Glorious Alpha Two Testers!
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.
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
Sorry to say, but honestly this game isn't a fit to you then. There WILL be fights in a world, and you WILL get killed eventually.
If you can't deal with that, you'd better not even start playing.
Would like to see standarized pvp gear for arenas. Arenas are so competative that small differences in gear can make huge differences. The way Guild of Wars did it is pretty good but could possible make a better model.
PvP sure, if optional and done well. PvP open for anyone to be attacked? No thanks.
Eggonomicon
I also think it's important to have systems where non combatants can contribute. Crafting, building and repairing structures within the "safe spaces" inside the city walls. That way a player who builds for group support and not solo play aren't forced into the wild where they won't stand much of a chance.
As far as civilized goes that is just not what a video game is for. It is adventure and danger. If done right every step you take should be exciting whether you are exploring the unknown or bringing your goods to market.
For example, if you run into some sort of rival trade guild poaching on "your territory", arguing and breaking out into a fight is much more realistic than staring at each other and emoting rude gestures. I like that feeling of nervousness and hesitation, wondering who will strike first or if the fight can be avoided.
That and it encourages taking a party with you instead of always going solo. It'd be fun to find some mercs in a tavern looking for work. If I need mats from a cave, I probably want to take a tank, dps and some heals cause who knows what's in that dark, scary place. >.>
Yes, you'll have gankers on occasion, but I believe IS is putting in ways to deter camping players. So you get killed by a player maybe a couple times per week, considering everything you can manage to do beyond those few instances, doesn't seem all that bad. And there will hopefully be enough pvp type events happening in world to satisfy their thirst for epic battles. \o/
**And when they're satisfied with battle, they can grab some grub, a pint to drink and rest up at my inn~.
Trying to cover that up with...well players must be forced to engage. No! Thats you trying to project your own personal PvP preference in a PvX game forcing other players to play in a way that you want when you want. Its a form of entitlement.
So I am happy for the corruption system. It steers players away from unsavoury and selfish mentalities and forcing them into a communal way of playing. Where PvP combat is required and demanded in the right place and at the right time.
Griefing is not one sided combat, griefing is killing a player multiple times over for no other purpose than to make him suffer.
Killing player one time to get resources he was carrying, even if it was one sided, is NOT griefing, that is still a meaningful conflict.
Lmao, taking your competitions resources is quite meaningful in PvX context, even in PvE context.
I'm actually not sure if you are just trolling or what.
Regardless, the problem previous games have experienced with PvP is that it turns into PPPPPvP and the professionals win.
Collaboration will be just as viable as competition.
If this was a PvE game, then it would be safe to say no.
Murder is a poor comparison, I think mugging is more apt. Few people would like to be in a situation where they can get jumped at any moment because nothing negative will happen to your attacker. Thus the corruption system.
If the corruption system makes the game a PvE game in your opinion then you disagree with me (which doesn't matter much) and the makers of the game. I'm not interested in which of us is right on the meaning of PvX because that won't change how IS produces the game.
...they say:
- each second you cut the grass your lawn mower has increased chance to break down completely, the longer the period that you have cut grass the breakdown will be more devastating if it breaks, costing you more money to repair, cause more parts will be lost
- the only way to minimize the risk is to not cut grass at all, and rather live with your grass in harmony, or cut grass only 30 seconds at a time, and then turn lawn mower off for 5 minutes and polish it to remove corruption from it
But you know, this lawn mower can cut grass amazingly, and you should buy it!
Then one customer says, but wtf... I want lawn mower to cut grass... it's a lawn mower for christ sake! If you promote lawn mower then sell a damn lawn mower in the way it's intended to be used!
But other customer says to the first one, stfu, I love grass, and love it to grow, i will buy this lawn mower and use it so grass can grow over it on it's handles and be even taller. You are stupid for wanting to cut grass with it, you are just a griefer.
This is what analogy for AoC will be if IS promotes it as PvX, but then punishes each occasion of PvP in it, even meaningful attacks for resources.
As long as part of users can say, I want to be green and not have PvP part of PvX forced on me, as long as they can do that AOC IS NOT A PVX GAME.
And they are not punishing every PvP encounter, they are only punishing one type, where one party is unwilling and not in a PvP area. Is that scenario really worthy of so much concern?
I'm curious as to what the difference between a PvP and a PvX game is for you? Because surely you can't call AOC a PvE game at this point.
PvX = PvE + PvP and their full forms, so full dungeoneering, full gathering, full crafting... + full PvP without restrictions
PvX is not restricted PvE + restricted PvP
PvX is full PvE + full PvP
What bunch of you is asking is for PvX to be full PvE + restricted PvP
and Full PvP means there is NO "unwilligness", you are open to PvP and you need to deal with it, rather then asking for game mechanics to protect you by punishing others for engaging in PvP with you.
I do agree that IS can try to restrict "griefing" a notch (even if I myself wouldn't restrict it, I would leave it for community to handle it).
However one sided attack is NOT griefing. Griefing is following one person constantly over long period of time and killing him repeatedly for no purpose other then to kill him. THAT is griefing. And even that shouldn't be handled by game mechanics but ok... for that being handled by mechanics, I can live with that.
But to ask to punish each instance of one sided attack (even meaningful, for resources) to be punished is complete BS (i'm sorry to say), and completely lame.
If you are playing "PvX" game you do not GET TO be "unwilling" for one half of it. You need to "deal with" both PvE and PvP.
If you're trying to pull in the PvE crowd and the PvP crowd this system seems a fair compromise. Most of the community seems ok with it.
Is ganking unsuspecting carebears really that fun anyway?
This sounds good, i lold.