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.
Will there be a PvE server?
Wife love's farming and playing house in Archeage. I PvP she will NOT PvP
IF this game is 100% PvP Then the farmers are going to destroy this game
like every game out there. She will wait for the next game to come out.
Asherons call moved to Everquest II then to Archeage
IF this game is 100% PvP Then the farmers are going to destroy this game
like every game out there. She will wait for the next game to come out.
Asherons call moved to Everquest II then to Archeage
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Comments
It is very unlikely to see a pve dedicated server the way it looks to be intended.(imo at least)
I recommend reading the blogpost about the flagging system. There are harsh downsides to pk a pve player.
They certainly have those playstyles in mind while developing the game.
That said we expect a huge pve part in the game. We are teased with hints about very deep crafting trading and exploring. Not to mention what you can do with housing. Node development looks very pve focused too.
You wont be able to avoid pvp completly, but it is not a pvp only game.
Stick around until we know more details. You will be able to make a better decision when the game is fleshed out more i would say.
Grisu aka. Zekece
I highly suspect you should be able to PvE in this game with almost no PvP interaction at all should you seek to avoid it.
I wonder what Intrepid thinks about this matter.
I hope Ashes avoids such imbalanced systems. We'll see....
I hope Ashes avoids such imbalanced systems. We’ll see….
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If they go the way of SWG like flagging systems you will never have to PVP. Even if they have certain areas for PVP you can avoid them. From what I heard you are no going to be forced to PVP, but that does not mean that there might not be a reason for you to engage in PVP. From what I have read on Ashes and what I have heard from the Devs is this will not be gankfest lose gear PVP. It will be PVP with a purpose and people will want to engage in PVP.
going by that i doubt that there will be a pve server as it sounds like pvp plays a important role in the world
That said, seems like the goal is to have PvP that is applied in order to achieve a goal, and not freely to grief players. There was a mention of "flagging" for PvP and meaningful penalties for attacking PvE players. Don't think there are any official details on how exactly the system will work.
I myself am almost exclusively a PvE player, but after reading on how PvP should work in this game I would be interested in defending my city or joining my guild in attacking an enemy city. Maybe even becoming a mercenary and joining a caravan as guard or joining a group attacking a caravan might be interesting.
What I hope doesn't happen is for PKers being allowed to attack random players just because they feel like it. This sort of behavior is only destructive and will push many potential players away. Even if it is technically possible, the PvP system should be such as to make it the exception and not the rule.
That said, seems like the goal is to have PvP that is applied in order to achieve a goal, and not freely to grief players. There was a mention of “flagging” for PvP and meaningful penalties for attacking PvE players. Don’t think there are any official details on how exactly the system will work.
I myself am almost exclusively a PvE player, but after reading on how PvP should work in this game I would be interested in defending my city or joining my guild in attacking an enemy city. Maybe even becoming a mercenary and joining a caravan as guard or joining a group attacking a caravan might be interesting.
What I hope doesn’t happen is for PKers being allowed to attack random players just because they feel like it. This sort of behavior is only destructive and will push many potential players away. Even if it is technically possible, the PvP system should be such as to make it the exception and not the rule.
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<strong>Q: What type of flagging system will be used for PvP in Ashes? Something completely open like Free-For-All, or a system limited to certain areas (like caravans and sieges), or maybe an incentivized factional opt-in system tied to established nodes, similar to Star Wars Galaxies’ TEF system?</strong>
A: We are still developing our flagging system, but I can give you an overview of how it stands now. It is important to keep in mind, that players are not forced into PvP. If you want to influence the world around you through non-pvp methods, it is an equally viable option.
There are three states that a player can find themselves in: Non-Combatant (Green), Combatant (Purple), and Corrupt (Red). Everyone is a Non-Combatant by default. If a Non-Combatant attacks a Combatant or another non-combatant, then they become a Combatant for a period of time. Similarly, if a Non-Combatant enters a PVP zone (which includes things like Castles, City Sieges and Caravans) they are automatically flagged a Combatant while in the zone, and for a period of time after leaving that zone.
Players can kill Combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties. Where this changes is when a Combatant kills a Non-Combatant. In this case, the Combatant is Corrupt, and acquires a Corruption Score (which is accrued based on a number of different parameters, including the level differential of their freshly slain victim). This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.
While a player is marked as Corrupt, they may be attacked by both Combatants and Non-Combatants. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant. We also have some other ideas that we haven’t formalized yet that will allow players to participate in what we feel could be a fun cat-and-mouse part of the game. As an example, the location of these corrupt players will be displayed on the map, if you have the Bounty Hunter title, which can be obtained through a quest available to a citizen from a Military zoned, Stage 4 (Town) Node. These are systems that we’re still working on, but Corruption is something we want to provide explicit gameplay opportunities for.
In any case, all this comes to a head via death penalties. A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equipped items based on their current Corruption Score.
The idea here is to disincentivizes those who wish to gank or grief others, while rewarding those who engage in consensual PVP. We don’t want Ashes to be a murder box!
Again, this is the briefest of overviews, and I’m sure this explanation raises as many questions as it answers. It really demands a more thorough explanation, which we’ll get into in a developer blog. Also, keep in mind that Ashes is continually a work in progress – though I’ve given a lot of specifics here, what survives play-testing is anyone’s guess!
Source: <a href="http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/">MMO Gamers Interview</a>
That's a promising way to deal with it. As long as removing corruption is not trivial it should work.
Seems like a good chunk of info could be stashed away in interviews, I'll have to dig around see if I can find more.
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If someone flagged for PvP (a combatant) kills someone who is not flagged for PvP (a non-combatant) then they are flagged as corrupted, so they don't get a greater reward (reduced penalties) for killing someone who doesn't fight back, they get increased penalties. PvP flagged players (combatants) only get reduced penalties if they kill PvP flagged players (combatants).
This discourages combatants from killing non-combatants, because then they will be flagged as corrupt and fair game for anyone with increased penalties.
But not poor excuse for sieges from Revelation and Bless.