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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.
Content/Meta for players choosing to go red
I believe a sandbox mmorpg should have some sort of content/reason for a player to make a choice whatever that choice happens to be. The one thing I cannot wrap my head around in this game is the fact that the devs are allowing a flagging system in the open world, that is technically completely pointless to have. Why should we have a flagging system if there going to add in static PvP zones and server wide guild wars, and flagging up on a non flagged player is severely punishing. No one in the right mind will flag up if someone attacks you, I have seen it a thousand times in other mmos like Black Desert, and Archeage. Player A flags on Player B. Player B just takes the hit to whatever xp while player A takes major penalties. What is the honest point of having such a system? The only way I can see the flagging system to having any purpose is because players want to become bandits, maybe because they want to roleplay as one or like the extra challenge, hell maybe there so maxed out they have nothing left to do but go bandit. Whatever the reason may be the way the system is set up now no one will do it, mainly for the reason that STATS and GEAR LOSS is a thing, get rid of that and add content severely limited for players choosing to go red. For example give them a bandit town, but every other town guards will kos, or maybe only allow them to be at sea were they can pirate trade ships. Just give a player some reason to go bandit. Now I'm sure all the WoW fanboys are going to troll me saying I just want to PK. NO that is not the case, I don't care for that kind of thing I just feel I should point this out for the fact that everyone is praising how punishing the system is as of right now. With so many other options you might as well scrap it out of the game all together. But then what kind of sandbox would that be? BOTTOM LINE: revamp the penalties for killing non flagged players so a player can look at going red as a potential option, NOT SAYING DON'T MAKE IT PUNISHING BY ANY MEANS. Btw if your going to join the thread I'll just ignore you if you going to freak out and accuse me of being a PKer that is immature and just plain ignorant.
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But it has to be very far away from any villages and citys to prevent them to kill everyone there and hide in their save zone immediately...
@Artimus is right with its actual implementation, they could just change non pvp zones into no combat zones because noone would want to go red anyway.
It would also prevent attacks that happen by accident through aoe or so.
But large no combat zones would reduce the average players willingness to enter pvp zones. So that shouldn't happen.
Btw somehow offtopic but since we're talking about guards and hostility: are players hostile to node guards if theyre not a citizen of that particular node?
If no what prevents them from gathering inside the node at its main objective points just before a siege starts?
If yes how do they trade with caravans if they're getting slaughtered when they reach their destination?
My idea would be to be hostile by default but theres a option to buy a permission at the entrance of a city to visit legaly, however the permission disabels your weaponslot until you leave the city.
But I do agree if you put a heavy enough penalty system where being a PK needed to be an active choice with serious enough consequences to go with it for those who are caught / live that rp life. Then yes having a bandit city would become almost a must.
And I would fully support a ganker haven.
I actually don't have a problem with people who want to be a rogue element and have fun doing that. To each their own. I just have a huge problem that the trade off's never seem serious / harsh enough. And most gankers tend to cry when the game makes them as miserable as they seem to enjoy making everyone else.
That would also require griefers to be unabel to see nameplates, which is in my opinion a better penalty than stat reduction. (the world would need many objects to hide behind too)
Maybe reduce the range at which red players are abel to see nameplates as corruption increases.
The chance to loose gear should stay however, so its really important for red players to play carefully.
Maybe prevent high corrupt players to use mounts aswell?
In return they should be abel to:
steal limited amounts of goods/money from vendors within citys if they manage to get into the shop without beeing noticed,
buy things without taxes from shady vendors,
manipulate votings (by small degree like 1-5%)in scientific nodes, (stealth play parkour+reputation with specific npc's)
steal money from economic node votings, (difficult stealth play parkour)
assasinate candidates who try to become king of a military node/divine node which if successful makes these candidates unabel to win the outcome for that month..
So it isnt all about griefing players who farm stuff but more about stealth play and actual game conform stuff.
Assasination is some kind of griefing, but
1. it has to happen only once and
2. the candidates know about that mechanic and can gather friends to protect them,
3. A worthy leader should have friends that support/protect him anyway.
Cuz every minute they spend doing fun but evil game related stuff, they dont spend griefing low lv players..
If theres no evil stuff to do but griefing, noone needs to wonder why people dont stop doing so.
The game is about killing after all, kill 10 pigs here kill that dragon over there, kill your arena oponents... So dont expect every player to be a innocent holy angel.
So the flagging system is still important even if they dont bother to implement further functions.
Nobody has tested this system yet so it's difficult to make "true" arguments on it yet. For me it sounds fine but won't be able to tell until it's tested.
I do understand that some players like to play darker characters and I think it would be better to have a social group for "darker" players that if they kill purple players and bounty hunters perhaps are rewarded through the social groups by earning points for cosmetics and what not. I suppose that's a faction but is also a player choice .-. I dunno the system needs tested out that's all I know.
1. ganking = killing of lower levels than yourself
2. griefing = following same target around and repeatedly killing him
That said, flagging up on someone who is green, and your level, and killing him once or twice IS NOT ganking and IS NOT griefing!
So corruption system should only kick in once you killed a lower level player OR system detects that you are killing same target repeatedly and many times over.
Asking for corruption to kick in whenever you kill a green player (your level) is just a care bears way of crying in forums.
Your probably right (even if theres a huge load of people who share another opinion), thats one of the reasons why i wanted additional game mechanics that lead away from pure stereotype 'red player is someone u dont want to talk with'.
That being said, I will definitely be a bounty hunter in Ashes, because even though I play dark characters, I detest PK griefing!
Dark characters should not automatically be assumed to be PK griefers and vice versa. The idea of "corruption" in Ashes really needs to allow this distinction. If it doesn't then we are limiting this grand universe to naive "goodies" vs "baddies" storytelling that exists in mono-dimensional games.
Even though it's not my method of play I've spoken to several players that state that being "bad" is enjoyable. I don't agree with ganking or grieving and I personally like the sound of the flagging system and look forward to seeing it be tested out.
I suppose I was just being daft ^^
I understand meaningful conflict encouraged by the content of the world, social relationships and environment should provide enough reason to want to take the risks/rewards in PvP.
Perhaps simply the rewards for the right kind of PvP should be highlighted better and will make more sense when specific details are released as to what loot % or quantities of drops you'll get by killing a combatant. Perhaps killing a purple or red will give you more loot as to killing a green? Some form of additional insentive to why killing a combatant is better other than "you'll be corrupted if you don't".
No, of course you didn't. Maybe you should consider it.
A number of people come to game with desire to fight. Then they engage a lots of players who just stand there not fighting back, as target dummies, not only they are robbed of all the combat fun (for which they joined the game), but they also get punished for this (corruption).
Their game time is definitely ruined, by you, among other such players. And in my opinion this behavior of players that do not fight back is just wrong.
Also, In every MMO that offered PvP servers I played on PvP server. I actually enjoy the danger that PvP servers offer. Playing on PvP server is never boring.
I love how people like you assume everyone to be a bully if he wish to PvP. That tells more about you than you think.
A question I have always had. Do you as a admitted ganker ever felt bad about forcing non consensual pvp onto another players. I personnal have tried this style of play but for some reason my values and ethics always to to keep me from pulling the trigger knowing that on the other side of that screen is a real human being with feelings and emotions.
This is where our conversation ends.
My point is if you kill you own level, once or twice, this shouldn't give you corruption, since that is not griefing, nor ganking. THIS (random kill of your own level) could be subject to bounty system, but should not be subject to corruption. Specially not to stat degradation.
Gate is Reeedddd!!!! poff um guys im back in staging yey for the life of a fleet scout