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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.
Getting jumped on. Recovery/fightback chance. An idea
George_Black
Member, Intrepid Pack, Alpha Two
Obviously the TTK of a game plays a big role in a chance to fight back a player that gets a jump on you.
Before I get into the idea of this topic I want to lay some pipe.
1) AoC wants to bring back the open world feeling of mmorpgs. That means that there will be cases of involuntary PvP. People that don't like PvP will have to deal with the RARE cases, that somebody wants to kill them for no reason.
2) The corruption system is there to protect the community from players that decide to go on rampage. You can still kill a few people you dislike, even if they don't fight back with low risk. As long as you don't go on a killing spree. It has been mentioned that there will be quests for aggressive players to redeem themselves and reduce the risks that go with being corrupted. Personally, in a previous game whenever I PKed 3 people, after burning my corruption status, I'd go and do those redeeming quests to bring my PK count back to 0, so that when I wanted to kill another person that bothered me, I wouldn';t be afraid to drop gear upon death. And so, I never went on a senseless killing spree and bother the community.
3) The idea in the next post is not about caravans, sieges, guild wars with large number of players on both sides knowing that shit is about to go down. The idea is mostly for random encounters, in which players may or may not belong in guilds that hate each other. The fight can happen during xp, during questing, during gathering and the victim won't know that shit is about to go down.
The above points have nothing to do with the topic. Feel free to quote these, but it would derail the idea I want to discuss which is open world PVP not PK.
(combatant vs combatant. Purple vs purple.)
Before I get into the idea of this topic I want to lay some pipe.
1) AoC wants to bring back the open world feeling of mmorpgs. That means that there will be cases of involuntary PvP. People that don't like PvP will have to deal with the RARE cases, that somebody wants to kill them for no reason.
2) The corruption system is there to protect the community from players that decide to go on rampage. You can still kill a few people you dislike, even if they don't fight back with low risk. As long as you don't go on a killing spree. It has been mentioned that there will be quests for aggressive players to redeem themselves and reduce the risks that go with being corrupted. Personally, in a previous game whenever I PKed 3 people, after burning my corruption status, I'd go and do those redeeming quests to bring my PK count back to 0, so that when I wanted to kill another person that bothered me, I wouldn';t be afraid to drop gear upon death. And so, I never went on a senseless killing spree and bother the community.
3) The idea in the next post is not about caravans, sieges, guild wars with large number of players on both sides knowing that shit is about to go down. The idea is mostly for random encounters, in which players may or may not belong in guilds that hate each other. The fight can happen during xp, during questing, during gathering and the victim won't know that shit is about to go down.
The above points have nothing to do with the topic. Feel free to quote these, but it would derail the idea I want to discuss which is open world PVP not PK.
(combatant vs combatant. Purple vs purple.)
0
Comments
In a scenario that a player gets attacked, if that player quickly loses let's say 25% HP, I suggest that a protective shield (no need for fancy visuals) gives that player invincibility for whatever number of seconds is appropriate for AoC TTK, in order for the victim to have a fighting chance against the player(s) who jumped him or her.
Like a passive universal ability unlocked at lv10 or so, called "Fight or Flight" or "Adrenaline Rush" with a 15-20 minute cooldown. Once attacked, you are on high alert. No more need for the protective shield. 15 minutes is a good cooldown for the player to let their guard down, in the even of another random PvP attack.
In many open world games, the element of surprise is almost always the deciding factor when gear and ability are on same level.
But how do healers feel? Being busted within seconds of any fight, instantly targeted by all the 64 classes of AoC in the future.
Now I'd also like to propose a unique attack available to Rogues and 'evil mage' classes.
An attack on let's say (and based on what the AoC combat will end up being) of 15-20s cooldown that penetrates 100% any invincibility barriers, being the universal passive I proposed above, or core class abilities for tanks or healers.
These lethal attacks will give an extra, meaningful flavour to Rogues and such. A true PvP identity of the deadly assassins with a task to take down a strategic target.
Preferably for the 'evil mage' classes the lethal attack that ignores the protective shield should be at a closer range than most attacks.
So there you have it. A rogue jumps on a target, the target may quickly lose let's say 25% HP and the shield activates, giving the player a fight back chance. But the rogue is a relentless killer, he/she chooses to use the lethal penetrating attack and overwhelm their victim, bringing them closer to defeat.
The victim however, will have a fighting chance against all other classes.
The idea is here to make combat less favourable to the initiators.
People might argue that the element of surprise is a tactic that needs to be in the game. I say too much realism is harmful to a video game.
This just feels unnecessary and imbalanced. If you don’t want to die in a game that has open world PvP just look over your shoulder. Keep it simple.
I'd like to take the general idea, and split it in to 8 flavors - giving one to each class as an ability that they can invest in, and perhaps also augment.
This means players that are fairly confident in their reaction time to PvP can invest in other areas, where as those that are not at all confident (and also perhaps have a bit of latency) can opt to spend points in this ability to improve it, and perhaps also a specific augment to assist them as well.
Maybe someone thinks they need it to trigger more than once every 15 minutes, so they can invest points so that it can trigger every 10. Or someone else invests points so that insted of triggering after 25% damage, it triggers after 22%, or even 20%. Maybe an augment that teleports the character back 5 meters if they are attacked while this effect is on (if safe to do so), or even offers a damage reflect or very short duration CC effect (0.2 seconds or so).
I also like the idea of giving an ability to rouges and mages to penetrate barriers like this - but I think the cooldown on an ability like this should be much closer to the cooldown on the shields it is penetrating. If the cooldown on that ability is measured in seconds, then shields will be literally useless to 25% of the classes in the game, and those two classes are the ones that the bulk of PvP players will use.
Make the cooldown on that ability closer to 5 minutes and you have a good system.
And I don't see why Rogues and Mages should get a special benefit.
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
Ashes is more focused on encouraging open world PvP using drivers such as scarce resources and limited availability of world bosses and dungeons rather than limiting such PvP through discouragement.