Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Edit: @IceWindAle was it?
Aka 3 wrd story. Same type of boost
Now lets get back on topic shall we little one
First post here, Hi all!
L2 player, waiting to refugee over to AoC.
You won't find a better flagging system. Dropping gear on chance after death while chaotic works amazingly well. It sounds harsh, but it is designed to discourage griefing lower level peeps. Coupling this tried and true system with no fast travel sounds like adding Jack to Coke, perfect.
This is no way has ever discouraged PvP over prime hunting spots, or clan warfare, etc.
Rarely has there been groups of "Reds" roaming around, as they are fundamentally at a disadvantage. Reds get hunted, they don't hunt.
What Carve said about the possibility of going chaotic, if the kill shot lands in the window where the target is transitioning from flagged to normal. This is possible, but not easy to do. The "purple" name is flashing "white" at this point as a clear warning that they are transitioning. The kill has to come at the lat second of this flashing.
Now originally, in L2, you had a chance to drop gear if you died to a mob. This was removed early on. However, it was a great deterrent to bots, as at the time you could train mobs indefinitely and drop them on bots then return shortly later to collect prizes
-CS
Risk should be other players attacking you on sight everywhere because you have become notorious.
Risk shouldn't be game mechanics automatically reducing your stats, because other players are too lazy to organize and care of their friends.
It is. Just a different type of community than what you think of.
You have to realize there are different types of communities than one that you prefer.
If you can take it from me, it's all yours.
I was referring to a specific type of community, you are right. I was referring to the one where nodes will be "linked" by helping each other share goods that the other might not have. A more global sense of community as opposed to a local one. However, when your node is stuck because another has advanced too far, time for trade is over, it's all about the siege.
@Valerian, not sure how I was contradicting myself. I stated that a siege was the only way to kill other players just because they are part of another node without gaining corruption. I then mentioned guild war mechanics, but they have (as far as I know) not been posted (I didn't look though either, so if they have can someone post a link?).
There are caravans with a roaming PvP zone around them that will encourage PvP. But the caravan drivers won't exclusively be from a node you don't like (although you could choose to only target those specifically).
In addition to Guild Wars they have also mentioned friction between religions, suggesting that maybe two opposing religions will want an Icon in the same place, so that too would encourage PvP.
There will also be arena's.
I don't see a need to encourage PvP more than that, but as Gothix can testify, I am not a huge fan of PvP either. I do hope for PvP'ers there will be more reasons added as the game progresses as far as lore/story/meaningful reasons can go.
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As for the corruption mechanic I think it's a grand idea and I am looking forward to testing both sides.
@Gothix said "Risk shouldn't be game mechanics automatically reducing your stats, because other players are too lazy to organize and care of their friends."
I think that is an unfair statement. Friends might not be available. Friends might be available but engaged in things they consider more important. Assuming one of the reasons the corruption mechanic is in place is to help "lazy" players does not seem appropriate. Many could, and would, make generalizations about the corruption mechanic being needed because of unsavory traits PvP'ers might have in common.
@NoeSparks Personally I play the three word game because I enjoy it, it was never intended to be there to spam forum points, but each to their own eh?
@Tayosis ... just the one type of gear...
@Gothix we get that you dislike the corruption mechanic. sorry.
The reason the punishment seems strict is because it required to if it's to act as a deterrent for murder.
In Gun Gale Online, they apparently found it fair to possibly lose equipment worth over 2000$ in real life (super rares that few people (think 0.01%) in the server even own) upon death. Without being corrupted or a PK, just dying in a non-competition setting (tournament don't drop). It seems you can't even stats reset in that game and it must be long to level, because the bad guy of this chapter kills because he was convinced to make a bad build and now is stuck without enough STR to carry heavier guns. This in a game with legit RMT where the same guy bought a 3000$ worth invisibility cloak.
In Overlord's Yggdrasil (and presumably the new world), you can lose 5 levels upon any death (which would normally take days straight to get back if you knew where to hunt - which is apparently nowhere in the new world), and it's full-loot drop on death where world items seem more iffy (they're so OP, you might keep them on respawn).
So either the authors of those 2 didn't think things through, or they thought super-hardcore lose-everything-on-death would be mainstream in MMOs in the near or not-so-near future. Yggdrasil is said to be one of the most popular games (in the 2130s), even though it gets closed after just 12 years for no specified reason (like a sequel or a bankrupcy). I mean in the current market, a 'lose everything on death' game would only get a tiny market share from very very hardcore gamblers and pvp enthusiasts. No higher share than Eve Online compared to all MMOs.
No, and stop claiming falsehood pls.
The goal was not to make someone else's play time suck. The goal was to steal from him 20 iron that you needed yourself.
It's a game that advertises to feature a theft of resources.
Now a MMO should either, make stealing viable (not ganking and griefing, but attacking player on occasion, single time for the loot he has), without breaking your game play with reduced stats OR it should not advertise that it's a conflict base game with stealing of resources.
This question comes from my lack of understanding of the system as a whole. I know PVP is encouraged through Sieges and what not, but why is small scale PVP punished so? Or does the "corruption" system only arise when you kill low level people and camp them?
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
But instead of farming iron you kill the player. If you need the iron yourself can you just farm it?
Maybe that player farmed the last bit in the area and you don't have time, or maybe someone is being lazy *maybe* and they just want to kill the player and take it. Do you know for sure that iron will drop? We don't know precisely how loot mechanics in this way will play out yet. You drop materials, are they the materials that were most recently harvested? The ones you have the most of? Do looters get to pick?
Okay, so maybe my assumption that deciding to kill a player to take something you wanted that you either watched them collect or are gambling on them having as being intentionally disruptive to their gameplay was a bit far. But are you assuming that when they don't fight back, and you kill them, they don't think that sucks? Do you believe they enjoy it, or are neutral to the whole thing? Maybe some are.
Maybe I should have said "...which you knew would be part of the outcome" as opposed to "...which was clearly the goal." Unless you honestly believe that players that don't fight back when attacked by other players enjoy the experience.
Edit: Also didn't they say on stream you could reduce your corruption through PvE?