Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
The AoC PvP / PK Corruption system ... Love it? Hate it? Please change it?
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Comments
I wouldn't mind flagged open-world pvp.
That way there is no ganking, and hardcore pvp'ers would have more of a challenge fighting people who fight back.
The thing people have to realize is that in these types of games, pvp is literally essential. Someone is farming your openworld dungeon? Flag up and take back your spot. The problem with this system is that if you flag up, kill the people farming your spot, now you have a percentage of stats that you once had, and can only be removed upon death, which is utterly ridiculous.
The stat decay is too much for an openworld game.
>prefers flagged openworld pvp
The system is literally flagged openworld pvp, however it is too punishing. You are the reason why democracy is a failed system.
'You are the reason why democracy is a failed system.' - What an idiotic statement. Wtf are you talking about.
The punishments are too much. In this case, the only way to cleanse yourself of this status is through risking losing gear, which is undeniably unfair for simply killing people who will refuse to fight back.
I disagree that a green who is not minding their own business, but instead willfully interfering with whatever i'm trying to accomplish, should be able to do so with impunity, knowing that i can't afford to push him out of that position with force, because i will flag red if i kill him.
The system SHOULD be designed punish those who grief pk/gank greens and low lever targets who are just trying to get by.
The system should NOT offer protection to parasites who are deliberately trolling you.
There are two sides to this problem, and most people are only looking at one side.
@Mr.C
Imagine you are a Green player, just out gathering resources, and you've found yourself a sweet spot with lots of good stuff. You're making great headway with the gathering, but then someone else comes along and starts taking all the resources. Maybe he's got a speed potion or something, so he always gets there faster than you. You were there first, and its the best place you know of, but now this guy is taking everything, and your effort is just being wasted.
He's rude to you. He won't leave.
You can kill him, but you'll get corruption, and he'll be back in 30 seconds doing the same thing anyway. The only solution is for you to give up every time someone challenges you for a gathering territory.
Don't be fooled by the fact that you're both still Green and nobody died. The pvp battle still took place, and the person who gave up the spot is the one who lost.
_____
Dear Devs, I hope you will make balance this aspect. And thats why I suggest you one good mechanic for this. If there will be a bountry hunters - make sure that the Curruption players may also stick together through map or somekind else to fight back against Bounty Hunters - the proof for Bounty Hunters viewing the PK on the map and some Buffs. And the proof for PK who would kill Bounty Hunters will decrease the penalties they have or will reduce the time of this penalties and also Can drop from Bounty Hunters some equipment!!!. Don't make the mechanics a static rules!!! Just keep in mind the bet must be equivalent.
"Kill one player, lose gear"
It's just not true, first you rake up stat decay parallel to gaining corruption for each player you kill and just at a certain corruption point there is a CHANCE to lose gear on death.
I haven't heard anything that has changed in that regard and shouldn't be talked about in any other way.
https://forums.ashesofcreation.com/discussion/33075/information-world-pvp/p1
Balancing will come with play testing, but they don't intend to punish red players that harshly or give me a quote where they changed their mind.
Player corruption
A player’s corruption score increases with each non-combatant player killed.
The wider the level disparity between the players the more corruption will be gained.
The higher the corruption score, the higher drop percentage when the corrupted player is killed (see Player death below).
The higher the corruption score, the more skill and stat dampening applies, until the corrupt player ultimately becomes ineffective at combat.
Corruption is removed through death. Multiple deaths may be necessary to remove all corruption. There may be other mechanics to reduce corruption.
Corruption has a visible effect on a player’s appearance.
A corrupt player’s location is revealed to bounty hunters.
Player death
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.
The corruption system is supposed to be a deterrent to harassing other players. It's like law in the RL. If you decide to break it, then suffer the consequences.
For those that worry about greens taking over their cherished spot, I've news for you,
Resources such as mines and dungeons are being developed as SHARED. Your options are to share, fight over it or leave. Also remember everyone out in the world is going to have to go into other's far off areas to accomplish what needs to be done. NO ONE OWNS a dungeon or resource.
