Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Ganking shouldn't be punished with combat stat nerfs.
sherka
Member
sometime we get gear to gank and have a little fun here and there.we like being bandits. bounty system is ok. but combat stat nerf is too much it makes the game no open world pvp.
0
Comments
If you gank you're going to have fun being on the run and fighting people pay the price and don't by a wimp and try to get them to let you gank people only in your optimal build mode.
Stop being a wussie.
Steven has said that the intended balance is that players should be able to overcome up to 10 level difference by skilled play. 15 levels may be possible but very difficult. Attacked players are essentially paid to fight back due to half penalty for losing or gaining drops from the attacker for winning. Combine the potential for level difference to be overcome and being paid to fight should result in most players around your level will fight and not give you corruption.
Go nuts. PvP everywhere against players that stand a chance is virtually unrestricted by the game.
If you have gone red with a large drop in stats, you have murdered many people that did not fight back which is probably players that are much lower level than you. If your playstyle is to murder low levels endlessly, you are not being catered to; and, if stats are low enough then you will have to stop murdering lowbies whether it is because they kill you or you stop before they do.
People will still drop a percentage of gatherable materials and certificates if they don't fight you. In fact people will drop MUCH LESS gatherable materials/certs on death if they fight back in PvP. It'll be more lucrative to a ganker if someone doesn't fight back and they are holding a lot of stuff. Source
Just a small correction here @FuryBladeborne but the only way to get rid of corruption is through death or gaining experience. Source
Right, I forgot. Thank you.
So, if they happen to attack someone that refuses to fight back then most likely all that is needed is to spend a few minutes killing mobs and then continue the player killing spree
Yeah as long as people stay on top of the quest to lower the PK count it shouldn't be a problem unless somebody is killing tons of lowbies like you say.
It ain't much fun for the players getting ganked though, right?!
You really espect a ganker, especialy one that whines he gets punished for ganking, to think about other people! I wouldn't be surpriced if he was one of those players that can spend hours as a max level playing, just killing low level players
So in that same logic trail, we can also say that a 10v1 should be punished harsher than a 1v1 for the red player.
I dont know how this could be implemented in all honesty, but looking at it as a goal, I think would serve the players and the devs well. PK players can be a nuisance to the goals of non PK players, which is significantly amplified when there numbers arent culled artificially via punishment. I suggest a different way to cull there numbers so as to keep that balance, and maintain the red playstyle for those that enjoy it, only implementing punishment in those higher number scenarios and after an extended period of PK'ing, dole out possible punishments.. PK's are only a minor inconvenience in ashes as compared to some of the other open world pvp games that have had PK problems to begin with.
Team of 2 gankers. One use a lower level alt. The high level one stay out of sight (stealthed or hidden). Low level attack a non-combatant. Non-combatant believe he has a chance since it's 1v1 and fight back, becomes combatant. High level jumps out of the bushes and kills both the lowbie and his hope. Gankers laugh, no penalties.
People who only want uneven/unfair fights for the lulz will always find a ways.
So if you do not like the fact that ganking will reduce ur stats, then I would recommend to move on and look for a different game.
If you want 100% open world PvP without restrictions, go find another game.
You talk of fairness yet you only gain corruption if you kill players that are non-combatants (people that don't fight back) and this increases the lower the targets level. So buddy, why do you think this is unfair?
Because you directly deny a role in the game, Im not gonna be the "bad guy", but some people wanna take this given role in a Role Playing Game.
So I think they should be prosecuted by the Bounty Hunters, wich is an amazing mechanic and they will be more important and shine if they do their job and dont fight ultra-nerfed people.
I feel the reward doesnt scale with the risk on this one, is more like Risk vs Risk. I prefer that players take care of that and not just a simple stat nerf, that completely denies the role. I stand with Steven on what he decides tho.
I say this as a non ganker. Just want that role to matter.
If you kill someone then go do some pve for a while, the effects go away pretty fast. Corruption is not there for players to be straight up punished if you do one bad thing. Its there to gradually punish you if you are being a griefing piece of crap mass murdering your way through an area and this only applies if the targets do not fight back.
It is a risk/reward system that progressively risks more the longer you do bad things. I think this is fair.
Bounty hunters are simply another deterrent to gankers while adding a fun way to reward players for punishing them. They aren't assassins, they are just another factor to keep gankers from getting away without consequences. The stat punishment just ensures that griefers can't run rampant and are able to be stopped, its isn't stopping pvp, just griefing.
Being a bully is not a role.
There is a small line between a thriling and dangerous world out there, and unfun times for the player and client.
If you are equal in level / power , then you really don't have much of an excuse to not fight back. Its really not bullying if its equal in that sense and also numbers wise.
You just dont want to be forced to engage in pvp in an open world pvp game it sounds like.
I am not advocating for no punishment for reds before you say that
Look. there are equitable solutions to this problem that allow for these players a harsh but fun experience. I believe ashes will find that happy medium. They already have the base system, its just a matter of tinkering with the percentages. Tweaking a little here and there.
What's wrong with not wanting to fight all the time?
One thing I see being missed in this thread is the consequences for the player not fighting back. If you are green and get killed by another player, you suffer double the amount of death penalty (dropped resources and XP debt). There will be incentives to fight back, for sure.
It seems like no matter what, players always have a huge, unfathomable hate for open world pvp or ganking, just because there is a chance they could die to another player when they didn't want to fight in the first place. For example, there is ALWAYS a discussion for pve only servers someplace somewhere.
I hope you actually read the posts here in the thread instead of just reading the OP and posting. Would help everyone out.
I'm very much looking forward to the group PvP in the game. I absolutely suck at 1v1, and will likely lose against anyone, regardless of level. So, I won't be bothering to fight back. If someone attacks me, then they're turning red, and a Bounty Hunter's coming for them. That's the only way I'm getting revenge on them. So, I lose a few more resources by doing it - sob sob sob.
There are a lot of people that will purposely not fight back so that any would be attacker needs to gain corruption in order to get the kill.
A lot of people will make the split second decision based on what they are carrying as well - they may well have a good chance of winning the fight, but decide to let the play gain that corruption, then come back in a few minutes and kill their assailant who then gets 4 times the death penalty.
The thing I think people are forgetting is - you always have a choice as to whether or not you gain corruption. If you attack someone and they don't fight back, you can always break off the fight. You only gain corruption when you kill the player.