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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.
Comments
When I played Bless Online...the couple of times I got ganked, in a span of several months, were fine because it took me less than 5 minutes to grab my corpse and continue what I had been doing.
Currently, Ashes respawns you across the map and you only lose some resources.
XP death for one death doesn't feel too bad.
We'll have to see how it feels once the full systems come on line.
It's Alpha One Preview, so....no way to meaningfully weigh in at the moment.
Gank ONLY means getting killed by another and its not because your guild is at war with another guild, or your node is at war with another node or any other in game mechanic where you lose nothing by getting killed.
None of that is ganking, that's just pvp in the game. I hope that is what people have in mind when they use the word "gank".
Ya, ganking to me, is when you get killed before you have the chance to fight back. If I fight back and lose, it's just a loss, and not a gank to me.
Then you need to talk about "reaction/fightback/recovery from ambush" mechanics.
I started such a topic a year ago, but noooo... people keep demanding to shut doen open world pvp instead of addressing a specific issue.
Rather people have said they won't play if Corruption is not a sufficient deterrent for non-consensual PvP combat.
There are always a few new people who discover Ashes and come to the forums to complain about their concern that the Corruption mechanic is either too strong or too weak. Seems to happen at least once a month.
Pvp players will find a way , not hard to figure out spawn points.
This is why I'd be in favor of a system like WoW's, where you have to run back to your corpse to respawn, and maybe have a short period of time immediately after rezzing where you can't drop any materials, lose xp, or contribute to a corruption count if you die again.
Yeah that could work , I remember the rez shrines in Archeage always being surrounded by enemy players , where you are stuck there unless you teleported out. Hopefully Steven doesnt have a found a memory of that and does something better.
Knowing spawn points wont help unless those spawn points are really close. With no fast travel, you would have to be really hard up to kill a specific player more than once.
If spawn points are that far apart imagine how much of a pain in ass it would be to do pve in general.
Gathering up a bunch of people who like gathering or 'being police' for people is much more difficult. Yes there will be guilds but gathering and resource hunting is a much more solo oriented thing. Especially given depletable resource nodes. As it stands I don't see any mechanism to discourage 'farming' spawn points through this split party.
Floats suggestion of a WoW like system is mildly interesting, but has its own flaws from a crafter's point of view in that other people are still capitalizing on the crafter's time and ability to get resources since the 'hunters' have no reason to really go away in this scenario. It's likely they'll just wait for 2-3 minutes which is an economic and fun penalty to the crafter in itself. Other games solve this by allowing an option to teleport to the nearest town, but I'm not sure if Steven want's AoC to be that kind of game? Does anyone else have other suggestions to this situation?
Depends how mounts Will work to, for example in Albion you have an option to dismount your mount and he Stay near you inside an certain área, that way you can mount instant if you find some danger
Option 1:
Weak person walks up to stronger person and hits them. Stronger person hits them back. Assassin who is much stronger kills person that hit the weak person and gets no punishment and can repeat this gaining benefits and loot for free.
Option 2:
Weak person steals kills on mobs from people similar level and thereby gains the loot/xp. People get annoyed and attack Weak person. Strong assassin kills all the weaker people except their friend.
Option 3:
Strong person kills mbs that weaker people want until they get sick of the game and quit or hit back. Stronger person kills weaker people and gets stronger. Weak person quits.
The corruption system is designed to prevent unwanted pvp, but can easily be abused to grief other players that are weaker than you leading to them making that fatal mistake out of frustration
Loki
I don't see how a weak person can kill steal from others. How would that even work?
If someone were killing mobs that I want, I would go hunt somewhere else and return later.
I don't see why that would make me sick of the game or want to quit.
This is a feature, not a flaw. When things like this happen, it creates player made content. It basically is the match, that lights the fuse, that creates the server drama needed for guild wars, castle sieges and so on. Stuff similar to this happened all the time L2 and you start to recognize the signs of things to come pretty quickly, which makes it easier to avoid all together.
The system is not designed to prevent unwanted PvP, it is designed to make sure unwanted PvP does not become a popular play style.
Millions of people played with this system and had 0 problems.
If you dont have the balls to PK an annoying person that's your problem.
Also if you fall for the trick of beeing flagged by a bait character just so that a nearby assissin takes you out, that's your problem.