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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.
Comments
If you have reading comprehension problems, that's on you.
But, you should probably focus on what I actually wrote, rather than make up stuff that I didn't write.
@Dygz , You might try reinforcing or rephrasing your stance. If you've said all that you feel like saying, than perhaps just leave the discussion rather than antagonizing those that are trying to understand your explanation.
I didn't follow much of this thread, but I had to jump in just because of these last few posts.
Instead of me rephrasing... people can also re-read what I wrote (since they are the ones who are mistaken),
then quote what I actually wrote and ask questions about that, rather than misquoting me and asking questions about things I did not write.
There should be no hostility involved in that.
Others can also choose to ignore what I've written. But, if someone misrepresents what I wrote, of course, I am going to comment on that.
Yeah...That seemed like the most likely route. In which case I’d argue that corruption could leverage the same model.
Being able to gain benefit (loot) without cost (corruption) when murdering greens seems off.
Especially true if the one ganker who makes the kill is getting buffs from the group. Even if they aren't in an official party, buffing the one ganker should cause the buffer(s) to flag purple. And seems like there should be Corruption repercussions if the victim dies.
We don't have enough details about how Corruption will be implemented in Ashes.
We will have to play to know. And then we can have an informed discussion about what needs altering.
This is something I agree with, completely.
There have been three suggestions put forward in this thread for easy ways Intrepid could resolve issues that absolutely will result from groups attacking other players if there are only consequences for the player that deals the killing blow. However, since we don't actually know what Intrepid have planned for this, those three suggestions are all just things that "could" be done "if" there is nothing else in place.
A big part of the problem right now - and a big part of the reason for the last 2 or 3 double digit page threads - has been a few people thinking this game will be Lineage 3, rather than being it's own thing. They are looking at the corruption system as being almost the same as the karma system from L2, and just assuming the rest of the game is intended to be the same.
What they are either forgetting or purposfully ignoring is the fact that PvP in Ashes is a support system to the base of the game - the node system. This is as opposed to L2 where the game was about nothing other than PvP. Even though the PvP system of both games are very similar, they are forgetting to take in to account that each system is in a different ecosystem, and as such needs to perform the same job, but with a different outcome.
You get used to it
I see where you're getting with that if you take a portion of responses out of context like normal.
Would you not agree in the context that "Curb" has been presented in this thread it would = Limit essentially the way this reads to me is that he wants to force through corruption penalties GvG combat into a box of objective based play. To word it differently, he wants to cause GvG play outside of objective based to be encumbered by corruption so that people refrain from it.
The issue I take with this general understanding of how the game "should" play is that the reality is Nodes will be in direct competition with their neighboring nodes for weeks, months and years after launch. Does it not seem reasonable that neighboring nodes would "raid" exp/quest zones to slow down progression? How do you expect most people to find and fight Caravans? Do you not believe they will have to roam in hunting grounds looking for Caravans to attack which then may result in GvG pvp outside of the Caravan? When guild wars are going on do you not expect guilds to travel in groups and come into conflict with others outside of the guild vs guild objective? Consider how a lot of faction based MMOs work once a faction enters another's general area/zone it's relatively typical for the "home" faction to recruit to push them out is it not? Do you anticipate this to never occur or be part of the normal game play? How about all of the contested dungeons and EXP areas in the game when groups go looking for loot and levels do you not believe they would travel in groups and possibly stumble upon other groups, should they not fight over these?
Can you see how all or some of these actions would then result in a reaction of the opposite side retaliating and the process repeating.
It would then stand to reason there will be and should be GvG pvp in droves that is not directly "corruption curbed" to the Caravans or Sieges.
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
As you literally, once again, take my quotes out of context and try to reframe them.
noanni properly understood what I wrote and where you failed to understand what wrote.
What I see is that you don't like the proposed rules because you want to play the game differently than what is intended.
Ashes is soccer. L2 is American football.
You are complaining because you want to be able to use your hands to control the ball in soccer like you can in American football.
Every couple of months these forums have a debate about whether the Corruption mechanic is too harsh for hardcore PvPers or not harsh enough to suit PvE-only and casual PvPers.
We need to actually play to meaningfully assess the Corruption mechanic, but...again... the focus of Ashes PvP is on objective-based PvP...Caravans/Node Sieges/Castle Sieges.
Group v Group PvP can happen outside of the battlegrounds mentioned above, but yes, Corruption is being implemented specifically to limit that, rather than encouraging free-for-all skirmishes being the primary form of PvP combat.
Just because Ashes Corruption is similar to L2 Karma does not mean that the focus on PvP combat is the same in both games. The focus is not the same in both games.
Source?
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
This concept of 'play the game as intended' has come up in other threads as well, and I think it's over-simplifying the game. I'll extend your sports theme. Ashes is less like a soccer game, which is both linear and binary, and more like a track meet.
In a track meet there are all different types of events running, jumping, throwing, etc. While there are binary events - such as sprints - there are a lot of solo events as well. Meets have a number of organizations (nodes) represented at any given time. Each event has their own set of rules, but there is also a higher-level framework that is used to manage the meet.
I'd argue that corruption is one of those higher-level frameworks that will govern how to curb griefing in a number of different scenarios. But there isn't just one way that rule is intended to be applied or used. It's a sandbox after all.
Either you're in an area where Corruption is possible or you are not.
I don't see how your track meet analogy works at all. What is your metaphor for Corruption?
In my analogy, the metaphor for Corruption is the rule governing controlling the ball with your hands. In Soccer the rule does not completely prevent controlling the ball with your hands, but it does curb it significantly.
There is are designated areas where you can use your hands and designated areas where you cannot.
That analogy is intentionally an oversimplification.
