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Combatant Opt-In

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Comments

  • Good discussion. Unfortunately, having "non-Combatant" (green) status, is an option to PvP, or not.

    If two groups, come across one another, someone is going to have to flag, to attack. Wether the defenders choose to retaliate, or not (watching friend die), is their option. If all are purple (combatant), game on! or not.
  • This is already in the game. Turning PvP flag on and off is already there.
    At 1:16:00 they summon people to the dungeon and talk about people being flagged for PvP. The start telling people to turn the flag off.

    https://www.youtube.com/watch?v=fkwaYLOuw2s

    lol what? Thats silly.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • Tyrantor wrote: »
    I've been really thinking about how the Corruption system is going to play out and it just seems like an annoyance from a group/guild pvp perspective. What I mean by this is, in the event there are mutual parties roaming for PvP it seems unfair or simply just out of place that the corruption system may play a part in this combat in a negative way. For example if two groups of 16 players are looking for combat and the first group stun locks a target or multiple and they die before they can "fight back" to initiate combatant mode this will cause corruption for 1 (or multiple) players in addition to added death penalties for the dead player(s) - all while it was the intention of all parties involved to engage in combat.

    I would like to propose the option to OPT IN to combatant mode at any time to welcome PvP and avoid non-combatant death penalties due to stun lock, low health or other circumstances when being killed by another player.

    I really can't see a downside to allowing players to opt-in at will for PvP content. I know for a fact I would likely prefer to be in combatant mode for almost all game play, though if for some reason I didn't want to be I could toggle it just like the heal mechanic to avoid the corruption thing.

    Can anyone see a reason not to allow players to opt in to be flagged combatant at will? I would suggest it has the same "cool down" when toggling it as stepping out of normal combat would, what ever that ends up being (2 minutes, 5 minutes 1 hour etc).

    This is already in the game. Turning PvP flag on and off is already there.
    At 1:16:00 they summon people to the dungeon and talk about people being flagged for PvP. The start telling people to turn the flag off.

    https://www.youtube.com/watch?v=fkwaYLOuw2s

    While I believe an optional flagging feature makes sense, I don't think pre-alpha footage is definitive proof of such. It could very well just be an option they have given testers in the mean time because they haven't fully developed the auto-flagging system yet. If anyone knows of verbal confirmation of voluntary flagging from Steven or any other devs, a link/timestamp would be appreciated.

    To contribute to the discussion, large scale pvp leads to alot of zergs and insta-kills, that's just part of the tactics. If such pvp is consensual it should not contribute to corruption but without an optional flagging system there is a very good chance it will (people will die before they are able to get even one weapon swing in). Not having optional flagging could lead to some pretty immersion-breaking moments where you have members of your own raid dropping group and attacking eachother so they can get flagged before the big fight with the enemies. It makes no sense not to give such a basic feature when you can easily just take a quick swing at a friendly to produce the same effect as voluntarily flagging.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited October 2020
    Bricktop wrote: »
    Noaani wrote: »
    Tyrantor wrote: »

    Noaani Would you care how to explain how this would change the game for you? What exactly do you think this changes in the flagging system other than people walk around purple instead of green?
    It isn't how this changes the game for me, it is how it changes the game.

    This change would make it so people think this is a game where roaming around in groups looking for PvP is encouraged by the game developers.

    This is not currently something they support, as they want PvP to always be meaningful. Roaming around in a mob actively looking for others to attack is not meaningful PvP.

    This change would alter the feel of the game more than instancing 50% of the games content would. It would mean the game needs to drop the notion of being PvX and label itself full PvP - as the difference between these two is that PvP in a PvX game is done for specific reasons, while PvP in a PvP game is just done for fun.

    If you want a game where you can roam around the open world PvP'ing for fun, Ashes is about as suited to you as it is to a player that wants fully instanced raid progression.

    It's absolutely hilarious you put roaming groups looking for PvP fights on the same level as instancing half the game. You understand that's completely delusional right?

    No it isn't.

