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Feedback: PVP in general

PatriotaPatriota Member, Alpha One, Alpha Two, Early Alpha Two
I would like to give some feedback in some points in regards PVP, since today we were able to experience it more.

1 - Ctrl + t, switch character and logout are a safe scape from a encounter, the character instantly disappear.
Imo:
A - After logging out or switch character, the character should remain in the game for x amount of time, like 30sec or so. ​
B - Ctrl + t is a tool for Alpha and Beta but still a safe way out of combat, there should be a countdown before the action is completed, like a 5-10 sec countdown and if the person is attacked by players (not mobs) then the action is cancelled.

2 - Talking about safe places, water is a safe place as well, at least as a Cleric I wasn't able to cast anything while swimming allowing targets to just swim and be safe for as long as they wanted.

3 There should be a way to finish off players knocked down on the ground (my apologies if there is, I didn't find it), healers being able to res their allies is a key feature but right now without a counter at all. Also while a Cleric is casting a res, enemies attacks should either interrupt the cast or push back the casting time a bit per hit, same thing with finishing off someone on the ground, should be a casting thing instead of click and done. That brings more strategic and communication to the fight.
Had a 2v6 earlier that we took 2 down fairly quick and they both were resurrected so quick and we couldn't do anything about it.

4 Mounts are OP at this stage, even a Tank dash that knocks down the player on top of the mount won't stop the person from keep ridding, he just keeps riding even though being knocked down. Mounting up shouldn't be instant as well.

5 Cities and safezones, there is no way for people to keep being able to just attack others inside the city the way it is at the moment, even on this stage of Alpha that we don't have thousands of people on, there was chaos inside the city. That would definitely discourage a lot of players. Initial zone should have a huge non PVP area to protect new comers.
Cities either the same thing or have guards with arrows or magic that are as op as they can be to pretty much two shot a person, or idk a lighting striking from the sky on a person that attacks someone else, but this one got be well done because perhaps can be exploited by others somehow to force people to attack them and be killed by the AI.

Comments

  • Samcro101Samcro101 Member, Alpha One, Alpha Two, Early Alpha Two
    Good feedback. I'm not a big fan of forced pvp but ill do it. Your points are right on about in city fighting. There really does need to be a safe zone for people to gather.
  • GraymoreGraymore Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I agree with most of your points, but wanted to remind you of the bounty and pvp systems that where discussed by Steve in several interviews. The open all the time thing was more about gathering data than representing the real game. I love being the good guy. I love the idea of building a guild of people focused on defending people. I cannot do that if people do not have the choice of being evil. The right balance must be struck here or you just end up like every other mmo.
  • SigtyrSigtyr Member, Alpha One, Alpha Two, Early Alpha Two
    In regards to cities and safe zones, on our server our guild basically scraped together 5-10 players, threw pkers out of our village node, and stomped them any time they tried to come back. Other guilds were on our side in this for the most part to the extent that there was total peace in the town for the remainder of the weekend while pvp remained open. It's in the mayor's/controlling guild's best interest that the town stay peaceful and it actually adds a layer of depth to the game that I really enjoyed.

    Also, nobody really benefits from a high level node being in complete chaos, so they will tend to trend towards peace and quiet. Nobody is going to get high level gear if you can't safely refine your raw materials and that includes the people who pvp in order to take them.

    In addition, the flagging/corruption mechanics will push back on players who pvp in towns. I've also heard that they plan to give mayors the ability to hire town guard npcs as well. The only thing that worries me is a guild war mechanic that allows people to kill players from other guilds without consequence, but then again if you can't enforce your claim on a node then you will eventually be pushed out through sieges or your ability to progress essentially being halted from an out of control node. Also worth considering that citizens themselves will be able to vote out a mayor who isn't keeping them safe, at least in scientific nodes. I wouldn't be against small safe zones, especially around spawn points, but I kind of like the way it is now.
  • PatriotaPatriota Member, Alpha One, Alpha Two, Early Alpha Two
    Graymore wrote: »
    I agree with most of your points, but wanted to remind you of the bounty and pvp systems that where discussed by Steve in several interviews. The open all the time thing was more about gathering data than representing the real game. I love being the good guy. I love the idea of building a guild of people focused on defending people. I cannot do that if people do not have the choice of being evil. The right balance must be struck here or you just end up like every other mmo.

    I agree with you, I've being watching every details about Ashes so far, bounty and pvp system specially. Believe me I love pvp, mainly played full loot MMOs. My feedback was based on these games. Ashes ain't full loot, but atm has the raw mats drop on death (I like it). It depends a lot on how a red name person will have the opportunity to clean his name + re-gear.

    I've watched a good MMORPG called DarkFall Online pretty much die due is nature of being very hardcore in PVP, full loot. It had cities pretty much like Ashes, but with towers zapping purple/red names for good damage until they were dead, rest of map free game. People would still grief new comers in and outside of cities, even though they had nothing to gain from it, clans were able to help and defend people but only for so long, there wouldn't be people sitting there protecting 24/7. In Ashes there will for sure be people with high level character but with crappy disposable gear running around full red names killing people on start zone, if they die well they've lost crappy cheap gear. Will there be people defending those around low lvl spawns all the time? I doubt.

    I thought about the possibility of a whole alliance (multiple guilds) running a red name only politics, and they run a whole city so they can have a safe place to live, to do w/e they want around the map and always come back to their city. That is a possibility, would the server turn against such a alliance, absolutely, would the good guys be able to stop the bad guys, maybe depends on numbers but most likely yes, and in the process several pvers, very casual players would suffer.
    Sigtyr wrote: »
    Also, nobody really benefits from a high level node being in complete chaos, so they will tend to trend towards peace and quiet. Nobody is going to get high level gear if you can't safely refine your raw materials and that includes the people who pvp in order to take them.

    People sitting in a highly know city for refining goods, 3 people keep watching those going to refine. 2 guys attack as fast as they can one target, down him, the 3rd loots and store. Repeat it several times, it is hard to protect from it.

    I am keeping in mind we are in a Alpha, very small number of people, most with really good intentions about the game, a full release is in another level. Some people just want to burn everyone, and there will be a lot of them.
  • Samcro101 wrote: »
    Good feedback. I'm not a big fan of forced pvp but ill do it. Your points are right on about in city fighting. There really does need to be a safe zone for people to gather.

    I am not a big fan of forced PvP either. I have read many forums where people discussed games and as soon as they find out there is forced PvP there are people who say "Well I'm out" .

    I am aware there are griefers who "want to burn everyone" . I am not that type at all. I am hopeful that by release there will be some mechanic to protect those of us that dislike forced PvP . This game has SO MUCH potential. Really the only thing I dislike is the forced PvP.

    Someone on reddit (I think) was saying they hope by release there is a PvP flag system. I wish the server was a Megaserver so there are always enough people around and a way to unflag from PvP. I like that idea.

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