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.
What is left of the game for a PvE player?
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Comments
It would obviously need to be more than 5 people to take on 40, but it would absolutely be possible to take out any group or raid with half the number of people you are attacking if you are organized and ready, and they are neither.
As for being combatants or not - they likely won't be when engaged, but will quickly flag up in order to protect what ever they have on them (hence the attackers not likely getting corruption).
However, even when flagged, if you are killed there is a chance you will drop the item in question.
While it may not have guaranteed yields, players with a PK mindset will likely find it more appealing than running the content to get the items, and if enough raids are running that content it could even be more time efficient.
Even games with less penalized PvP than the corruption system offers, people aren't always actually expecting to be attacked, especially when in numbers.
We're going to have to wait and see honestly. It's impossible to know the scope and importance of PvE/PvP at this point outside of the node wars/Caravans. What I will say is a lot of what the Devs said sound like they want driven PvP and to punish griefing/harassment. The corruption system sounds like a good start toward that end. I enjoy PvP and PvE. So I'm hoping it doesn't feel either is lacking.
Get what they diserve.
The main reason I see that as they way it would likely be set up is because it would be easy to also have two players that are not grouped attack a single player, and without such a system, only the player landing the killing blow would get corruption.
It would also be all too easy for a group to stealth in, single out the tank and healers of a non-instanced PvE raid and take take them almost out, leaving it to the raid mob to finish them off. Without a system such as above, this could be done with no real consequences.
I don't expect Intrepid to have thought through details like this as of yet, but discussions like this give people in Alpha1/2 things to check.
I'm intending on being in that testing, and have my own list of things to go over - most of which I have not seen discussed at all.
This PvP system is tried and true. Vetted, and enhanced from some nigh 2 decades of experience and use by players.
You all are missing what actually makes this system work, while you piss and moan about your level of carebear. This all falls onto IS for nailing a few things correctly.
1. EXP has to be NOT easy to get. Karma is only erased with an exp loss, or "Debt" as Steve has called it. Dying should result in a loss of exp. Thus being one way to burn off karma. If EXP is to esay (I.E. - TERA, ESO, WOW, DIABLOs, SWG name your misc American made Money machine MMO of choice) then no one will care about the "Debt". Like I said, this system isn't new and this should not be a problem.
2. The economy has to work. The 2nd penalty, and what should be the bigger of the 2 to worry about is the chance of gear loss. If gear is too easy to get, this becomes less of a penalty. If gear is P2W (it wont be), then the scale tips the other way and NO ONE will risk a few thousand USD worth of gear. (Lineage 2 again is an example of abhorrent P2W where a PvP toon could easily have over $50,000 invested in it.)
When done correctly, ganking becomes a calculated exercise. Where you are balancing your emotions with how much you are willing to risk losing time and resources. Ganks WILL happen, people get heated, GEAR WILL BE LOST! This is a great thing, don't puss out and be afraid, the water is warm I promise!
And if you DO get ganked, then HORRAY!! Its time to go hunt down a chaotic player who is losing his ability to fight with every kill bringing you closer to owning their gear!
Lastly, if you cant stand confrontation of any sort, and can only enjoy a care-bear snowflake environment, then perhaps some self evaluation is in order. Seriously, look at why you would shy away from a challenge (a fictional one in a fictional world at that) and see if maybe this is a root cause of some of your RL shortcomings. We all have some.
Can't wait to gank your caravan!
-CS
Carebears and snowflakes must really ruin every experience you have. I'm sorry people that are special, or consider themselves special or non-aggressive, really grab your goat.
I think this game, being a PvX title should have things for those who wish to do nothing but PvP to do. I also think this game should offer things for those who wish only to PvE to do. Will there be limits on how much of the game either does, yes.
Everyone should be willing to do a little of both, otherwise a PvX game might not be for them.
Calling people names and trying to insult them though, that's a standard. Well done.
EDIT: I didn't play Lineage 2, I played better MMORPG's. But that's an opinion, not a fact.
And...the Corruption system does not apply to caravans.
If i have some really good resources in inventory, then i will most likely fight back and minimize the losses or i could try to run away first.
If i dont have nothing special with me, then i will most likely fight back if i think i have a chance to win and especially if the other player is corrupted already. He/she could drop something nice if i win.
Sometimes i will just let the player kill me so he/she will get corruption.
Sometimes i will bait players to attack me and then kill them.
Is the resource you're gathering also valuable/rare. Is it worth attacking another player to secure, or defending from another player, for the same reason? Risk vs. reward. Properly implemented, it could be a beautiful thing.
No risk of Corruption at all.
Though, I imagine there will be more PvP over resource spots, than actually looting resources off of a defeated opponent. lol Who knows. All depends on what motivates that individual.
Second, caravans - especially ones of high value or travelling a long distance - will have multiple player guards. Whether mercenaries, friends, guild members or what ever, few people will load their riches in to a caravan and travel with them without having some form of protection against at least a handful of players.
Then there is the assumed requirement of taking that caravan that you just won to a node where you have the infrastructure to use, store or sell it. While we don't know for sure that this is required, I can't see any other realistic way for transfer of teh resources to happen.
I'll be interested to see if players will fight over resource spots much. My initial impression is that since players can't hold a whole lot in terms of raw resources on them at a time - requiring trips to mass storage to drop them off quite often - I'm not sure if it's worth it.
Castles have to use caravans to build up their defenses each week, so should be fairly easy to focus on those if you want to raid caravans frequently.
We will know which of those villages have to receive the necessary resources each week.
If you're in a guild, you should be set.
And, if you're not in a guild, it should be fairly easy to start one dedicated to raiding Castle caravans.
If taking over a caravan of resources gives the attackers a writ, that writ obviously needs to be turned in for a reward. There are two possibilities at this stage - the writ rewards the player resources, or the writ rewards the player with something else.
If turning in the writ rewards the player resources - then the most efficient way for people to move resourced from one node to the next is to have a friend attack their caravan, and just take the writ to where they want the resources.
Even if the reward were less resources than the caravan contained, due to this potentially being much *much* faster (can carry multiple writs on you at a time), even if the reward were half the resources the caravan contained, this may still be preferable to actually running a caravan.
On the other hand, if the writ rewarded the player with something else, then it means fighting for a caravan is no longer a fight over resources - as you don't stand to gain resources.
Neither of those situations seems overly favorable to me.
On the other hand, a writ system may need to be used on quest related caravans - assuming those quests aren't simply "take a caravan full of resource X from node Y to node Z. If they are actually quest generated and don't contain resources, then a system akin to writs would be the best way to reward players for taking them over.
To me, some context about that comment would be helpful. Do you happen to have a quote on hand for where Steven said this? Or perhaps, if we're lucky, @UnknownSystemError may have one.