  • BricktopBricktop Member, Alpha Two
    edited October 2020
    Noaani wrote: »
    Bricktop wrote: »
    Noaani wrote: »
    Tyrantor wrote: »

    Noaani Would you care how to explain how this would change the game for you? What exactly do you think this changes in the flagging system other than people walk around purple instead of green?
    It isn't how this changes the game for me, it is how it changes the game.

    This change would make it so people think this is a game where roaming around in groups looking for PvP is encouraged by the game developers.

    This is not currently something they support, as they want PvP to always be meaningful. Roaming around in a mob actively looking for others to attack is not meaningful PvP.

    This change would alter the feel of the game more than instancing 50% of the games content would. It would mean the game needs to drop the notion of being PvX and label itself full PvP - as the difference between these two is that PvP in a PvX game is done for specific reasons, while PvP in a PvP game is just done for fun.

    If you want a game where you can roam around the open world PvP'ing for fun, Ashes is about as suited to you as it is to a player that wants fully instanced raid progression.

    It's absolutely hilarious you put roaming groups looking for PvP fights on the same level as instancing half the game. You understand that's completely delusional right?

    No it isn't.

    Yeah it is pal. Instancing half the game and putting gear in those instances completely changes the entire vision of the game. Flagged groups of people roaming around looking for fights while they are looking for world bosses or caravans or whatever else changes absolutely nothing about how the game will be played out. I'm genuinely surprised you could make that leap.
  • TyrantorTyrantor Member, Alpha One, Alpha Two, Early Alpha Two
    Irohnic wrote: »

    While I believe an optional flagging feature makes sense, I don't think pre-alpha footage is definitive proof of such. It could very well just be an option they have given testers in the mean time because they haven't fully developed the auto-flagging system yet. If anyone knows of verbal confirmation of voluntary flagging from Steven or any other devs, a link/timestamp would be appreciated.

    To contribute to the discussion, large scale pvp leads to alot of zergs and insta-kills, that's just part of the tactics. If such pvp is consensual it should not contribute to corruption but without an optional flagging system there is a very good chance it will (people will die before they are able to get even one weapon swing in). Not having optional flagging could lead to some pretty immersion-breaking moments where you have members of your own raid dropping group and attacking eachother so they can get flagged before the big fight with the enemies. It makes no sense not to give such a basic feature when you can easily just take a quick swing at a friendly to produce the same effect as voluntarily flagging.

    First kudos to @bloodprophet for linking that. While I agree with @Irohnic stance on pre-alpha might not be a concrete answer, it at the very minimum proves they do not need to waste resources to add this system.

    Thanks for the feedback on the topic as well - exactly the point.

    Well looking forward to seeing some A1 streams to see if it's in or not now lol.

    Tyrantor
    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
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    From the flagging page in the wiki
    https://ashesofcreation.wiki/Player_flagging
    A player may not flag on members of the same party, raid, guild or alliance.[10]

    Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).[11]

    If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[11] – Steven Sharif

    Being able to chose to be flagged for PvP all the time is a good option to have. Just as choosing to be green all the time is a good choice. None of the world is safe.
    I think longer term as nodes develop and people settle in the Wild West nature will settle down. People running around near their home node will be less likely to get jumped because your there.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • From the flagging page in the wiki
    https://ashesofcreation.wiki/Player_flagging
    A player may not flag on members of the same party, raid, guild or alliance.[10]
    This is kind of off-topic, but I'm curious if the alliance part includes other citizens of your node. I generally wouldn't want to intentionally kill people of my own node (seems counterproductive), but at the same time having no in-game way of seeing if a random person is part of your node could lead to some fun interactions of people trying to convince you they are node-mates so you don't kill them.

