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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.
New guy questions and concerns
I have a question with character models, is what we saw at pax just a place holder? The characters seem very out of place from the world. Likewise when I watched a live stream the characters themself seemed out of place.
Then I have a concern around pvp. From my understanding players who kill people who don't want to do pvp get this: no gain, harder to kill the next target, a bounty, flagged red, and kill on site, and Chance to lose gear on death. That just isn't worth it. There is no gain, no balancing act. It's not like the green player looses anything other than a little time. It's not chronicles of Elyria where death is a thing.
I have a concern around nodes bringing content. Will there be a zone that always has content? If players start to track down what nodes bring what are you expecting barren zones and how do you want to prevent that in a world where people will go to a third party program?
Giving feedback on the quick time thing. I personally dislike it. But I could comprise if you A made combat faster, after all if you are doing combos it does need to be faster, and B made it more focal. In wow there was an add on called ice hud. It just moved you hp and mana bar around your character model. It was a pretty sweet add on. Take a look at that.
And one of my more cooler questions. What do you have in mind for non combat resolutions. In dnd there is persuasion, lying, disguises, it goes on. One of the things I'm starting feel about mmorpgs is the everyone is doing combat, but there are more ways to resolve problems.
Then I have a concern around pvp. From my understanding players who kill people who don't want to do pvp get this: no gain, harder to kill the next target, a bounty, flagged red, and kill on site, and Chance to lose gear on death. That just isn't worth it. There is no gain, no balancing act. It's not like the green player looses anything other than a little time. It's not chronicles of Elyria where death is a thing.
I have a concern around nodes bringing content. Will there be a zone that always has content? If players start to track down what nodes bring what are you expecting barren zones and how do you want to prevent that in a world where people will go to a third party program?
Giving feedback on the quick time thing. I personally dislike it. But I could comprise if you A made combat faster, after all if you are doing combos it does need to be faster, and B made it more focal. In wow there was an add on called ice hud. It just moved you hp and mana bar around your character model. It was a pretty sweet add on. Take a look at that.
And one of my more cooler questions. What do you have in mind for non combat resolutions. In dnd there is persuasion, lying, disguises, it goes on. One of the things I'm starting feel about mmorpgs is the everyone is doing combat, but there are more ways to resolve problems.
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The corruption mechanic to add sting to unsolicited ganking is harsh for a reason. Your assumption that the "green" people lose nothing however is incorrect. I suggest reading this closely then form an opinion.
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
Yes, on nodes always having content of some sort. Look at relevant livestreams and interviews to fill in the gaps. Currently around 30 hours of livestreams and video interviews out there, not to mention the Discord quotes and information that has been dropped and confirmed.
Combat is a core system and is being improved with each iteration. Hopefully they will get to whatever point you are looking for.
There are several "non-combat resolutions" planned and have been confirmed. Do the research and your eyes will be opened. Happy Hunting!
Nothing is stopping a player from meaningful PvP. If that resource you are guarding is really so valuable you can't bare to share then it is worth a bit of corruption.
If you are willing to kill a player that doesn't fight back, you should be willing to be killed when you don't want to fight back. As for the "easier to be killed w/ corruption" argument, you took the time to kill a player that didn't fight back and then chose to do so again and again, it's only fair you get to the point where you can't fight back, imo.
I don't think IS will release a game with no quest/content in large swaths of land because nodes are not all active, that would be weird.
As for the combat, I am hoping they don't need or allow add on's. If their combat requires an add on they failed. This will likely be remedied in the Alphas and Betas.
I was unaware of the non-combat resolution theme, thank you USE.
I undrstand the higher loot chance, but now we are doing numbers games for grinding so it isn't predictable. Sorry if I sound brutal guys but I came from eve, which is a dog eat dog game.
Here is a link to a well put together information on AoCs PvP.
https://forums.ashesofcreation.com/discussion/33075/information-world-pvp#latest
Players that don't fight back incur xp penalty and lose more resources than if they fought back and lost. As for "running back to spawn point" I didn't know they confirmed what happens when you die. A player that attacks and kills a green player gains more resources than if they player fought back, and are risking nothing during the combat.
The risk comes after you take it to completion and kill the player. You gain the reward and the risk. I am still not sure why players that want to kill green players think they are the ones being unfairly treated by the corruption system.
The argument over corruption being too much or corruption being adequate has raged on in many other threads. Those on opposite sides rarely find common ground and the threads usually end in bashing the other point of view.
But if I work for say 4 hours gathering iron only to get some on come along and kill me in 10 secs flat, that to me is game breaking. There must be mechanisms in place to help people being ganked in a node with a good level, say guards rush in our something.
Don't get me wrong I love open world PvP but I do not want to see hours and hours of grinding go down the pan because some one fancies my stuff.
That is in place to prevent people from just going around looking for other people that don't want to be involved in PvP to get an easy kill and instead go and look for meaningful fights with people that will actually fight back and probably give them a challenge that is a true honorable kill. I mean you want honor for killing someone that was just standing there or a recompense. There is no honor in that just a senseless murder.
This imo is actually good for PvPers because they want the thrill of the fight, not just a meek kill, if they were looking for easy kills they would go kill mobs, but no, true PvPers want a challenge, a fight, they want to be recogniced as the guy that killed the legendary "insert other guy's name here", not, oh look that's the guy that gets his honor killing farmers.