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Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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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
There are a lot of people, though, who do not enjoy PvP outside of the specific engagements they choose to participate in (ie. Arenas and Battlegrounds). There is nothing wrong with that, they aren’t lesser people or in some way weird. They just choose to do PvP when they want, and do PvE when they want.
Maybe they have had a rough day at work and just want to relax for half an hour before dinner and gather some herbs. They have zero interest in PvPing and legitimately feel as if their time in game has been ruined if they are summarily executed while peacefully gathering.
Yes, Ashes will have world PvP but it isn't a sole PvP game. There will be no PvE servers, so people who play will have nowhere to hide. But we must all be keenly aware that everyone who is going to play this game is a person and no one play style should be denigrated or invalidated just because it doesn’t happen to match 100% with ours.
There will be tons of PvP options in Ashes – from attacking caravans to guild wars, to sieges (both castles and nodes), to people who are willingly flagging themselves for the chance to PvP. I really don’t think anyone is going to have to worry about a lack of flagged targets.
So why should we focus on that lone individual just doing their own thing. One must ask oneself:
I hope that killing a single unflagged player turns the attacker red and begins the corruption scaling. Otherwise this will be gamed and griefing will be rife.
I plan on PvPing quite heavily, but that is my choice. If someone else chooses otherwise, this is no less valid.
http://www.ashesofcreation-the-odyssey.com/2017/07/pvp-flagging-and-corruption-system.html
The search function on the forums just doesn't work at all, but also people just like to discuss stuff. It might be the fiftieth time some have seen it, might be brand new for others.
We have a long time until release and Intrepid are busy doing a billion things (and it's early days), so the actual information being released is very sporadic, so it's natural that we will hash, and rehash stuff again and again.
This exact thread will probably occur again in a few months time, and again, and again. That's ok. People are just hanging out, being enthusiastic, enjoying talking about stuff that interests them.
Man, if I had $30 million dollars to spend on an MMO... It'd be this one and I would add in Aerial Combat between Zeppelins - guilds could build and outfit their own Zeppelin and have battles in the sky (not able to interact with the ground) and farm special resources in the clouds!
And dont twist my words. I have not speaked about griefing or scamming at all and not actually speaked to you either, because i am bored of your nonsense.
You kinda just prove my point by selecting your words in such delightful manner. I really have nothing more to add to this.
Also, if you will read my post again, you will see I am not speaking "to you". I am speaking "to other people" about your statements.
Now, move along. Let grown ups talk ok?
This would usually result in the player targeted by the harassment to attack the "Green" player, turning them Red and penalizing them. Now that you've successfully stopped this person from bothering you and disrupting your game play, they return, but with a higher level character or friends and since you are red are able to kill you without receiving any penalty.
No matter what system you try to put into place people will find ways to take advantage. I think that a criminal system could be implemented into the game that rewards players for fighting criminals without much penalty beyond notoriety for the criminal.
For example, Bob is a citizen of the economy node in the area, and he collecting lumber. Frank comes along and attacks Bob killing his player and taking his collected lumber. At this point Frank should receive Notoriety and a bounty for his crimes consistent with the laws for that specific node, as well as the ability for other players to increase the rewards from their own pocket. If Frank is caught and brought to justice a player could return to that node to claim the reward.
Understanding there is a lot of trial and error that would go into a system like this but I think it would be the most immersive option. Also this would give some additional meaning to the government aspects of the node as well as could deter PVP in some areas because of a divine or economy node having strict non-violence laws.
Just pointing out how he "as soon you kill one single green player" already calls a game griefing murder box.
For me, that's funny.
And it's actually him that uses "delightful phrases" in a conversation. Shame you are blind to that.
You are not just "copying" anything.
I'm quite sure devs haven't stated anywhere that as soon as you kill one green player "game is a murder box" which IS what YOU are implying with your comments.
A. I despise griefing and ganking (easy or one sided PVP is less fun than even PVE)
B. I despise PVP by permission
C. I despise instance PVP...
IMO:
1. Players fighting players is far more demanding than fighting a computer.
2. Makes me a better player for those few times I PVE
3. PVP fights are the ones I remember forever. PVE not so much.
4. The pounding heart, tight muscles, yelling from a great PVP fight is climactic.
5. Every PVP fight is very different than the last.
6. *Making my son cry when I kill him.. priceless.
I understand some do not like PVP. I understand some PVP'ers are not moral. I understand there has to be some form of protection to not decrease the enjoyment of others in game. But I enjoy the danger of death at any moment.
