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Loot drop on death needs to be removed (for now)

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Comments

  • DracoKalenDracoKalen Member, Alpha One, Alpha Two, Early Alpha Two
    So, I spent the afternoon gathering for crafting.
    On the way to the ferry I was ambushed, died before I could even turn around.
    My attacker looted 50% of the resources I gathered........
    Resurrected and headed back to the ferry by a different route.
    Again ambushed and lost another 50% of the resources.
    Resurrected and just headed back to the ferry, guess they figured they got most my resources (which they did) and didn't hit me a 3rd time
    50% is way too high and you really have no chance when you die before you can even turn around.
  • FisherFisher Member, Alpha One, Alpha Two, Early Alpha Two
    Death should be punishing, not just inconvenient. They just need a means of storing what you've gathered so you aren't running around with an entire economy in your inventory at all times and risking it all when any reasonable person (who could come back to life after dying) wouldn't be doing so.
  • HillefuegoHillefuego Member, Alpha One, Alpha Two, Early Alpha Two
    Fisher wrote: »
    Death should be punishing, not just inconvenient. They just need a means of storing what you've gathered so you aren't running around with an entire economy in your inventory at all times and risking it all when any reasonable person (who could come back to life after dying) wouldn't be doing so.

    Sure, thats why they added the (for now) part. I think we all agree on what you said here but currently in the alpha, I'm not participating in pvp because it would take me ages to get all the materials back again and that isn't very helpful for testing.
  • DracoKalenDracoKalen Member, Alpha One, Alpha Two, Early Alpha Two
    Fisher wrote: »
    Death should be punishing, not just inconvenient. They just need a means of storing what you've gathered so you aren't running around with an entire economy in your inventory at all times and risking it all when any reasonable person (who could come back to life after dying) wouldn't be doing so.

    I think your missing the point. Death should be punishing, but as a crafter who was very careful I wasn't killed because I was stupid. I died because PVP was irrational. And 50% of materials is excessive.
  • FisherFisher Member, Alpha One, Alpha Two, Early Alpha Two
    Hillefuego wrote: »
    Sure, thats why they added the (for now) part. I think we all agree on what you said here but currently in the alpha, I'm not participating in pvp because it would take me ages to get all the materials back again and that isn't very helpful for testing.
    Engagement statistics are useful for testing. Noticing that few people are willing to participate in PvP because of excessively punishing death mechanics, they can make changes where necessary... for example:
    DracoKalen wrote: »
    I think your missing the point. Death should be punishing, but as a crafter who was very careful I wasn't killed because I was stupid. I died because PVP was irrational. And 50% of materials is excessive.
    I'm not missing the point. You clearly missed mine, though.

    There needs to be a way to protect your resources beyond "don't die," and the game currently doesn't have that.

    I find 50% to be very forgiving, actually. I'd prefer 75% or even 100%, but even the 50% we have now is only intolerable because there's nothing you can do to prevent losing it shy of logging off or trading it to a mule.
  • ShinozukaShinozuka Member, Alpha Two
    DracoKalen wrote: »
    Fisher wrote: »
    Death should be punishing, not just inconvenient. They just need a means of storing what you've gathered so you aren't running around with an entire economy in your inventory at all times and risking it all when any reasonable person (who could come back to life after dying) wouldn't be doing so.

    I think your missing the point. Death should be punishing, but as a crafter who was very careful I wasn't killed because I was stupid. I died because PVP was irrational. And 50% of materials is excessive.

    I have a love/hate relationship with PvP. I dislike being out gathering (while my phone rings and who know what else) and I turn my head back 1 second later and I am dead. I do not consider that fun. I don't mind sparring with someone, but I don't want to be stalked by griefers just out to loot people several levels lower.

    There has to be a way to protect what you spent 3 hours gathering and still have fun PvPing.