    "Tell me who the last mayor was or you're worm food" :smiley:
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Good question. Unfortunately I don't have the answer. Would be interesting to see all the guilds of a node join and alliance to keep the riff raff out.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited October 2020
    Bricktop wrote: »
    Yeah it is pal. Instancing half the game and putting gear in those instances completely changes the entire vision of the game. Flagged groups of people roaming around looking for fights while they are looking for world bosses or caravans or whatever else changes absolutely nothing about how the game will be played out. I'm genuinely surprised you could make that leap.
    A game that has groups of players roaming around looking for a meaningless fight absolutely is different to a game that doesn't have groups of players roaming around looking for a meaningless fight.

    It is odd that you would suggest otherwise.

    Also, you don't go around in large groups looking for bosses. That is inefficient, and the people that claim that is what they are doing are actually just looking for a fight with other players.
  • FuryBladeborneFuryBladeborne Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited October 2020
    Tyrantor wrote: »
    So far the argument against this seems to be "development resources" in a game that is in pre-alpha stage for a toggle that already exists in game by design when someone attacks someone else? Guys if you can't explain how this is going to negatively impact the game from a game play perspective no need to reply further thanks. @George Black @Sathrago

    This already exists for hitting flagged players.
    "Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already)."
    https://ashesofcreation.wiki/Player_flagging

    There will also be an option to flag for attacking unflagged players. The reason that opting in for PVP with unflagged players is necessary is AOE; and, AOE is available to everyone since most (if not all) weapons are AOE.

    On the other hand, you can't hit your guild or team members so I don't see why someone couldn't run around hitting other random players without meaning to and probably going red. If a player really wants to do that, I suppose they should be allowed to.

  • daveywaveydaveywavey Member, Alpha Two
    When I played ESO, any time I left the city of Mournhold, I was constantly harassed by people clicking on me to challenge me to a PvP duel. I'd have to keep clicking 'No', cos they had no way of telling whether or not I liked a casual PvP fight.

    I absolutely won't use this toggle if it's put in-game, as I prefer the large-scale group PvP over solo PvP, but if the toggle tells other PvPers that I'm not interested, then I'm all for it!
    This link may help you: https://ashesofcreation.wiki/


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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    daveywavey wrote: »
    When I played ESO, any time I left the city of Mournhold, I was constantly harassed by people clicking on me to challenge me to a PvP duel. I'd have to keep clicking 'No', cos they had no way of telling whether or not I liked a casual PvP fight.

    I absolutely won't use this toggle if it's put in-game, as I prefer the large-scale group PvP over solo PvP, but if the toggle tells other PvPers that I'm not interested, then I'm all for it!

    The problem here is - those people can just attack you in this game.

    They don't need your permission.
  • daveywaveydaveywavey Member, Alpha Two
    edited October 2020
    Noaani wrote: »
    daveywavey wrote: »
    When I played ESO, any time I left the city of Mournhold, I was constantly harassed by people clicking on me to challenge me to a PvP duel. I'd have to keep clicking 'No', cos they had no way of telling whether or not I liked a casual PvP fight.

    I absolutely won't use this toggle if it's put in-game, as I prefer the large-scale group PvP over solo PvP, but if the toggle tells other PvPers that I'm not interested, then I'm all for it!

    The problem here is - those people can just attack you in this game.

    They don't need your permission.

    Absolutely, but they know they're going Corrupted if they do. If all they're looking for is a fun fight, then they're going to ignore me.

    Obviously, there will be players who don't care about being corrupted and will will focus on me more because I'm a non-combatant, but that'll just help to feed the Bounty Hunter system.
    This link may help you: https://ashesofcreation.wiki/


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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    daveywavey wrote: »
    Absolutely, but they know they're going Corrupted if they do. If all they're looking for is a fun fight, then they're going to ignore me.

    Obviously, there will be players who don't care about being corrupted and will will focus on me more because I'm a non-combatant, but that'll just help to feed to Bounty Hunter system.

    People wanting a fun fight have the guild war system - that is likely to be what it is used for 75% of the time. The other 25% will be fighting over content.
  • daveywaveydaveywavey Member, Alpha Two
    Noaani wrote: »
    daveywavey wrote: »
    Absolutely, but they know they're going Corrupted if they do. If all they're looking for is a fun fight, then they're going to ignore me.