It seems all I read from the biggest complainers the more I see insecurity and doubts of their own selves and abilities to find a way to really get involved and play a well thought out game. It doesn't take brains to murder but it does take brains and the ability to find other ways to work things out.
Interesting how most were drawn to this game due to what Steven and the Devs envisioned, yet some want to change what the devs have planned before we get to see it for our selves. We are being given the opportunity to test the system and give our input but some want to change it now instead of seeing how it will actually work. How sad.
Open world PvP is the best thing in mmorpg, it is a social engine , and an infinity fun generator . Open PvP is the reason to defeat the boss and get the best gear, it is the main thing why people stay in game after CAP.
I saw too many people who pretend that they care about the balance but actually they want to avoid PvP as far as possible, and want to play the game as if it was offline fun farm.
RISK=REWARD=PvX
Again, younger crop of players. You're like children in a sandbox screaming "Don't take my sand!"
For what it's worth, sand in a sandbox was put there to promote social play, not to promote one child's having all the sand. In the same way, the resources out in the world are there for everyone. This ain't that game where you stalk and then stake out "your" little private section of the world and then refuse to allow other players. If I'm out gathering and someone else comes along? Ok, I'm gonna go find another spot to get what I need, or maybe I'll see if that person and I can trade, or even maybe something like "Hey, man, are you farming that to sell? Cuz, like, if so, let's talk."
MMORPG, for those who forget, means massively mulitiplayer, not single player. If you want your own spot in your own little world, go play a single player. If you want to play an MMO, then let's relearn how to behave in a sandbox, hmm?
So if someone goes red he will immediatly be chased down by dozens of players.
I dont really care for the poor red player, but i want to spend most of my time bounty hunting and i want fair fights instead of twenty vs one debuffed guy.
UnknownSystemError stated:
"Many of the Russians screaming here for fewer penalties and even open loot should be used to the caress of the velvet glove."
That is not a racist remark. It is "jingoism". Look the word up if you don't know what it means.
You cry loud and foul yet your facts are lacking. You are here to criticize a game you haven't even tried yet. Children throwing tantrums do the same thing. When they have parents that give into them they also grow into immature adults who think they can bully others into giving into them also. Sad.
Im not from a younger crop. I was playing telnet muds while the internet was still learning how to crawl.
it is exactly because of all my previous experience that this idea concerns me. And don't get me wrong, I absolutely hope you're right, and that this game is designed in a way where the problem I've described doesn't happen. That would be awesome.
but speaking from experience in a hundred different games, it is a very very common issue, and not one that strangers tend to play nice with each other about.
if there is no punishment for pvp than yes, decent people just trying to play the game will get bulldozers by jerks.
but if the punishment for pvp is too high, decent people just trying to play the game will get trolled by jerks instead.
It might take a different form than I've suggested, but people are people and if there is a way to abuse a mechanic unfairly, they will use it.
Don't take my word for it. Ask the devs.
In the latest livestream they said no to implementing a betting system on arena battles, because, while it would be nice for honest players, it would be too easy to abuse by trolls who would throw the game.
The issue is not as one-sided as you say. And the people on the other side of it are just trying to be realistic based on what they've seen in the past.
Absolutely no.
It would be enough to remove the debuff but instead prevent red players from creating groups with a greater size of 2.
Beeing chased by bounty hunters + loosing gear is enough of a penalty. Also getting a debuff that makes u unabel to defend urself is just certain death - u could just disabel open world pvp from beginn with.
The limited group size would prevent pk groups who camp points of interests. Because the usual strategy there is to aoe everything down which doesnt work if u kill ur own team by doing so. However even red players may dont want to play alone all the time: so group size of 2.
@UnknownSystemError
with 10000 online players im sure there will regulary be red players + it takes much time to get to them without fast travel, so it doesnt even need to be too frequent to keep me busy.
If the penalty is too hard, red players will most likely just log out to prevent getting killed and let a friend come to kill them without looting later.
That would be very frustrating for me particulary if i spend much time chasing him and he just pushes alt+f4 when i finaly reach him.
Btw in addition to the flagging system id like to see green players beeing invulnerable if they didnt perform any action for 3+ minutes. Otherwise naked red players will kill afk players all day without reciving any penalty.