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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
I'm looking at a literal translation of the text, so I may have come across as more offensive than what you all intended.
At least I don't see the need for RED people to have such a system.
But the fact that people here don't raise the idea eliminates even the "possibility" of having a positive effect.
Often, what we need is something seemingly useless.
Instead of arguing about whether something is meaningful or meaningless, think about whether it would be fun to have it, and you will understand
If you only think about necessity, games are not necessarily necessary in life.
Corrupted Players already get reduced Corrupted State Timers for being part of a Military Node. I do not think they need to switch from a Military Node to a Secret Node.
That narrative sounds constructive, even through translation software!
Thanks for the response
Thanks for your input, all the best. Neu.
I think it's fair to say that the node system is here to stay (Huzzah!) and any talk of nodes outside the 103 node system (except the 3 nodes per castle) is not coming from Intrepid.
https://ashesofcreation.wiki/Nodes
https://ashes101.com/nodes
Black Desert and ArcheAge, both had this. ESO sort of did too, but ESO was pve crime and a different style. I remember this being a thing in other games too, though I can’t remember which.
In most cases the towns were in remote, not super desirable locations. The system of having an “outlaw” town or area worked really well in those games by adding to the game content and play options in a meaningful way.
It's not that we don't understand the suggestion, it's just that it's already been shot down plenty times, and wouldn't really work with the whole purpose of the Corruption system.
Will it be more fun for the people that are then subject to higher levels of PK activity because of this? No.
The point to PvP in Ashes is for it to happen in caravans, sieges, guild or node wars, and the arena. PvP where corruption is involved is not the focus, which is why it is the only PvP that has a penalty associated with it.
It has that penalty because it is not fun for everyone involved, and by its nature, is not opt in for all involved. All other forms of PvP - the ones that dont have corruption as a potential outcome - are ipt in for both sides.
This is why corruption has no upside, and wont have an upside.
Even if you look at it from a pure *fun* perspective, the most fun for everyone (which is what matters, not what is fun for one) is for PvP in these opt in situations to be encouraged, and corruption based PvP to be discouraged.
Oh!
I'm genuinely afraid of PKers because I want to work on my crafting, aside from when the game is first released.
However, when I saw this thread, I thought to myself,"Oh, so that's one way to have fun".
At that time, I was thinking as if I were a PKer, but in other words, I forgot my original feeling of fearing it.
If you think about it, as long as harming non-combatants is not encouraged in terms of current game design, it might not be a good idea to have a wealth of content available for it and make it seem appealing.
Thank you!
As someone who often thinks too sensibly, this has given me another level of deep thought about this discussion
Yes, I believe there should be some safe havens to a certain degree
If not a town then perhaps the odd cave, or under a bridge whereby they are just off the radar while inside only.
There shouldn't be a safe haven, as it makes no sense that only corrupt players have a safe haven.
As to being taken off the radar, all you need to do that is kill a few mobs until you lose all your corruption. I don't think anything more than that is needed.
What I can say from the L2 mechanics was that it could take upwards of 30-90min of intense pve mob killing to burn off the karma from a pk and exponentially longer if you did multiple pks.
If you chose some of the best pve xp places to burn off your karma you had to be on high alert and it would be burned off quickly.
Whereas, if you chose a lesser known place to burn off the karma, then could relax a little more and the same amount would take considerably longer to do given the xp return but there was the added risk in exposure getting there.
For the fortunate clan`s that owned a clan hall, there was fast travel that provided instant return, so risk was somewhat lower.
Further, L2 had a powerful sword of Zakari (not sure of spelling or name after all this time), when it fell on the map, at random intervals weeks apart, there was a sever wide announcement and everyone with an ounce of desire to exponentially gain xp for the time they could hold onto the sword would flock to get it.. people would pk to get it and whoever held the sword was a marked person on the map until dropped. Being killed by another player or mob would drop the sword and there was a good chance the person that did the kill could take over the sword but also a chance it would disappear again and not be about for a week or three.
Whilst in possession of the sword you could kill 3-4x more powerfully that usual and power level, individual or small teams would come in waves trying to take you out. This is how I expect being marked on the map might be for those that decide to pk.
