Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
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.
lol what? Thats silly.
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.
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.
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.
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
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.
"Tell me who the last mayor was or you're worm food"
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.
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.
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.
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!
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
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.
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.
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..
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.
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.
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
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.
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
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.
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.
Yep, there was eventually. I turned it on!
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?