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
I was never trying to equate the two, I was just pointing it out that players can be affected without direct conflict.
This is one of the main reasons we have the corruption system. It is there to give us the option to fight in these situations if we think it's worth the risk. If my group is farming an area and someone roles to try to take our spot, it gives us the option to fight them off.
This game has a core element that is based upon Risk vs Reward. Risk big, you could have big reward.
To be frank, if the thought of risking getting ganked while farming is enough to make you not play this game, then ok. Totally cool. There are plenty of other games that are low risk you might enjoy.
But AoC is about dynamic conflict.
It's not going to be Stardew Valley.
And for that, I'm glad, because there are a million games out there where you risk nothing ever. And they make me zzzzzzzz.
I totally agree. In so many MMO's, griefers can work off their corruption with little effort. In BDO you can even have a PET buff help decrease your corruption! The devs said just this week on the Webcast that the only two ways to lose corruption are (1) death and (2) a "real time sink" series of quests.
In other MMOs yes, but in this one, a griefer's attack ability falls dramatically upon killing a non-flagged player, and even more so if there is a large level difference. In no time at all, the griefer will become unable to do any damage. Steven is really sincere and determined to dispose of griefing in this game.
How about an Aquarium type thing with lots of Caskets with windows so I can watch my enemies rot? Sell those?
If PvE players are taking part of RvR then they are PvP players. You can't just call every crappy pvp'er a pve'er. The only time there is "professional" pvpers is in ranked and open world isn't ranked.
PvPers only do two things... kill other players and get killed by other players (unless there are objectives). So unless a PvE'er does something to directly affect that I don't see how it is possible to affect PvP gameplay. The only thing I can really see is PvE elements affecting PvP. Such things as in class balancing, leveling, gearing, and any other changes made for pve that would change how pvp is done.
Also, you know what, I've seen plenty of times that PvE was changed because PvP wasn't balanced so looke like that one would be moot.
I want to assure you this game is not ONLY pvp. Steven Sharif vision is not to make this game for pvp players but to make a challenging game. That does include the pvp element to be apart of the game. He has spoken on multiple occassions about playing Lineage 2. As a former player (several years) that game was very VERY PVE but had the same element of "pvp". you could fight anytime anywhere, even in town but a guard would drop you so quick lol.
The penalty for pvp/ganking/player grieving will always prevent the mass populous from turning to evil every chance they get.
I would like to finish by saying i have played 100% PVE games where people harassed me just as much as PVP centric games did. They had to get creative but it happens. There is going to be soooo much PVE in this game.
Being ganked for a short time vs organising a trade run around your work schedule and delaying it for days because a certain trade route is monopolised/overused, only to end up with 50% of the money you could have made in an ideal situation. Apples and oranges, and I've known players who would say either one could be worse over the other.
I think the main thing, like others have pointed out, is that griefing is controlled/heavily penalised so it just doesn't ruin the experience for people.
Your example has two flaws;
1) You will spawn randomly if killed while corrupted, so you and your buddies won't, theoretically, just be able to find each other before someone else finds you.
2) Resource spawn points migrate when exhausted, so you will also have to eventually find another resource spawn point.
I could say a 3rd flaw is how ridiculous it is that players would want to spend more time killing each others alts than playing the actual game, but some idiots will do it I am sure. I mean, they pay the same sub rate so let them.
Your post has merit, it just didn't account for two things that have already been confirmed by IS a few times.
Until we are in a position to test out the full corruption system in game, we are not in any position at all to assume that the above would even be possible.
One very simple solution to many potential loopholes that I hope (though have no way of knowing) Intrepid consider is making it so that corruption can't be removed from a any character on your account if it is killed by a character that is on the same account as any guild members of any of your characters, and also limit the corruption reduction from occurring due to kills from characters from the same account.
Another potential solution would be to make any items you drop fall in a nearby random location, rather than drop right at your feet. That way, even if you have friends kill you to remove corruption you are still triggering the drop chance of items, and are not at all guaranteed you will find them again.
Again, until we see the actual details of how Intrepid set the system up, we are in no real position to make assumptions.
I don't deny people have unpleasant experiences, but I feel a good solution isn't to prevent these 'unpleasant' things happening - it's to play with the right mindset and expectations that "sure, there will be frustration and challenges, ups and downs, but that's just all part of this living, breathing game world...I'll just work hard and get rewarded in the end, even if some stuff happens along the way".
Exploitation of the corruption system is pretty dangerous, but in the last stream they answered a question about anti-cheating
http://www.aocwiki.net/Ashes_of_Creation_Livestream_2018-6-4#What_plans_do_you_have_for_a_thorough_anti-cheat_system.2C_especially_with_the_economy_being_so_ingrained_into_system.3F
Basically they won't tell us how they catch cheaters, I'm guessing AI. Alot will be automated.
Every game always has exploitable loopholes and they are almost always found and closed.
What people who are against non-consensual PvP combat are talking about is a response to objective set-backs caused by other players. Loss of items, significantly delayed progression, etc.
And, where you might be able to list ways that loss of items and significantly delayed progression could also occur from PvE, PvEers would probably agree with you that those options should not be possible in the game either.
Saying that ganking is a normal part of sharing a world is like saying that slavery and muggings and murder are normal parts of sharing a world.
"If you didn't want your car stolen, you shouldn't have left it where it could be stolen - if you don't like it, don't own a car. Sometimes your car might get stolen. That's life. Nothing to complain about.
People have always owned slaves. Nothing wrong with that. That's life."
It's sad that so many feel or think the "taking" of anything for their pleasure alone at the expense of another is supposed to be the norm.