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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
mute would work, or an ignore list, but i find those fill up rather quickly just from blocking goldsellers -.-;
In a more closed down world/system. Your actions reflect on you. If you become known as someone who is simply toxic, and dis-pleasant, the playerbase itself will rise up against you.
But there will be GM's and a report button would work fine imho. If someone gets a lot of reports in a short amount of time, it's not a waste of resources for a GM to look into it. Timestamp+logs make it easy to track down.
Thoughts?
But I'm not the world's biggest fan of only muting, the toxicity is still there, it's just then only players new to the world that get hit with it all in one go when they first log in...
Just make it a little interactive, if someone gets caught stealing, in any world, they'd be executed or put in jail. Here, you get put on a player's watch list. Node A might know you're a thief, but Node B does not, and why would Node A care if you steal from Node B?
I'm also hoping that covering ones face might stop people from recognising you. Or any guards, at the very least.
So is there any way you would suggest to prevent 'visitors' flaming or spamming chat?
I have to suggest that this is a potential problem that is unlikely to be addressed in a stand alone way, largely because it would most probably result in negative consequences for those travelling to different nodes for legitimate reasons....ie caravan transport, Just new to the area and needing directions / information...
There is one exception I can think of. And it's all player driven.
Say I'm a trader, I live in Node A.
The products I obtain in Node A are needed in Node B. I travel there, to sell my goods. Eventually people may start to recognise me, and give me a sort of citizen pass (I can't think of a name, so bare with it, please).
I can now advertise my services in Node B.
Should I choose to abuse this privilege, the mayor of said Node (Or one of his underlings, depending on how deep the system is) can rescind the citizens pass. Making me unable to speak or indeed read the channel once again.
This can also apply to thievery. If a thief from Node A is caught stealing from Node B, the mayor can revoke the Thief's visitors rights, which makes the guards become hostile towards the thief.
If a mayor sets no visitors as a default, just to be safe, his city will suffer, as he will be without trade. Which is why I hope, no nodes has natural access to all resources.
Also, they have already said they each node will be different, so heres to hoping you are correct and that each node will be forced to interact with others! That would literally kill the game for me if I could be self sufficient. If I could, I would because lets face it, I code with computers and play with dirt because people are mean to each other.
If they are talking about people travelling to other nodes to get resources, then it is up to the populace of the affected node to stop that behavior. @Ariatras no node will have natural access to all resources. The way it has been explained is that resources will spawn in the world, be able to be gathered, then will despawn and reappear in a totally random location in the game map. Not the node map, the whole game map. So while a node may have a kickass silver node that everyone is mining as quick as they can before it runs out, once it is gone, it will poof and reappear somewhere else. Maybe next door, maybe across the game map. If you are thinking of games like WOW where you would run to a copper node...give it a few whacks, then run on to the next, rinse/repeat to only come back to the original node you had first mined 5 minutes earlier to start the whole loop again, you are in for a surprise.
I was just mentioning it as a possible solution. One I would find cool and intriguing.
UnknownSystemError said: Thievery isn't in the game, you're right, I forgot that was mentioned. But the game itself would lend itself well to it being in, possible expansion, perhaps.
Also, I didn't think for a second it would be like WoW.
Resources are more than just mineral nodes. There's also herbs and stuff.
Some herbs may only grow in desert areas, others in snow ones.
What I was trying to convey is that.
Node A, located North of the map, simply by geographical location does not have access to certain resources, just like other nodes don't. If stuff just spawns at random, as you suggest, trading isn't really required, chances are, it'll spawn in your node before long.
edit: "Thievery isn't in the game, you're right, I forgot that was mentioned. But the game itself would lend itself well to it being in, possible expansion, perhaps.
Also, I didn't think for a second it would be like WoW.
Resources are more than just mineral nodes. There's also herbs and stuff.
Some herbs may only grow in desert areas, others in snow ones.
What I was trying to convey is that.
Node A, located North of the map, simply by geographical location does not have access to certain resources, just like other nodes don't. If stuff just spawns at random, as you suggest, trading isn't really required, chances are, it'll spawn in your node before long."
Yep, they very well could add it further down the line. Be a couple years after live launch I would imagine. Sort of like how long it took ESO to add it.
Until we get more info we have very limited Jeffrey statement to go off of on resource clumping, but I agree. They did mention that certain crops would only grow in the underground, so maybe we will see geographic resource clumping both above and below ground, and underwater, since that content was unlocked during stretch goals.
I was talking more about when people pvp you and take stuff In any event, whatever kind of 'thievery' is made allowed, it will happen. There are just those kinds of people ALL OVER MMO's.
Limiting chat and censure of any kind just reeks of dictatorship regimes and should not in any way be implemented into Ashes of Creation.
On a serious note. I would love to see that when a person is ignored by "X" number of people they are automatically unable to join a group those people are in. Eventually they might actually feel their isolation.
As long as people wouldn't abuse it and mass ignore PvP players for just playing the game and attacking them, rather then using it only against chat trolls.
Guild alliances might also abuse this to prevent people from opposing guilds join public groups in mass world events.
These are just 2 examples I can think of. Might be more out there.
I guess I will just leave it at "When the cops get bigger guns, the robbers get bigger'er guns."
EDIT::: typo, and spelling error
Disabling chat for people who haven't done anything wrong at all seems a bit unfair. It also damages the game, disabled chat was what initially turned me off WoW during the free trial.
I'll make a world chat simulation to make my point a bit clearer.
Case 1: Toxic
[World]xXBestMageXx: OMG, I got a legendary!
[World]l33tPvPerPRO: S**k it you RNG carried inbred!
Case 2: Toxic
<Server wide notification> "Gandalf156 succeded in enchanting Epic Silver Staff to level 20" (assuming 20 is max)
[World]l33tPROWarrior: P2W cuck!
[World]RandomChild: P2W!
the masses follow..
[World]Bilbo: P2W!!
[World]Kirito: Credit card opennn!!!
Case 3: Proper human behavior
[World]HomerSimpson: Wow, I just dropped <insert name of best in slot armor>!
[World]Obama: Omg, gratz!
[World]DonaldDuck: Wow, nice!
[World]Kirito420: gz
Case 1: Toxic
[World] PvPJohn: Yay! I just collected 1000 kills achievement!
[World] ProCrafter: S**k it as****e, go die in pain!
Case 2: Toxic
[World] LeetWarrior: Hey guys, where do I find arena in here?
[World] Gatherer4Life: Where your mama found lots of *****!
There.