"Play the game as intended" is not an oversimplification as far as I can tell.
If you complain that you don't like the rules of the game and you want the rules to be changed - that inherently means you don't want to play the game as intended.
I'd wager you're simply projecting your expectations on what you hear then. Corruption has been laid out very plainly to "curb" griefing - group vs group is in no means griefing if that's how you view it then I can see why you would have this opinion. You may note that the corruption/flagging system is intended to "curb" ganking and spawn camping as specific examples.
The conflicts created in the hunting ground GvG play will have a snow balling affect on the objective based pvp systems.
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
Dygz said the focus og group v group PvP is in sieges, caravans, guild wars and other battlegrounds. This happens to be something I have been trying to tell you for months now.
You quoted him and said that he said that he thought the focus of group v group PvP was LIMITED TO sieges, caravans, guild wars and other battlegrounds.
These are not the same thoughts.
As an example, the focus at McDonalds is on burgers. However, they do not limit themselves to only selling burgers.
If you attempted the same argument, you would be trying to say that me saying the focus of McDonalds is burgers is the same as me saying they limit themselves to burgers.
Again, this is a totally different though - yet is the argument you are trying to make. I assume you realize this is exactly what you are doing.
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Also, neighbouring nodes are more likely to be on good terms for most of the game, rather than fighting. The reason for this is that most players will look at their node cluster as their "home" rather than their specific node.
Players that are crafting will need neighbouring nodes for resources and infrustructure (a single node is unlikely to be able to build everything, not even a metropolis).Guilds will want their members to be in the node that is most benefitial to the individual player, and players will look at node type, religion and social organization (and to a lesser extent, race) to determin which node is best for them.
As such, most guilds will have members spread across several nodes within a given metropolis cluster, and as such will look at the entire cluster as their "home", as every node is either feeding or is fed by it's neighbour, and is providing members of the guild with value.
This topic is not just about Group v Group PvP combat.
This topic is about Group v Solo PvP combat.
Corruption is designed to curb Group v Solo PvP combat aka ganking/griefing.
And, the devs have stated repeatedly that they want the PvP combat in Ashes to be meaningful, rather than just free-for-alls.
So, yes, people will have the option to engage in PvP combat in dungeons and to compete over world bosses if they want to. But, if people feel the Corruption penalties are too harsh, they can go PvP in the battlegrounds - which is free from Corruption.
If you feel the Corruption mechanic hinders group fighting in the open world, go fight in the battlegrounds.
Yep. I think we're in agreement at a high-level. I think where @Noaani and I were agreeing earlier was how to appropriately calibrate corruption to achieve the goal above, without having exploits (for lack of a better word) that would allow folks to game the corruption system to murder greens without a commensurate downside/deterrence.
For all the discussion, it's just going to take a lot of field testing w/rapid changes and feedback to find the right balance.
😉
You're sending mixed signals. Are they curbing group vs solo or group v group because you've said both or is the intention to curb all non objective based pvp? 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
Again, greens are not always non-combatants. I posted the info already in this thread. If a green is attacked by a red and fights back, he stays green. He will die as green and takes on the same penalty as a non-combatant would in that scenario. I’ve already posted this, with the chart showing this and everything.
Now you might argue that this is stupid and a green who fights back should turn purple. I completely agree. If Intrepid made that change this would no longer be an issue and I wouldn’t care. But so far our info is that if you are green, a red attacks you, and you fight back and lose then you die a green and the red who kills you gets corruption, and you get a double death penalty.
That’s why this matters. But this has already been pointed out, in this thread and elsewhere. No wonder us old-timers on the board get crusty.
But...if there were no intention to curb non-objective-based PvP combat, Corruption would not be a mechanic at all.
Again, there is a difference between curb and prevent.
If this is your stance on the subject I would fully support the quoted words above. This should be the argument being made on corruption not spreading the corruption. Of course also the toggle would help in this situation.
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
There. I fixed it for you.
My own experience form L2, which under the current proposed system I already see possible.
And have no problem with.
Green as the Griefer
There were plenty of times that a group of greens were the key protagonist inciting/enraging/upsetting another player through actions or text sufficiently that that a player or group of players was prepared to go red on the green for the pure intention of ganking them for their gear. This included the team being prepared to take multiple uncontested deaths, rezzing after death, taking another uncontested death, all the while working for the end goal of making the other red enough to then kill them for their gear.
Imbalanced Pvp
It was more common to have an over powered individual or duo than a party go around killing everyone indiscriminately. Early game before the clans and in-game politics develop it was common, after than the occasional rogue, more frequent one way pvp to incite a clan war, or clans that did not care about an agreed war to kill and then the very occasional individual that wanted to quit game with a death wish or just be an ass.
PvP
Sometimes a clan at war had a pve party with a non-clan member. This was to fill the party needs. It was not uncommon for the waring clan, when finding the pve party, to take out the entire party including the non-combatant, non-waring clan member. Sometimes this was political to express discontent for that clan mixing with others, to divide clan relationships and sometimes it was to ensure that there were not any members left standing to ressurect the players so they could either a) fight back or b) resume playing in the area once the dust settled or c) do a thorough job of it
PK reducing quest
Most clan members, and self included, would make it a necessity to have done the quests to keep your pk count down so you are ready to pk at any time with minimal consequence. AoC system is not fully known, but under that system, there was rarely the need to utilize a small groups combined pk potential.
So it will be interesting to see how AoC system implements.
Let me ask you this. Why would they incentivize fighting back in non-objective based pvp combat if the intention was to curb it? The purple flag could be removed entirely from the "non-objective based pvp" to accomplish what you're suggesting.
It's convenient that you're apparently the only person who's witnessed these interviews and direct conversations with Steven to suggest what you are don't you think?
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