    Obviously, there will be players who don't care about being corrupted and will will focus on me more because I'm a non-combatant, but that'll just help to feed to Bounty Hunter system.

    People wanting a fun fight have the guild war system - that is likely to be what it is used for 75% of the time. The other 25% will be fighting over content.

    Yep, and the players outside Mournhold had the whole Cyrodiil PvP Zone for PvPing, and yet they still liked a 1v1 outside Mournhold. Some players have fun by testing their builds out against someone else in a 1v1 setting. I don't understand that level of "fun" myself, but I've met plenty of players who fall into that category. Waiting for a Guild War, or trying to search the map trying to find someone in that Guild may not be enough for that area of the playerbase.

    As someone who isn't going to use it, I don't really care either way if it's implemented, but I can see that it would cater to that part of the community who want that 1v1 experience without having to harass other players.

    And I'd much rather someone could just toggle Combatant than have to run up and attack me for it!
    This link may help you: https://ashesofcreation.wiki/


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  • Tyrantor wrote: »
    I've been really thinking about how the Corruption system is going to play out and it just seems like an annoyance from a group/guild pvp perspective. What I mean by this is, in the event there are mutual parties roaming for PvP it seems unfair or simply just out of place that the corruption system may play a part in this combat in a negative way. For example if two groups of 16 players are looking for combat and the first group stun locks a target or multiple and they die before they can "fight back" to initiate combatant mode this will cause corruption for 1 (or multiple) players in addition to added death penalties for the dead player(s) - all while it was the intention of all parties involved to engage in combat.

    I would like to propose the option to OPT IN to combatant mode at any time to welcome PvP and avoid non-combatant death penalties due to stun lock, low health or other circumstances when being killed by another player.

    I really can't see a downside to allowing players to opt-in at will for PvP content. I know for a fact I would likely prefer to be in combatant mode for almost all game play, though if for some reason I didn't want to be I could toggle it just like the heal mechanic to avoid the corruption thing.

    Can anyone see a reason not to allow players to opt in to be flagged combatant at will? I would suggest it has the same "cool down" when toggling it as stepping out of normal combat would, what ever that ends up being (2 minutes, 5 minutes 1 hour etc).

    I wouldn't mind, that this would be an option, but I cant understand who in the right mind would put this toggle on to be honest... Let me explain, you have 2 groups of people or just two people, doesnt matter, group 1 - someone who is farming mobs, group 2- someone who wants to initiate pvp. Lets say Nr1 doesnt mind fighting back, so Nr2 needs to hit Nr1 to flag up, and then Nr1 has to hit back, so they can fight. This puts both sides at an equal footing, meaning, Nr 1 has been hit, so he's not full hp, nr2 is flagged now, so nr1 can go ahead do his combo wombo at will. Now, why would NR2 would want to toggle flag up option without damaging oponents first? And if its a party why would they want all party to be flagged straight away, including healers? This would allow NR1 to just focus healers straight away. Same with NR1 if they are grinding mobs, and someone wants to take their spot, why would they flag up, especially their whole party, and allow their healers to be bursted down? NR2 party has an advantage of not dealing with mobs, and they can choose their targets to damage. NR1 is dealing with mobs, but NR2 needs to either flag first, in which case, they can go ahead and burst down flagged person first, or NR2 needs to pk someone, at which point NR1 can kill pk with no penalties. I hope in my explanation makes sense.

    And another thing, i almost guarantee if you were out farming mobs, you would have this toggle off. unless you're in a lowbie area :D
  • Sathrago wrote: »
    CROW3 wrote: »
    I’m not following the argument against the combatant flag. I see this flag as having two states:

    A. flag is on, and I’m always a combatant
    B. flag is off, normal rules apply

    What’s the downside?

    Why would anyone ever turn it off?

    AoC wiki: A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.

    Lets be clear with this as well: Death penalties do not differ between PvP and PvE, but this is subject to change.[48]

    If everyone plays with combatant on you wont see any corrupted players and this wont deter ganking in the slightest, the whole reason for corrupted being in the game.

