Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
The game will be built to stop griefers. Dont like being punished for your griefing...dont play. Lots of other games where you can get your rocks off
You don't lose exp, you gain negative exp, and if this ever became an issue, they could put a cap on it. The resources you lose are only the ones you are carrying.
If a person is being picked on by a group then they have to find other players to back them up or join a guild. There will be white knights hanging around that are willing to help
This also goes 2 ways. If there is a group of players running around picking on people, it won't be long until they will piss everyone off and the node/region is against them. The hunters will become the hunted. Not only will people hunt them, other players will not want to group with them.
Bounty hunters can also play as a group.
A team of practiced up guildies form up and go bounty hunting.
@McStackerson
Pedantic but accurate. So replace professional crafter with professional gatherer. The problem still stands.
And that the thing...they arent out doing combat ...the gankers are
You can not ruin PvP for everyone just to punish gankers (and again, ganking = killing lower levels).
one person not wanting to fight = his own problem
You are playing (as IS stated) CONFLICT BASED MMO, so either accept conflict, or go play something else.
And NO conflict isn't only MUTUALLY AGREED UPON conflict.
Not difference in people agreeing with you, but difference in people seeing easier what parts of text you wish to point out.
I am a PvP player just as much as a PvE player.
So dont assume my motive is being a carebear.
I spent most of my time on the plains of Cyrodiil in ESO having a scream in spite of the game crippling lag when 50 people showed up and the Meta switching OP builds they thought they would rotate rather than fix.
Through broken beta right through to the great rng box and free2play deception.
So really...dont even go there.
This is not a PvP server anymore than it should be a PvE server.
Is there conflict yes. And ?
You cant flag on party, guild, alliance members...oh look no PvP there.
You cant attack people in their houses....oh look no PvP there.
Anywhere other than caravans, castles and sieges is conditional PvP and not unconditional PvP.
Look I get you want a no holds barred PvP server. But it aint gonna happen.
In a fully inclusive game you need to have an RP server, PvE server and PvP server all mixed in so that people can try areas outside their comfort zone....and encourage them to do so....not force them into it.
Separate PvP, PvE and RP servers will never ever allow nor encourage people to step out of their comfort zone and try something different because the server doesnt allow it.
You force people into doing something they dont want to do, all you will do is drive them away.
Thinks about it. Do you really think the PvP population is increasing or decreasing compared to PvE ? The only way the PvP population is going to get new blood is by converting PvE players to PvP. So really, stop being part of the problem killing PvP and start being part of the solution. You aint doing me any favours as a PvP player.
From what we know, there is nothing preventing people from forming vendettas or targeting people and that behavior will most likely be part of the game. This may sound weird if you have only played pvp games with the red = dead mentality but feuds between players will add context to pvp and fuel conflict. As time goes on, you will probably be attacking people because of either the guild they are from or the node they are a part of.
Yes, there will be trolls but as i said before, the knife cuts both ways. Trolls will appear, piss people off, and be hunted until people forgive them or they leave.
This is MMO, play with friends and then your chances of survival are better. Heck, you may even notice you gonna be able to rekt others for some of their own resources.
Perhaps being corrupted keeps you from using chat, mail services, etc.... Make it an actual punishment so you will wanna look twice at the targets level before you start wiping the floor with them.
Make it an actual incentive for people not to remain green, so they will think twice before playing PvX game in PvE mode.
And that's the reason for AoC to continue the same mistake as those other MMOs you are talking about?
As I recall IS said they wish AoC to be different.
The reason you can't name such a game is because it is not financially feasible.
This game will not take the provision of enjoyment for players out of the hands of the developer and in to the hands of a few players - which is exactly what your idea of a PvP game would do. It would be a complete mess, where only people in well organized guilds that spend 8+ hours a day playing will find any enjoyment, and everyone else will simply find another game to play.
Intrepid's job in relation to this is to provide a system under which a player is able to attack another player at will, but where unless there is something tangible to gain, the player will likely chose not to do so.
Your ideas would work fine in a non-persistent world, but would fail miserably in a fully persistent MMORPG.
This game will be different, but not in the way you are wanting. If that is your expectation for this game, you will be disappointed.
Even ArcheAge had periods of war to counter periods of peace.
Even BDO had guild war system (that you could proclaim one sided, without mutual agreement) to counter for it's karma system.
Ashes of Creation has nothing. It has corruption system, but it doesn't have guild wars that can be activated one sided to counter for it.
So AoC is tailored towards PvE player and NOT towards PvP player or even towards PvX player as they like to claim.
AoC is more tailored to PvE than to PvP, absolutely. However, PvE players still need to participate in caravans, opening themselves up to PvP. This in itself makes the game PvX as PvP becomes a necessary part of the game - and that is totally ignoring all other aspects of PvP in the game. It may not be the PvX you want, but it is still PvX.
Archeage is an interesting example of a PvP game. 18 months after launch there was more forum PvP than in game PvP, as all the PvP guilds had their own server. The only meaningful PvP that occurred after that point was when servers merged - not a great argument to make for the viability of PvP.
Interestingly as well, the Archeage PvP system seems to be what is being used as a base in AoC for PvP - they are simply refining it in an attempt to deal with the obvious flaws it had.
As for BDO, I played it for about 6 months, decided that while it was good I didn't really like it. In that time I never even saw a PvP fight, let alone participated in one.
In games with lighter penalties (basically every recent game) griefers can and do harass players all the time, and there's no good recourse for the victim. Yes, others could come help kill the griefer, but now one griefer is wasting 2+ peoples' time for the same amount of effort. You're just helping the griefer troll by showing up to kill them.
I'd much rather occasionally die to a griefer, take a loss, and then have a good time stomping them out of existence (or at least back to recover their losses) than be faced with the choice between either running away and letting the griefer win, or waste my time fighting repeated pointless battles they have no incentive to give up on.