*I have been killing my son for the pat 5 years in various games. He has become a better PVP'er than I could ever imagine. He does not enjoy it all that much but he never runs from a fight! He would rather play with girls than his dad and for some reason he feels female players would not like it if he killed them. But killing him is way better than grounding him:) When he wins he runs around screaming and dancing which I find amusing and will remember always. I love my son enough to kill him!
So I am just going to assume that it is basically impossible to have a civil discussion about PvP mechanics without someone getting offended.
Yea... this does not surprise me, I have seen it a dozen other times.
With that said I am curious, the players calling other players murderers, gankers, PKers, etc. What MMOs have you played/do play? I only ask this because if you have never played a sandbox MMO how do you know its going to be the way you think it is. If you have not I suggest you go play one before investing time and money into this one. This whole forum war happens every time and once the PVE players get into the game they quickly realize that all of the concerns were minuscule in the grand scheme of things.
Let me clear the air here.. Just because a player is for OWPvP does not mean they just want to go around PKing. We just like Risk/Reward.
I for one would find it extremely boring and dull to not have to worry about getting killed in the open world at all. In MMOs were all you have to do at max levels is run dungeons over and over and over is just not fun. I don't care who you are if you honestly find enjoyment in that type of game play still you are seriously living under a rock and haven't tried a newer MMO in god knows how long. And for those that still think that is best possible way to deliver an MMO you should just stop following this game all together and go back to WoW or FF, because there are a million of those games out already please do not ruin this one for the rest of us that actually want a legit risk/reward system in place.
Now this thread has completely lost its original point which was, the devs should create limited/exclusive content or implement a meta for players that choose to go full bandit.
If you don't have anything to contribute on that point alone and want to complain about people wanting to PK just bite your tongue, you all are worse than cancer.
Following the earlier conversation...
Ferryman stated that killing someone over a shirt in a store would be murder.
Gothix argued that warriors killing other would not be murder.
Both assertions are true.
But, non-combatants are not warriors. Killing non-combatants is murder.
Especially choosing to kill non-combatants in order to steal from them is murder.
Even if it's only killing one non-combatant.
Also, inference is different than implication.
Green players are just the warriors that chose not to fight back (for whatever reason, reason is irrelevant here), or that didn't have time to fight back.
Someone walks around forest and sees another warrior (same level), to prevent threat to himself, he jumps and kills him before other warrior could even react (or wished to react), so that other warrior died green. It's still a warrior kill.
Regardless of that, we need an environment that provides an actual realistic danger, meaning LIKELIHOOD that another player will attack you.
We only want to reduce griefing (repeated kills of same target), but not an occasional kills of random people.
That's why I suggest rewarding first kill of particular target, ignoring next 2-3 kills, and only after that starting to stack corruption on player if he continues to follow around and kill same target. Corruption should be target based like that. After 6 hours counter could reset.
The above would provide realistic danger in the world, and still deter griefing.
this flaging system works great, it prevents high lvl players to grief or to gank either low lvl players, or those that don't have any interest in pvp ( and i also say this again: yes scary but there are actually people that don't like pvp ... crazy isn't it? )
That said, the system does not prevent you from taking a risk and killing some one! It just puts you in a dangerous spot as its easier to lose gear up on death! TBH its one of the most honest systems out there since it caters to both pvp and non pvp folk! If you have anything against this system its clear that you really want to go the rough path which i totally get and maybe find myself doing as well!
What i will say to the OP though, if you are worried that things might turn out to be to "care bear", you might want to consider that there are 5 metro's on the map! that's potential for a lot of conflict between guilds and large alliances that ultimately will feel nothing short of working like their own factions! trust me, i see much more PvP on the horizon then you are thinking there is going to be in this game! And even more so the system will make sure that most PvP stays between these groups, rather then some non PvP player getting caught up in the middle ... which is fine if you ask me!
Just to sum up some reasons to pvp would be:
- fight for different nodes and thus different content to unlock ( bosses you might need materials from only that boss drops ) or simply because your guild had other plans for that zone
- fight over castle ownership
- fight and robe a caravan
- fight rivaling guilds
- fight over world bosses
and if all else fails you could still go on a killing spree and risk everything .... but do note that you will do it with the full conviction you can lose more then you bargain for!
Edit: for true red meta content you assume you can stay perma red, i do not think this be will possible. You could obviously insert a "pirate faction" but if you look at what i wrote above. Factions will establish them zelfs over time when the metro's are created, and politics take place! AoC leans heavy on player created content, establishing your own rival is part of that i believe!