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.
death penalty and toxicity
Irohnic
Member
Hey guys I know the death penalties have been discussed a bunch, so I'm not trying to start another thread saying they should be higher or lower, I was just wondering if you guys worry at all that the death penalties will cause a lot of toxicity in group environments (especially with randos as opposed to guildies). I've seen people get so toxic in classic wow if they die and lose their world buffs, I really hope that sort of thing doesn't become commonplace in AoC. I might be down for death penalties to be shared among the whole group, so that roles that tend to die a lot don't take more of the burden on all the small deaths where the whole group doesn't wipe but one or 2 die. Regardless, how do y'all plan on handling those sorts of issues? Just blacklist toxic players from your groups?
0
Comments
This would just make toxicity worse lmao. You think the toxic players will just sit down and take it when you die but they have to carry the consequences of your screw up? Hell no. They will preemptively kick everybody they deem a noob to protect themselves. Personally, I'd do the same. Why should someones else gets punished if a player can't stay out of the red.
There is an easy solution to group toxicity: Don't play with toxic players. There is no dungeon finder, its your choice to group or not group with them
The closest to this will be node citizen channels.
I'd also support a single (mostly) unmoderated channel you have to opt-in. Call it the corrupted channel
This would channel toxicity into those channel while 95% of playerbase experiences less, as all people who want to insult each other would go into the unmoderated channel to do so.
Nahhhhh that won't work. The whole point of being toxic is "I get to spew insults in your worthless face whenever and for whatever reason I want. Your feeling and what you say doesn't matter, it's I who matters". People who have the decency to confine their insults to a specific channel u~sually aren't that toxic.
Anyway, I guess blocking & blacklisting & kicking toxic people (in short, don't play with them) are the only measures that can be taken against them. Given the nature of Ashes (encourages player interactions, localized grouping, and with no group finder), sooner or later the reputation of the toxic players would spread, and~ they can either learn their lesson and change their ways, or go play by themselves.
Also do death penalties affect your character power? That would be extremely hurtful for any part of the game
― Plato
I really dont mind this because I have better things to do than the 'I just love waiting behind a tree and ganking people as they go by." Type player.
― Plato
I actually think it'll be the exact opposite, in the games I've played with the player freedom of AoC I've seen way less toxic behavior from the players because they could be killed for acting stupid, if they make a name for themselves as hapless annoying dopes many people will just kill them, exclude them from groups, guilds etc. They can play the game on solo mode with a lot of enemies.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
ya this! I should have been more specific in the OP, but this is kind of what I was looking for. Does anyone plan on going out of their way to PK/grief toxic players or is the best solution just to ignore them to not play into their games. PK'ing people after they were total jerks in your group sounds so satisfying
― Plato
https://www.youtube.com/watch?v=Uv42pZlCKOs
If you are a prick to everybody eventually you will be alone, I think.
1. It takes considerable time to get to max level and powerful
2. There's no sharding. You'll know who is in your realm and who is consistently a dick...those people will become social pariahs.
3. There's huge amounts of distance in the world so those that are always in your area will be recognized and travel to a new node is an easy way to avoid them.