Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Dev Question: Griefing
KonoSuba
Member
Hi there, quick question, as an avid Ff14 player in the past (3k+ hrs), I enjoyed the experience because the game was designed to be relaxing and prevented griefing in general. I understand many people just want to go around role playing as a psychopath murdering every player in sight, but of course the majority of players likely would be turned away from the game rather quickly if that were the case in AoC. I’ll try to be unbiased with my question however, because I’d be open to trying a new MMO promoting freedom of choice.
***Question: Without compromising the final vision you have, what types of anti griefing mechanics/implements/deterrents are being investigated as part of the AoC experience? Or on the flip side, does anti-griefing not align with the intended experience? How will freedom of choice be supported and be differentiated with freedom of consequence?
Thanks!
-Kono Suba
***Question: Without compromising the final vision you have, what types of anti griefing mechanics/implements/deterrents are being investigated as part of the AoC experience? Or on the flip side, does anti-griefing not align with the intended experience? How will freedom of choice be supported and be differentiated with freedom of consequence?
Thanks!
-Kono Suba
0
This discussion has been closed.
Comments
Start here
https://ashesofcreation.wiki/Player_corruption
Thanks for that. Interesting. Its an original take on anti-griefing, and likely effective, but with this system in place and as punishing as it seems to be, it seems the RP of scavenger or murderer would be off the table completely.
Is it correct to say that any form of unprovoked killing is heavily discouraged?
Could there possibly be another approach to this?
Perhaps say… players would simply be unable to attack other players (outside of self-defence) unless they’re of similar or equal skill or experience?
Things like this could even create law enforcement or realm defenders (real players) that patrol on air/land mounts and have a chance to defend against the aggressors. These enforcers would not be restricted to the same level equality required for aggressors to select targets.
Just a thought. Something like this would probably require minimal system implementation and be primarily player ran.
This might also open up the game to players who are looking to be able to steal gold or “defend citizens virtue” as a source of job income to earn money saving players lives, supporting more gameplay styles and freedoms without feeling punished for playing out their fantasy.
-Thanks!
Your defenders idea in action.
https://ashesofcreation.wiki/Bounty_hunters
https://ashesofcreation.wiki/
Will be very few flying mounts like 10 max per server.
https://ashesofcreation.wiki/Mounts
Honey: I want to go outside. Lets have some fun.
Player: No, I have a responsibility as a law enforcer in a game.
Honey: ...
You want to play or be a bot in the game?
Killing players that are not flagged as combatants makes the attacker corrupt; with more corruption gained the higher the level difference between the two players is. Being corrupt is intended to be a punishment.
Allowing PvP only if the levels of the players are close to each other would likely prevent some grieving, but doesn't really comply with AoC's vision of risk vs. reward.
I suggest you read through these links, as they contain all the up to date, confirmed information in detail:
https://ashesofcreation.wiki/PvP
https://ashesofcreation.wiki/Player_corruption
https://ashesofcreation.wiki/Bounty_hunters
https://ashesofcreation.wiki/Risk_vs_reward
I'm closing this thread now, but please feel free to reach out again if you have any more questions!