  • RockHoundRockHound Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I have to agree, mostly just because it took me forever to complete that quest for the blacksmith.... I just wanted to make a wand, and in the brief period I have been able to play. I did not find any equipment dropping as loot
  • RhoklawRhoklaw Member, Alpha One, Alpha Two, Early Alpha Two
    Here's a bit of input based on the "PvP event" that was supposedly for collecting data. Make a designated server for PvP, boost everyone to 15, let them choose any armor sets they want and they can PvP to their hearts content. I reckon the PvP enthusiasts will claim that is a horrible idea, but I think it's best to let PvP players fight other PvP players if collecting PvP data is what you really need.

    Once you have systems in place such as storage, whether it be houses or banks. Once you have a working corruption system. Then go ahead and turn on PvP for every server. What happened on Sunday night was nothing but a gankfest. I have no idea why you forced everyone into combatant mode either. Is that how it will be during LIVE? no. So are you bending over for the PvP crowd? probably.

    We all understand AoC is a PvP game, but please don't turn Alpha into a giant hot mess of murdering hobos. You even had people spawn camping, chain killing players over and over, 3-5 vs 1 ganking, opportunistic engagements of attacking a player while they are engaged in PvE combat. Anyone who's ever played a PvP game could tell you that was going to happen.

    As hard as it is to collect resources. As hard as it is to acquire coin. It would take a hardcore player a week just to be able to make set of Blue / Purple level 15 armor. We have 4 weeks of Alpha. Most people didn't even get to 15 this week, unless they were in a zerg guild.

    I understand PvP players need their desires satisfied too, but that event was just a horrible idea. I even heard people complained about no one around because most solo / small guilds logged off because of it. Doesn't sound like a great way to collect data to me.
  • NynaeveNynaeve Member, Alpha One, Alpha Two, Early Alpha Two
    I'm sure there is some redundancy here as there are multiple merged threads, and when I brought it up in alpha discord, Toast suggested I post here. So I apologize if any of this is rehashed previously.

    I've had it happen multiple times within the last few days where but I'll be fighting mobs and due to some bug or display issue in combat, I die (usually it's because health isn't updating or registering correctly, so you mismanage cooldowns, blink, etc.) After you die and go to pick up what you've dropped, you see the pile on the ground but only part of it gets restored into your inventory; and run into another bug.

    The combat bug isn't that big of a deal and easy to play through. The resource lost bug is not so big a deal when that is 100 shards or something, but in this case I lost ~1200 greater shards, and 500 grand shards. That's a lot of gold and time to lose to a random bug that should be easily disabled. Even if not for this iteration of development, certainly for when things come back online for the next build.

    It's a lot to ask of testers to simply eat that kind of instability issue. I think everyone is Ok with testing through bugs and mishaps, but not one that has that level of impact on your gameplay and experience in game with no solution in place. It will eventually affect a player's willingness and eagerness to log in.
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    When I started this thread there was no bags to pick up on death, I think it was bugged out at the moment. to be honest with being able to pick your items back up and processing your mats so they don't drop hasn't been to bad. Just need storage and I think the system is fine
  • PenguinPaladinPenguinPaladin Member, Alpha One, Alpha Two, Early Alpha Two
    All of these suggestions are unfortunately work that the developers would have to do. I would rather our testers be generous enough to give up their time working around these issues as each hour you spend in the game is testing the background functionality and other mechanics. While the devs work at their pace on what they deem necessary. No reason to spend 2 weeks tailoring a working test build to be more pleasant when after 2 weeks our tests will be complete anyways
  • NynaeveNynaeve Member, Alpha One, Alpha Two, Early Alpha Two
    edited August 2021
    The suggested fix to disable items dropping on death is not a 2 week solution. I work in a technical role on software projects, and this is likely a flag that simply turns on or off. I agree that there needs to be consideration of anything that requires development resources to patch, but this is a major impact to players and a (seemingly) minor technical request. The longer, more tailored request would be 'identify the bug causing the issues being experienced and correct them.' That I would agree is an unreasonable request given the time frame the game is in.
  • BarabBarab Member, Alpha One, Alpha Two, Early Alpha Two
    In past mmo's Ive tested with loot drops on death the dev team has supplied free raw mats via npcs and chests to test crafting.

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