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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
There are three states a player can be in regarding PvP.
-Corrupted
-Combatant
-Non-combatant
There are open world PvP Battlefields that automatically flag you as a combatant, and you remain a combatant for a certain time after leaving them.
If a Combatant attacks and kills a non-combatant, then they get corrupted.
Corrupted players have different kinds of corruption levels making them weaker with the rising corruption.
All players start as non-combatants. AoE's dont damage non combatants. Players are automatically flagged as combatants, if they deliberately attack another player. Non-combatants, who support combatants in any kind (heal, buff, etc) will be flagged as combatants. Combatants have the least amount of death penalty of ll three flags.
So to recap: we all start out as non-combatants. We can all turn into combatants automatically, if we enter an open world battleground or if we deliberately attack another player. Combatants can be corrupted if they kill non-combatants, which weakens them.
Yep, that is my understanding of it as well, as well as what is contained in the wiki (though this is a more succinct version).
I was for some reason under the impression that once you attacked a player, if you then targeted another player your AoE's would still deal damage to the first player if they are in range, even if they do not flag as a combatant. However, I can't find any info on this and so have to assume that I was mistaken.
The net result here is that AoE's will only be effective in open world PvP once the entire opposition have flagged as combatants.
from what I have read on the wiki this seems right and should be pinned
I personally think a few things will be done differently by players in Ashes than in other recent MMO's.
Rather than using a dungeon entrance as a gathering point (and risk attack), I can see groups forming in the nearest node and travelling there together.
That said, the biggest risk in PvP that I see is the opportunistic passer by. I doubt we'll see that many people making a habbit out of attacking others (some, for sure. Just not that many). These opportunistic players are just as likely to attack inside the dungeon as outside of it.
On some servers I can see a free for all situation happening, I guess.
But if two groups come across each ither deep in a dungeon, I can see diplomatic solutions prevailing more often than not.
I mean, when you look at the randomised respawning, all it would take to end your groups run through that dungeon is if the other group kills your healer (assuming standard mechanics). You could wipe the other group out completely, but if they kill your healer and they have to respawn, your groups run is effectively over.
I know from my perspective, if a diplomatic solution exists, I'll try to make use of it first.
Late game dungeon will probably be the fewest.
There is a lot of unknown stuff but there is for sure at least one dungeon that will be influenced by the numbers and type of each metropolis.
( the localisation of this one will have a lot of impact on the world)
There should be 5 dungeons base of each metropolis.
But for the others nodes we don't know if each will have a dungeon ( could be 103 dungeon if so )
Or if each nodes as a probability to have a dungeons withings his ZOI determined by is lvl and the numbers of dungeons in near areas , it could scale down.
But in the end the world will be a living and breathing mosaics with few fast travel where dungeons will be scattered all around.
So in the end there may not be that much players at the same time around a given dungeon and conflicts should be avoid most of the time.
Steven uses the term 'battleground' for specific content that flags people for battle separate to the voluntary flagging system that allows PvP in the open world.
The wiki doesn't include dungeons in this definition of battleground.
(Ref #2: https://ashesofcreation.wiki/Open_world_battlegrounds#cite_note-livestream-19-May-2017-45:14-2)
Yes, thats why i am reconfirming ^^
I want to know if dungeons are count as battlegrounds or not. Things change with time after all.
We have no idea if this has changed, as you say, but I hope it doesn't change from our current understanding.
While there will be a risk of PvP in dungeons even with the corruption system being applied, that risk will be much lower with corruption than without it.
The draw of an MMO for most is the PvE content. PvP is often good to have, but if PvP is preventing PvE, then all you are doing is paying a subscription fee to become someone elses content, which gives the developers an excuse to make less PvE content as the game ages.