    Being flagged first is a huge disadvantage, i don't understand why would anyone want to always be flagged...but as i said, i wouldn't mind this option to be present, as long as it doesn't give some stupid advantages, like extra exp, lot lower death penalties, lower corruption points etc.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    daveywavey wrote: »
    As someone who isn't going to use it, I don't really care either way if it's implemented, but I can see that it would cater to that part of the community who want that 1v1 experience without having to harass other players.
    I don't think this community exists.

    PvP players are generally perfectly fine with harassing other players.

    If something like this were in game, it wouldn't stop anyone from attacking you if you didn't flag as a combatant. If that person didn't want corruption, all they need to do is not kill you - they can still attack you.

  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Mojottv wrote: »
    you have 2 groups of people or just two people, doesnt matter, group 1 - someone who is farming mobs, group 2- someone who wants to initiate pvp.
    Indeed.

    The only people this would be for are people wanting meaningless PvP - and that is not what Ashes is about.

    There will be no shortage of meaningful PvP out there for those that want it, stick to that imo.
  • Noaani wrote: »
    Mojottv wrote: »
    you have 2 groups of people or just two people, doesnt matter, group 1 - someone who is farming mobs, group 2- someone who wants to initiate pvp.
    Indeed.

    The only people this would be for are people wanting meaningless PvP - and that is not what Ashes is about.

    There will be no shortage of meaningful PvP out there for those that want it, stick to that imo.

    I don't even understand how this option would cater for meaningless pvp though... like if someone attacks me, im not gonna go like, ok, lets flag up.... and chaaaarge!!!.... fuck that, i charge and flag up by attacking him. Unless he's willing to PK me. I really don't get it, why and who would use this option..
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited October 2020
    Mojottv wrote: »
    I don't even understand how this option would cater for meaningless pvp though... like if someone attacks me, im not gonna go like, ok, lets flag up.... and chaaaarge!!!.... fuck that, i charge and flag up by attacking him. Unless he's willing to PK me. I really don't get it, why and who would use this option..
    It's about how game design choices influence player actions.

    Design systems that are only really of use for meaningless PvP, and people will use those systems to initiate meaningless PvP.

    I totally agree it doesn't make sense, but the third group to add to your above post are the people that will simply use it because it is there. This is the issue I have with it - the only way to actually use it is to group up with others and go out hunting for people to fight meaningless PvP with.

    Again, it makes no sense to use it for this, but people will, because it is there.

    People are not smart.
  • daveywaveydaveywavey Member, Alpha Two
    edited October 2020
    Mojottv wrote: »
    I don't even understand how this option would cater for meaningless pvp though... like if someone attacks me, im not gonna go like, ok, lets flag up.... and chaaaarge!!!.... fuck that, i charge and flag up by attacking him. Unless he's willing to PK me. I really don't get it, why and who would use this option..

    From their posts above, I think the idea is that they're already set to Combatant before the second party attacks them.

    They don't want to revert back to Non-Combatant status, and they don't want to have to keep griefing random players by attacking them just to regain Combatant status again.

    They want to be able to be attacked, so that they can enjoy some "extra" PvP while they PvE. The only way that the toggle will make things any different is that they won't have to annoy random players to get Combatant status again. OP: please correct me if I misread this. @Tyrantor
    This link may help you: https://ashesofcreation.wiki/


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  • TyrantorTyrantor Member, Alpha One, Alpha Two, Early Alpha Two
    daveywavey wrote: »
    Mojottv wrote: »
    I don't even understand how this option would cater for meaningless pvp though... like if someone attacks me, im not gonna go like, ok, lets flag up.... and chaaaarge!!!.... fuck that, i charge and flag up by attacking him. Unless he's willing to PK me. I really don't get it, why and who would use this option..

    From their posts above, I think the idea is that they're already set to Combatant before the second party attacks them.