So without fast travel, then I see a real need to provide some kind of intermittent refuge or equivalent or few will engage or pk`ing.
In L2, there was a solid, specific reason to kill that one player in order to gain advantage, and every player on the game saw it on the map.
In Ashes, only bounty hunters will see it, and there is nothing specific or unique about any specific corrupt player.
You're on point. That is mainly what I am trying to point out with my post. You will have those that go rd, and at the same time have just about everything against them. This is a game, as one person has said to have fun, so why not add more layers to the PKer system. You will have players that will always stay green, and you will have players that want to say red. It's what I found out while playing UO that had a system like this.
There the reds ran with greys, and blues scouted the roads ahead of them. If a PKer hunting party was close, they would warn the reds, and they popped away. With no way of using magic to escape, I figured why not have the temp outlaw camps. Sure we will have the node system, but the idea of the outlaw camp would be outside of the node system and used as a temp place to hold up. If found out, then it would be open to being attacked and taken out. Again this is just an idea, not one to reward PKers, just to add to the system of the corrupted.
You're missing the point. Safe haven as in a place they can buy and sell, and craft. But as in they can't be attacked by other players that hunt them down.
Again, in order to gain corruption, you have to kill a player that doesn't fight back. Gaining corruption is 100% optional, even if you are all about the PK lifestyle. If you simply stop attacking players that don't fight back, you will never gain corruption.
They can't sell, buy or do any of the community stuff precisely because they are killers, they made the choice to ruin someones day (probably) and now they have to pay up for it by being isolated from the entire community.
I say this but the idea of being on the run is really appealing and I really want to try it at some point.
Which is exactly why it's discouraged, but allowed!
Okay, if you want to be insulting to the community with offensive speech I’ll reply in kind. You are clearly ignorant about this game. Go read a wiki or something. You don’t seem to know what you’re talking about or what this game is about.
Oh we frequently call out Steven when we disagree. Family teleportation is stupid, it contradicts some of the core values that make this game stand out from other MMOs. We generally think calling a class “tank” is also dumb. We disagree a lot. It’s clear this game isn’t for you since you want consequence-free PKing. I’m sorry that there aren’t many games like that for you to play, because they generally fail pretty quickly. I’m sure that’s not a coincidence.
Precisely!
PKing isn't toxic. It's repeatedly PKing for no reason other than to grief someone that is toxic. The corruption system is there to make us consider whether it's worth it to PK someone rather than just PKing everyone for no reason.
3. Pk refers to player killers. That's pvpers, people after resources, and people ganking. PVP'ers like fair consenual combat meaning both players are flagging up and on equal ground. People who kill for resources kill for risk vs reward. Gankers kill because they can take advantage of another players circumstances. The corruption system doesn't punish pvpers. Somewhat punishes those who kill over stuff...but really punishes the "toxic" gankers. What your suggesting allows gankers to escape punishment. Lowering their risk for the possible reward. If you want to pvp there will be pvp times, places, and people who want to pvp. If you are a ganker trying to take advantage of someone else who isn't as geared, ready, or has a moral compass the law punishes gankers. It helps create a more positive community for newer players and a safer environment for those who aren't as assertive or are just bad pvpers, which will hopefully increase the longevity of the community. In WoW there was a plague that infested the community that the game was unprepared for. Players made camps and colonies that didn't exist. If that's what you want. Create it, but do not expect the community or game developers to get behind a significant design shift, considering the consequences. In this game, to fight back you have to flag up. If you attack someone who is not flagged you are the bad guy and they are the victim. By this games definition if you kill someone who doesn't flag then you are toxic in the eyes of the other player, because they do not wish to participate in pvp. You might retort, well it's part of the game and they should except it. By staying in the game they are...now you need to accept the corruption.
As a way to play a game, it's toxic. If you do it now and then (as AoC's corruption system will probably restrict how often you can get away with it) it is fine. If you play a game just to attack people who aren't interested in PvP or have no chance in a fight, you are a toxic player. Anyone who wants to play a game who removes that restriction is someone who wants to engage in toxic play, and it's no surprise those kinds of games don't last.
Players can create their own outlaw towns using freeholds, and I would recommend doing so if you really want a safe area to retreat to.