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PvP Battlegrounds in Ashes

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Comments

  • Eroenne said:
    Oh ok,  I was under the impression that anyone could show up at a siege and fight but only the ones signed up to defend or attack could scribe and take the castle.  
    I believe you are correct. 
  • PVP, in Ashes, holds meaning and weight.  so I'm not sure how outside of training areas , instanced PVP would do anything but detract from that as people flock to the safe option.

    Instanced PvP is an entertaining hobby among many PvP players that has the potential to evolve towards an e-sport if the game play is compelling enough (to paraphrase Sharif).

    Arenas will have ladders, and perhaps will even award titles and achievements.

    What arenas will not have is the lucrative financial rewards associated with open world PvP like caravan assaults, skirmishes over valuable resources,  and looting during sieges. Nor will regular arenas have a massive in-game impact like guild/node wars and sieges. As such, I feel that open world PvP is compelling enough to entice participation whether AoC has compelling arenas or not. I do not feel that we need to remove PvP options (and thus make the game unattractive to a significant number of PvP players) in order to bolster participation in open world PvP.


  • PVP, in Ashes, holds meaning and weight.  so I'm not sure how outside of training areas , instanced PVP would do anything but detract from that as people flock to the safe option.
    Plus the idea of physically removing players from the open world and transporting them to some small scale (other dimension) pvp battleground is so immersion breaking. Its been done already so many times. Nothing makes a world feel fake like invisible barriers, small zones and players disappearing randomly as they accept queues to battlegrounds.
  • Dragnon said:
    Plus the idea of physically removing players from the open world and transporting them to some small scale (other dimension) pvp battleground is so immersion breaking. Its been done already so many times. Nothing makes a world feel fake like invisible barriers, small zones and players disappearing randomly as they accept queues to battlegrounds.

    From what I gather, PvP players will have to travel to certain locations in order to participate in arenas. Perhaps it will be certain nodes with the right infrastructure, or perhaps there will be more than location from which players can enter arenas. I don't believe that those details have been released (or even finalized, really).
  • No instanced PvP please. Arenas are fine to instance though.
  • Hazard_89 said:
    No instanced PvP please. Arenas are fine to instance though.
    You don't want instanced PvP (except of arenas)? That's exactly what you get ;)



  • c0ug4r said:
    Hazard_89 said:
    No instanced PvP please. Arenas are fine to instance though.
    You don't want instanced PvP (except of arenas)? That's exactly what you get ;)





    Woo! The more I learn about this project the more it sounds like my dream MMO! Oceanic servers. No P2W! Leaning away from instances when I feel it's important to.

    Amazing. Thanks for the links!
  • Nefelia said:
    Dygz said:
    Seems to me that's what castle sieges and caravan raids are for... scratches the same itch.
    Node sieges (as well as guild castle sieges) have long cool-down periods, and assaulting caravans would get monotonous without adequate variety.

    I've said my piece. We'll see how the mechanics play out in the Alpha/Beta stages.
    Node sieges have relatively long cool-downs, but each world has tons of nodes.

    Castle sieges don't really have long cool-downs. It's a four-week cycle, where each week the attackers will be raiding associated caravans to prevent a specific castle node from reaching it's max Stage. (Stage 3, I think).
    And there are 5 castles in the game.
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