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.
no opt in pvp?
Amrothe
Member
The most fun PVX game I ever played was dark ages of camelot. Which had zone based opt in pvp.
Mostly I am concerned with the abilitity for a small group of PVP players to kill the server/world and what systems are in place to prevent that. A group of 3-4 roving pvpers on coms can generally roll any single player with no chance for them to survive. Most people enjoy solo play.
Most players are filthy casuals who play when they can and don't always have friends on at the same time to harvest or whatever. If there is not a way of stopping this conduct then solo players and casuals will just quit and play something else.
New world's biggest failure was in allowing a small group of pvp players to swap between 4 companies and take all of the territories, set the taxes to maximum and then took all of pve players gold killing servers and ending the game.
With limited towns and the same style of pvp conquest how do you prevent a small group of pvp players from ruining the entire game.
I was really hoping for a PVE server with opt in PVP, but it looks like that is not in the cards. Convince me that this won't be new world 2 "the continued shitting on of casuals."
Mostly I am concerned with the abilitity for a small group of PVP players to kill the server/world and what systems are in place to prevent that. A group of 3-4 roving pvpers on coms can generally roll any single player with no chance for them to survive. Most people enjoy solo play.
Most players are filthy casuals who play when they can and don't always have friends on at the same time to harvest or whatever. If there is not a way of stopping this conduct then solo players and casuals will just quit and play something else.
New world's biggest failure was in allowing a small group of pvp players to swap between 4 companies and take all of the territories, set the taxes to maximum and then took all of pve players gold killing servers and ending the game.
With limited towns and the same style of pvp conquest how do you prevent a small group of pvp players from ruining the entire game.
I was really hoping for a PVE server with opt in PVP, but it looks like that is not in the cards. Convince me that this won't be new world 2 "the continued shitting on of casuals."
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Comments
Kill a green, and you turn red. Anyone and everyone can kill a red, without changing from green... next question
Next question.
If you are max level what does negative xp matter
https://ashesofcreation.wiki/Player_corruption
You delevel..... essentually. Your stats will be reduced as if you are of lower level. And will continue to do so until you are effectivly powerless
Maybe you should do research before proposing changes to the current systems.
They're fine... just need to realize asking questions all high and mighty armed with only a shield of ignorance wont get you anywhere.
Secondly and never really brought up in the responses is whether a small group of city owners can control the server and heavily tax or restrict casuals from playing.
You can look at new world as a "lighter" attempted to be simplified... system similar to ashes. But the system does not work simplified.... as you can see with how new world fell apart.
In ashes, the node system. Areas of the world gain exp and become cities due to players playing in the area. These nodes leveling up generate the content available. So, there is no low level areas. There are only nodes.
The curruption system, players doing nothing, green. Accepted combat state purple, killed a green red. And its verious effect of states that i hope you looked into thanks to nikr
Death. Negative exp, sudo-deleveling, damaging gear. Dying while green makes you drop the most materials. While dying while purple lets you keep some. Incentives you to fight back.
Having a home, and the needs of a home. You have a limited carry weight. You have nowhere to put things. To gain a home you must become a citizen of a node. Becoming a citizen gives you countless "loose allies" as all citizens of the same node shiuld work together. It also gives you "loose enemies" as there may be rival nodes...
Mayor and stuff like defining tax rates have yet to be finalized, but you can assume with new world as an example, these will be tested. Also mayor is an individual, not a guild. And nodes have multiple different ways of deciding mayor.
One Death for me in Alpha-1 was a 12 minute setback on Cleric.
I would not be that concerned about case New World even it can be a good example to examine and learn what you could do and especially what you should not. Things started to go wrong when they decided to change game concept from hardcore survival MMO to MMORPG. Their owPvP rules were outdated from the beginning and fixing methods later wrong. On top of that the team had very little MMORPG experience why so many part of the game felt just half-baked. The game did not fail just because of the flagging system and there are actually various reasons from economy, quests, enemies, end-game content, you name it... Will see if Amazon Studios will ever get a succesfull game out, not yet apparently. They had around million users at the start so they did something right but failed to deliver the new expectations.
Opt-in PvP was one of the largest contributors to New World’s spectacular flameout.
Those are facts to the best of my knowledge.
Now, in my opinion, "forced PvP", i.e. PKing, will only really take place between groups trying to hold farming spots, dungeons, bosses, etc. I believe most people won't risk going red to grab 20% of all the iron ore you have on your inventory.
There will be "opt-in" PvP and it's probably going to be very fun, that's what I'm looking forward to the most:
For these reasons and many more there will not be opt-in PvP zones. If things are done right, you won't have to worry about PKers ruining entire servers and you might even want to try it out sometime.
But, also, a small group of players cannot successfully Siege the entire world of Verra.
Steven understands the assignment - which is why, in Ashes, non-consensual PvP is punished with Corruption...
And also why Steven has added harsher penalties than Karma.
I like my socializing to be free of conflict with other people - if possible.
In RPGs, I prefer to use social skills to avoid combat - even with mobs and NPCs.
Getting good is subjective.
Most people use PvP as shorthand for direct PvP combat.
But, even then, if Economic conflict were too high, I also just wouldn't play the game.
Conflict with other players in an RPG is more of a deterrent than it is a draw.
You loose like 4 times (as a combatant 2 times the loss of being green) the XP or something when u die as a red so even if an alt kills you ur still loosing time in that regards
Greens (Innocent players) there death penalty will result in loss of Xp and 50% of resources (Just random numbers atm)
Purple players (Combatant green players who fight back when they get attacked) Dieing a combatant is half the XP loss and a green players and 25% of resources dropped) this is to incentivise fighting back
Red players Corrupted players killed to many people who are green and didnt defend themself these will receive 2 times the XP penalty of green players (4 times that of purple) aswell as chance to drop equipment along with there resources (Think its 100% drop on resources) equipment drop i beleive they need to be heavily corrupted
Only killing green give corruption hit so if they fight back you wont get a penalty and there reward for defending is to keep half the stuff they would of loss.
im a pvper myself however mindless killing which most people will see as ganking smaller groups as shallow/goaless if i do mindless killing it tend to be agaist even numbers or close to it where they can win cause that help increase pvp skills.
That also beingsaid what i hope for Ashes here tbh is to punish mindless/goaless killing and have emphesis on meaningful pvp this tend to be defending territories or preventing/slowing enemies faction/towns from progressing or even expanding territories.
Im hoping ashes will bring alot of dynamic with the node system where you are able to war players of other nodes and not get a penalty for killing players citizen to said node however there an upkeep of some kinda to sustain this long term so you can just war everyone, Political pvp is always a rather unique/fun experience take darkfall for example nations forms and crumbled as people form coutner nation or grew to large the broke appart it was ever changing and had a politic map and everything players made. Kingdom of wessex formed in the east which was a huge alliance of people and eventually smaller faction banded together to fight them off which they then crumbled after that was was done and then new ones formed and so on was interesting.
~big brain~
Their is no fast travel... you spawn at your home node..... unless they killed you in your own town, you probably will not see them again that day...