    They don't want to revert back to Non-Combatant status, and they don't want to have to keep griefing random players by attacking them just to regain Combatant status again.

    They want to be able to be attacked, so that they can enjoy some "extra" PvP while they PvE. The only way that the toggle will make things any different is that they won't have to annoy random players to get Combatant status again. OP: please correct me if I misread this. @Tyrantor

    Personally I think the option caters to a large percentage of the game once people take the risk of being non-combatant into consideration. For example you will lose more EXP and loot (while farming/leveling) by dying as a non-combatant. They are specifically trying to get people to fight back by offering less death penalty for doing so. So if your goal for the day is to hit level 25 and you get attacked, if dying as non-combatant is going to set you back 1 hour and you'll loose 2x the amount of loot I don't understand why anyone would care more about someone going corrupt than their own value of time. If you can game 24/7 then I suppose your time value in game is going to be < than others who can not do that so you may not care about the extra death penalties.

    One of the best aspects in games like this is to PvP while leveling. It breaks up the mundane aspects of slaying the same monsters over and over or the constant quest chasing. I would rather flag and fight people in my area for the fun it offers. Furthermore the "risk" of being flagged for combat will add substantial entertainment to the game knowing I could be attacked at anytime by anyone with no risk to them.

    Let me end with this, of course there are pros and cons to both flagging systems I believe that the lesser of two evils is going to be flagged for combat and I welcome the combat coming to me or me to it openly. It's going to be more fun fighting people who are flagged for combat than engaging a non combatant(s) in hopes they fight back. Lastly I don't really care about the corruption system in terms of someone killing me going corrupt, unless someone(s) are purposely grieving me and I've got not chance to win, run or relocate I will take the death and move on. Death more than likely resets the flagging to non-combatant and if I have stat dampening/gear proficiency loss I would likely remain a non-combatant until that burns off so if the same group or person kills my character again then they will risk corruption to do it.
    Tyrantor
    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
  • TyrantorTyrantor Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 2020
    Noaani wrote: »
    A game that has groups of players roaming around looking for a meaningless fight absolutely is different to a game that doesn't have groups of players roaming around looking for a meaningless fight.

    .

    The guy who played as the only pirate on his server and has tons of pvp experience ladies and gents, go ahead take your bow @Noaani. You understand that nodes will be in direct competition with each other in this game right? There will be guilds and potentially entire node population(s) fighting for territory and node advancement there absolutely will be large groups of players fighting each other in a meaningful way outside of the siege, caravan and war system. This in turn will likely result in sieges, wars etc. I know you don't understand how political strife evolves in games like this since you're entire existence in PvP based MMO was as a solo player.

    Glad you could show up to lose another discussion sir.

    Tyrantor
    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
  • daveywavey wrote: »
    Noaani wrote: »
    daveywavey wrote: »
    Absolutely, but they know they're going Corrupted if they do. If all they're looking for is a fun fight, then they're going to ignore me.

    Obviously, there will be players who don't care about being corrupted and will will focus on me more because I'm a non-combatant, but that'll just help to feed to Bounty Hunter system.

    People wanting a fun fight have the guild war system - that is likely to be what it is used for 75% of the time. The other 25% will be fighting over content.

    Yep, and the players outside Mournhold had the whole Cyrodiil PvP Zone for PvPing, and yet they still liked a 1v1 outside Mournhold. Some players have fun by testing their builds out against someone else in a 1v1 setting. I don't understand that level of "fun" myself, but I've met plenty of players who fall into that category. Waiting for a Guild War, or trying to search the map trying to find someone in that Guild may not be enough for that area of the playerbase.

    As someone who isn't going to use it, I don't really care either way if it's implemented, but I can see that it would cater to that part of the community who want that 1v1 experience without having to harass other players.

    And I'd much rather someone could just toggle Combatant than have to run up and attack me for it!

    never played ESO, but its common to have an "Ignore or AutoDecline Friend request, group invites, duel, trade request" option in the settings.

