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
There is punishment for every death. It is just when people kill other people who have no interest in being other peoples content at that time you amass a noticeable penalty. You are confusing regular pvp with PKing. As long as you don't try to keep murdering people you will be able to defend yourself. If there was a way to afk the penalty away, it wouldn't be much of a deterrent. You are not able to defend yourself to your fullest potential vs others after committing murder in a world where the gods are real, and the punishment for being a dick is debilitating corruption. There is no escaping to safety. PK people and you are going to be red. And when you die (not if, when) you will have a substantial exp/stat debt to work off.
http://www.ashesofcreation-the-odyssey.com/2017/07/pvp-flagging-and-corruption-system.html
Actions have consequences. Who would have thought?
I'm coming into the game accepting that the class/general forums will turn into a massive butt hurt dribbly whine cesspit about what skill x player just got killed by and how it's OP and it must be nerfed immediately. Then patch day comes and watching my favourite quirks and abilities of the game slowly all turn into a dull grey 'balanced' bore fest - like most other mmo's even though I barely PvP in any of them atm.
1. You could take his comment at face value to mean this is a PvP game so suck it up.
2. You could take it as a response to players demanding PvE only servers.
In context 1 many PvE players would bulk at what was said.
In context 2 many players would recognise this as being 100% consistant with everything we know about the game and what was previously said by the devs and steven.
These days I'm not so much into PvP as I used to be and would opt for PVE servers if possible, but not really that kind of game so will wait and see. I'll be playing anyway, while I'm more of a reluctant PvPer now what usually happens is I turn out to be good at it. So I'm not really too concerned, I just prefer the idea of choice.
Griefing isn't killing the same person over and over. That is plain old harassment.
I played EVE Online for a few years, and what I learned there is that, in a well designed "PvP game," there is much (MUCH) more than PvP.
A "PvP game" is, as MMOs go, simply a game that, at its core, relies on player interaction as the source of its growth and the health of its systems and mechanics. EVE is this way - I knew many many people (in my alliance, no less) who simply did not PvP. However, they were scavengers, explorers, scouts, miners, researchers, harvesters, and builders who provided the backbone of our resources and materials and - importantly - ships.
I'm not certain to what extent that player interdependability will be realized in AoC. It largely depends on how the mechanics are orchestrated together. But this fact remains: A PvP game can be oriented towards players of all sorts. The distinction that brings it into a genre its own is that all of the resources, systems, and mechanics are given significance by the interaction of players in the world (and so, by logical extension, PvP).
A good example is that WoW would NOT be considered a PvP game because the player competition and interaction is unnecessary when it comes to significance of crafted goods, territorial control, and guild importance (or even for PvP itself). In WoW, PvP gets its own stat (this is by far the WORST game mechanic introduced to MMOs), even.
I hope my examples helped. I may have elaborated a bit here, but it's all significant. The point is that you don't have to be a PvP-er to enjoy a "PvP game." In fact, as is the case for many people I know, it's very likely you will find your PvE interactions even more meaningful - you'll have someone in the game itself more appreciative of that sword you made them (as it helped fend off their rivals), and all of your crafting and gathering goes to a more meaningful cause.
We can't/shouldn't simply use PvP as a shortcut for PvP combat.
Can't really escape PvP conflict in Ashes.
In terms of combat - Ashes is PvX.
There will be plenty of PvP combat - more than many may like...
But, it's not inherently PvP combat-centric by design.
WoW is not a PvP combat-centric game because most of the servers are either PvE-only or PvP-optional.
More meaningful cause for combat is actually meaningless to a carebear.
If I am anti-war, I'm not going to want to craft guns and nukes for the military.
So the challenge for the devs is to design content which will inspire non-combatants to want to support combatants.
...thats just so weak
The TOS says if im attacking a mob, then no one else can touch it?
If you murder and get caught you suffer the penalties. Plain and simple.
One thing I have noticed over the years as mmo's have evolved is that it is Devoted PvPers who love ganking others who cry the loudest that things aren't fair in life or their game.
Griefing also takes the form of killing NPC quest givers; at its heart, griefing is any activity where one player ruins the play experience of another player. Attacking a player who does not fight back, then killing them -- even if you never attack them again -- counts, in my ever-so-humble opinion, as griefing.
In the scenario you listed above, where "sworn enemies who constantly hunt each other down," you're talking about PvP combat. If your sworn enemies hunt you down and you fight back, then it's a battle, and to the winner go the spoils. However, if your sworn enemies hunt you down and you DO NOT FIGHT BACK then those sworn enemies will receive corruption, which they must die to remove.
It seems very simple and clear-cut to me; it's about choice. In my case? If you ran across me while I was exploring or gathering or whatever, and you attacked me? I'd stand there and let you kill me. If you're too full of yourself to realize "Oh, hey, shite man, this player isn't fighting back and if I kill them I'm gonna get corruption," then that's on your head.
And last but not least. "Ppl just too soft these days." First, great grammar there, buddy, but then, it's consistent with the rest of your post. Second? You say "These days." I'm curious how old you are. I'm curious about that because, you see, I'm 48. I've been gaming a VERY long time. Once upon a time, people actually had the ability to completely flag themselves as not available for PvP. As games became more PvP-centric, we lost that ability. So, it's really more the "new" days that are seeing the uprise of enforced PvP, and it's the "old" days many of us hearken back to.
don't worry sarcasm only hurts the weak~
Edit: Lol, @lexmax and I thinking and posting same thing at same time.