP is still green at this point. Elder says "You must die for attacking these innocent twisted creatures." and fires off an attack at HP. Elder is now flagged purple but HP is green unless he pauses his aoe on the birdmen, click targets Elder and fires off an attack. In that scenario it's on.

    All in all getting bent about it is pointless, in another two days those of us with keys will be getting the details and confirmation on the flagging system as it stands now.
  • That's how I thought it worked, however, I was under the assumption after the last stream that any combat flagged you as a combatant. I'll have to watch it again and figure out where I went wrong. 
  • ArchivedUserArchivedUser Guest
    edited December 2017
    Elder said:
    That's how I thought it worked, however, I was under the assumption after the last stream that any combat flagged you as a combatant. I'll have to watch it again and figure out where I went wrong. 
    I just went and watched it again and I see where you got that from, but they were talking about drive by heals/buffs. So if you come across someone who is purple, and throw a heal at them, you will be flagged because as Steven put it "you are picking sides" 
  • As someone who despises PvP I find this system a relief. There is still the risk of getting ganked, which I am fine with. It adds an air of danger to the game that wouldn't otherwise be there. But it is a relief to know that if I do get ganked there are real consequences for the offender.

    Someone earlier said they don't understand why someone like me would play an open world PvP game. I'll tell you exactly why. Because there's much, much more to the game than just PvP. I enjoy exploration, PvE, crafting, and look forward to the unique aspects of this game - especially the nodes. PvP is just an annoying side thing for me. It's there, and if I get bored I might give it a try now and then. Honestly, in past games I have become quite good at PvP. But fighting and killing other players has no appeal to me. I like to work together to create something or accomplish some grand goal - and this game has opportunity for that more than any other game I have seen.
  • Kitzi said:
    As someone who despises PvP I find this system a relief. There is still the risk of getting ganked, which I am fine with. It adds an air of danger to the game that wouldn't otherwise be there. But it is a relief to know that if I do get ganked there are real consequences for the offender.

    Someone earlier said they don't understand why someone like me would play an open world PvP game. I'll tell you exactly why. Because there's much, much more to the game than just PvP. I enjoy exploration, PvE, crafting, and look forward to the unique aspects of this game - especially the nodes. PvP is just an annoying side thing for me. It's there, and if I get bored I might give it a try now and then. Honestly, in past games I have become quite good at PvP. But fighting and killing other players has no appeal to me. I like to work together to create something or accomplish some grand goal - and this game has opportunity for that more than any other game I have seen.
    I don't despise PVP vut I do prefer PVE usually but this game has me very intrigued and I think I am going to enjoy it a lot.

    The depth of how PVP will work in this game is more than just killing each other which I am very curious to see how it unfolds.

    I think people who would not normally like PVP may find enjoyment in this game.


  • Think be better if someone had the option to flag themselves as non pvper and never get ganked. And get rid of corruption system.   Could be system mechanic were you have to be in your own node to flag and unflag.  That way preventing someone from ganking you and then going non pvp. 

    Do not see the value of toons attacking people in their own node.  Nodes are a kind of like a faction. 

     Really Do not see the value of having the ability to attack someone x amount lower  levels than yourself. Depending on how it scales.  So Do not think toons should be allowed to to attack lets say someone ten levels lower than yourself. 

    What is the point of  being punished for ganking a low level when you could prevent it entirely.  I will go up against other  max level toons all day make a list get a group hunt them down. Make rivals.  That is pvp. I do not see any positives to ganking low level toons just upsets low level toon cause they have no chance to win.  No risk or reward just getting ganked.  





  • Think be better if someone had the option to flag themselves as non pvper and never get ganked. And get rid of corruption system.   Could be system mechanic were you have to be in your own node to flag and unflag.  That way preventing someone from ganking you and then going non pvp. 

    Do not see the value of toons attacking people in their own node.  Nodes are a kind of like a faction. 

     Really Do not see the value of having the ability to attack someone x amount lower  levels than yourself. Depending on how it scales.  So Do not think toons should be allowed to to attack lets say someone ten levels lower than yourself. 

    What is the point of  being punished for ganking a low level when you could prevent it entirely.  I will go up against other  max level toons all day make a list get a group hunt them down. Make rivals.  That is pvp. I do not see any positives to ganking low level toons just upsets low level toon cause they have no chance to win.  No risk or reward just getting ganked.  





    I like the corruption system for one simple reason: it is fuel for bounty hunters. Although I have no plans of ever becoming a bounty hunter I know plenty of people who would love this. And maybe it's because I've been watching a lot of Star Wars lately, but the idea of a bunch of bounty hunters running around brings a smile on my face. It almost makes a faction system as well.

    As far as ganking low levels, a lot of games have a system in place where you can only be attacked once you hit a certain threshold (BDO being a prime example where you can't be attacked below level 50). Perhaps they will put in some sort of system like that.
  • For me all this corruption system feels vital somehow. I don't want to gank low levels (maybe i'm the low level myself) BUT I dont want to stay in a node where the "gouverment" or all the shiny heroes do nothing to protect the folks against lawless bandits ... or just a bunch of mercenaries from another node who have the mission to destabilize my homenode for some political and ressource reasons? Why is someone accepting all the corruption is the thing I would ask, when something like this happens. What is the motivation behind all that violence? Who is getting a profit? 