    Isn't that the same in ESO?
  • BricktopBricktop Member, Alpha Two
    edited October 2020
    Warth wrote: »
    daveywavey wrote: »
    Noaani wrote: »
    daveywavey wrote: »
    Absolutely, but they know they're going Corrupted if they do. If all they're looking for is a fun fight, then they're going to ignore me.

    Obviously, there will be players who don't care about being corrupted and will will focus on me more because I'm a non-combatant, but that'll just help to feed to Bounty Hunter system.

    People wanting a fun fight have the guild war system - that is likely to be what it is used for 75% of the time. The other 25% will be fighting over content.

    Yep, and the players outside Mournhold had the whole Cyrodiil PvP Zone for PvPing, and yet they still liked a 1v1 outside Mournhold. Some players have fun by testing their builds out against someone else in a 1v1 setting. I don't understand that level of "fun" myself, but I've met plenty of players who fall into that category. Waiting for a Guild War, or trying to search the map trying to find someone in that Guild may not be enough for that area of the playerbase.

    As someone who isn't going to use it, I don't really care either way if it's implemented, but I can see that it would cater to that part of the community who want that 1v1 experience without having to harass other players.

    And I'd much rather someone could just toggle Combatant than have to run up and attack me for it!

    never played ESO, but its common to have an "Ignore or AutoDecline Friend request, group invites, duel, trade request" option in the settings.

    Isn't that the same in ESO?

    I just looked in the ESO settings since I'm online and there is definitely an auto-decline duel.
  • VediaVedia Member
    edited October 2020
    Go play a PVE game if you feel that way. There's really not enough PVP focused mmos at all. The mechanics incentivise group play and team play, so find a guild and stick with them and it won't be a problem.

    Who knows, you might just end up having more fun, a more memorable and exhilarating experience due to the added risk, and make some friends in the process.
  • daveywaveydaveywavey Member, Alpha Two
    Warth wrote: »
    daveywavey wrote: »
    Noaani wrote: »
    daveywavey wrote: »
    Absolutely, but they know they're going Corrupted if they do. If all they're looking for is a fun fight, then they're going to ignore me.

    Obviously, there will be players who don't care about being corrupted and will will focus on me more because I'm a non-combatant, but that'll just help to feed to Bounty Hunter system.

    People wanting a fun fight have the guild war system - that is likely to be what it is used for 75% of the time. The other 25% will be fighting over content.

    Yep, and the players outside Mournhold had the whole Cyrodiil PvP Zone for PvPing, and yet they still liked a 1v1 outside Mournhold. Some players have fun by testing their builds out against someone else in a 1v1 setting. I don't understand that level of "fun" myself, but I've met plenty of players who fall into that category. Waiting for a Guild War, or trying to search the map trying to find someone in that Guild may not be enough for that area of the playerbase.

    As someone who isn't going to use it, I don't really care either way if it's implemented, but I can see that it would cater to that part of the community who want that 1v1 experience without having to harass other players.

    And I'd much rather someone could just toggle Combatant than have to run up and attack me for it!

    never played ESO, but its common to have an "Ignore or AutoDecline Friend request, group invites, duel, trade request" option in the settings.

    Isn't that the same in ESO?

    Yep, there was eventually. I turned it on!
    This link may help you: https://ashesofcreation.wiki/


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  • @Tyrantor

    Ashes devs don't like when you insta kill an enemy or you are 20 vs 1 xD that's it, if you oneshot or assassin someone hehe, so right rogues.
    Anyway, in reality it can be bad to not give the chance to the people to oneshot enemies in pvp, i didn't know that killing an enemy before he attacks you it will add one or more points of corruption.

    It's simple, just activate the combat mode everytime you are in pvp mode and you get hitted or you hit, more simple that this lol.
    Why the combat mode it doesn't activate when you get hit? but only when you hit? Why .. is it an intentional bug? xD

    Anyway i'm surprised how this topic that impact the game so little, got that much attention, and other topic more important for the balance of the game and his focal/main mechanics, get low to 0 attention at all xD. Lol where all those commets come from?
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