Ladies and Gentlemen,
referring to the thread “Dev Discussion #39 – Griefing”, there is a question arising in my mind that is difficult for me to be answered and I would like to see the different opinions around the fanbase.
As the thread mentioned above is more intended to griefing commonly, I’d like to focus on the PvP aspect and the most likely leading effect to casual players.
I wonder if Ashes of Creation is intended to attract the so called casual PvE players in the same way as the PvP’ers. If the answer is: “Yes!”, then I fear that the actual planned open world PvP ruleset will not contribute to keep those players playing AoC in long term. Once the casual gamer is killed the fifth time while he tries to gather a material, it is most likely, that he will turn his back to the game and leave. The actual planned corruption system will neither prevent that griefer, ganker and/or corpse camper to continuously ruin the casual gamers gaming experience, nor would it the bounty hunter system. Please remember: I only mention Open World, not caravans, sieges, etc. which are intended to be heavily PvP.
I also believe that the main problem is not the kill itself, but the loss of some (up to 40% if I memorize correctly ?) of the gathered/carried material. I can imagine that somebody who spent just two hours with gathering materials, is not very happy to loose quiet a batch of his ore. … or more, if his corpse is camped for a while …
This having said, maybe it would be an idea, to really re-think about different server types. I know Stephen rejected this idea earlier, but a separated PvX-Server with OPTIONAL PvP (on/off function) in Open World, only (this is important) would do the job and attract the casual player by far more, I assume.
Server types could be like:
PvP-FL (Full Loot) That’s really something for those who grew up with Ultima Online 😉 Additionally, this server could have an increased drop-rate of materials and loot, etc.
PvX-PL (Partial Loot) As intended right now
PVX-OF (Optional Flagged) This server might face a reduced material drop from all resources …
Of course more details could be elaborated on demand ...
The resulting question to be answered - if it keeps as it is - would be: Is the highly PvP oriented fanbase big enough to keep the game running profitable in long term ? Or would it be better for Intrepid Studios to have speculative 100K – 300K monthly paying accounts more on their finance base …? One little flag could probably do the job …
Again, please don’t get me wrong: I actually think about getting an Alpha-, and Betakey to get a deeper picture of the game, but when I join once it’s released, I should prefer it, to play on a animate world and not on desert where I meet other players one in an hour of playtime …
I really love Stephen’s and his team idealism and I believe in AoC, but Intrepid Studios is unfortunately not a charitable trust … They need to look for some profit … and profit needs paying customers …
This thread is NOT related to my personal preferred playstyle, it focusses to the view to the impact of the casual player and discuss the question, if they can be ignored from financial and server population point of view ...
Thanks for reading my humble opinions
Looking forward reading yours
Kind regards and have a nice weekend *waves*
P.S. If the Mods prefer it this thread to be moved to the Dev-discussion please feel free to do so