Greetings, glorious testers!
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.
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
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.
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.
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.
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.
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.
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.