    Also... if my King/City/ etc is in need to get hands dirty... who am I to not follow orders for the greater good? :smiley:  maybe a little more terror is needed in a special kind of political and economic situation than just ANNOUNCE war or ambush the caravans. Maybe I and my friends will be in some situations the people who want to destabilze some other nodes for the sake of our own... or another... as mercenaries. We would be flagged then. And killed sooner or later by all the bounty hunters and nodish enemies. But just maybe... Our behavior was a key element in some political serverworld building process, that prevented an military metropolis but allowed way way way later a sience metropolis? Maybe by that time I dont even stay near all these nodes where I did that, or where that happened to me. Maybe I'm staying there and become more of a guard or crafter than a political or money motivated terrorist? xD

    As they told way back in the kickstarter video: It's hard to talk about ONE designelement of AoC without talking about ALL THE OTHERS at the same time.

    Just think about the tavern social hubs... You are sitting there playing games with your friends and suddenly some strangers from another node arrive and tell you about a group that terrorizes their node and abush all of their caravans. People are leaving their node, as they did to find another place... Or they are hiring help. People to guard their ressources. They will pay for that service of your (mightier) node and maybe politically be something like a subnode of yours.

    I think its very good to be able to be attacked and attack EVERYWHERE. I think its very important for everything else. And I also think that it should be punished to do so, by engine and other players. But it should be possible everywhere, anytime and to everybody. It should be somthing that is somehow motivated or else just doesnt pay off. Hard punishments for PKers! But the possiblity to be one! :)

  • I think this a horrible system. You should never force players into PvP. This will be the "catalyst of change" to your bank account. Tens of thousands of PVEers are looking for a new game. Bad business decsion in my opinion.
  • I agree with Stabby.  There are tons of people that do not particular like pvp.  Go take a look at most games and you will see that a large portion of the population does not and on some servers it is hard to find people to pvp.  All you have to do is go to your current MMORPG you are playing and see just how easy or difficult it is to get a pvp group of lets say ten people.  

    There are games that have pvp servers and PVE servers so let say we put all the PVErs and drop them into a pvp server. Not a good idea.

    Better just to go with a flagging system. 
  • Kitzi said:


    As far as ganking low levels, a lot of games have a system in place where you can only be attacked once you hit a certain threshold (BDO being a prime example where you can't be attacked below level 50). Perhaps they will put in some sort of system like that.

    With type of system implemented result is not getting ganked for most of your leveling experience which should be less than (I am guessing) 3 months Some players one week so think it is pretty good system since it us just until you get to max level.

  • There is also tons of people who have never played a MMO like this. Pvp in most western mmos serves no purpose and most people who play on pve servers do it so their time isn't wasted by something so pointless. Pvp will play a role in this game and give it a unique atmosphere that many players in the west have never experienced. It's hard for me to describe but i'd recommend giving the game a chance before writing it off.

    Going with a pve flagging system would just do the opposite of what you said and put all the pvpers on a pve server. They are trying to create a balance between pvp and pve with their flagging system. Steven has based his flagging system off the one in lineage 2 and he has said that he liked the effect it had in the game.
  • ArchivedUserArchivedUser Guest
    edited January 2018
    Well I dont think that many people will gank newbies... Or others... because if you do so, your character gets weaker and weaker with that system. No pvper wants a weak character and most PVPers are actually looking for a challenge, not just someone to kill. But if there is a reason, like political or economic, it could pay off to attack others regardless of the corruption.

    I think it makes things much more interesting than beeing able to say:

    "No I dont want to be able to be attacked, when Im just spying at your base, my dear enemies. There ist no caravan and no siege, so you cant harm me! We will go into "your" territory and take "your" ressources and you can do nothing about that. I have a lower level and Im stealing all your stuff! Look at me, as Im doing it!"

    Dont get me wrong! Most time in MMOs I play PVE but I like PVP too and I dont want to see PVP content beeing cut of for... no good reason (in MY eyes!).

    Ganking is pointless with that system. Especially + the bounty hunter system. Of course there will be always some... well ganking people, but lets say that guy killed 3 people already, that didnt fight back = he is much weaker than before = 3 other PvXers come and kill him right away = he is dropping a lot of his stuff = justice has spoken, problem solved. The more the ganking player ganks, the weaker he will get + the more items he will loose = he gets even weaker and looses money (itemvalue) aswell. Cant think of someone who will do something like ganking... Just to loose stuff and get weaker. 

    On the other hand I can imagine two groups of guilds/nodes at war that are fighting each other somewhere on the field. Not just at a siege or caravan. And they will be flagged as combatants. And if there is one guy not fighting... Well maybe the others will leave him alone or some of them accept getting corruption and all the negative effects that come eith it and kill him.

    Most PVP will be around caravans and sieges because there is meant to be PVP and a PVPer is not punished for doing PVP there. There PVPers get the challenge they are looking for. There is something to get and to achive. Not something personal to loose... Like items... And stats...
  • ArchivedUserArchivedUser Guest
    edited January 2018
    There is also tons of people who have never played a MMO like this. Pvp in most western mmos serves no purpose and most people who play on pve servers do it so their time isn't wasted by something so pointless. Pvp will play a role in this game and give it a unique atmosphere that many players in the west have never experienced. It's hard for me to describe but i'd recommend giving the game a chance before writing it off.

    Going with a pve flagging system would just do the opposite of what you said and put all the pvpers on a pve server. They are trying to create a balance between pvp and pve with their flagging system. Steven has based his flagging system off the one in lineage 2 and he has said that he liked the effect it had in the game.

    PVP server = flagged for pvp all the time

    PVE server= Some people flagged for PVP other not so still have PVP and PVE

    PVEserver  does not equal everyone is not flagged for PVP

    So  PVP server  = pvp is forced on pve toons .  

    So a PVE server = a PVP/PVE server (the name is just deceptive)

    In a nutshell putting a toon in a pvp situation when they do not want to be in one is a bad idea.  

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