Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
But there is a problem of going too far and making it too niche. If you only aim at the most hardcore of players or focus on only one aspect of a game you end up with great MMOs that close up shop because they aren't sustainable.
Wildstar and Warhammer age of Reckoning come to mind
Yeah I agree you have to make a game that can sustain itself through profitability.
I didn't play Wildstar. I played Warhammer though. I didn't think it was half bad. It was going up against WoW in it's prime, as well as competing against a number of different more pvp focused mmos. And it just failed. Couldn't compete against the heavyweight in the majority market, WoW, and didn't appeal enough to the niche markets to make up for that. Poor Mark Jacobs has been floundering ever since. He struggles just to issue refunds for Camelot Unchained lol
Edit: Not trying to pick on the guy. He put out one of the best, possibly the best, pvp mmo to date, Dark Ages of Camelot. Has my eternal gratitude for that. Not a fan of how he's handled Camelot Unchained though.
This is a PvPvE game. PKing is allowed everywhere and at all times. The only safezones are inside your housing/freeholds, which will be destroyed if your Node (city) gets destroyed.
What do you define as "being ganked"? I have a feeling most carebears classify all PKing as ganking. That is false. If you're a level 40 killings mobs, farming or AFK and another level 40 comes up and starts attacking you, that's PvP (or open world PvP). Ganking, for me, is easily killing someone, so ganking is when a bunch of people gang up on you or when a higher level starts attacking you or, arguably, if you're low HP from fighting mobs and someone deals a finishing blow.
Regardless of what you define as ganking, nowhere is safe, so if you wanna relax while playing, simply don't fight back and change your mentality about what dying means, so you can relax while being murdered. Also, if you don't fight back, whoever killed you becomes red which is not a good thing, so hopefully people won't be able to cheat the system into avoiding becoming red and will be punished by doing so, a.k.a not worth it most of the time.
However, you should understand two things: people won't risk going red for no reason and many aspects of this game have party gameplay in mind, not solo. So, if you're farming solo 2km away from civilization, you're asking to get slammed. Playing with other people mitigates that, although I'd bet I can 1v3 carebears.
Are you trying to say that all PvP players are hardcore? What does hardcore mean?
A hardcore player is someone who is able to play many hours a week. I'm only able to play 12 to 15 hours a week so I'm pretty sure that makes me a casual player. I'm bored of PvE games where there's no risk and only reward, so I consider myself a PvP player. Am I allowed to be a casual PvP player?
So, before the hardcore PvE types get too judgy, I don't expect to change your games into my liking so please don't change mine.
If you think (open world) PvP is a small aspect of the game you clearly know nothing about the OG MMORPGs, which paved the way for the genre. How does open world PvP make a game "smaller and more finite" than current single player lobby group finder MMOs? How are you able to do less things in the game if you can, literally, do anything you want?
It almost feels like you're projecting. You feel bad for not being safe in the world, not everyone. You have trouble holding your attention span because of open world PvP, not everyone.
That's amazing to hear, that means you already have plenty of PvE MMORPGs, so no need to turn Ashes into one.
And that's quite funny, look how easy it is to make a stupid argument:
There are so many successful PvP games out there, so I never understand why developers are willing to lose such a large amount of revenue from players who do not want to PvE, or only want to PvE on their terms.
Cool, huh?
I didn't know so many carebears watched @LazyPeon's videos.
How do you define PKing? All PKing is griefing.
Being killed during PvP is not necessarily PKing or griefing.
I wouldnt consider a PK griefing. Griefing is more along the lines of camping. Just happening upon someone and deciding to kill them is more of just a gank. Do that 3+ more times within a short time period, then you're harassing, which would be griefing.
Deciding to kill someone you stumble upon isn't necessarily ganking either.
attacking back means attackers dont get corruption but you drop half the item you would have if you didnt fight back
I mean they literally said 'thanks that definitely answer my question' on post four. Everything after that was people who don't bother reading beyond post one, Azherae trying to help people understand other people's points of view, or circle jerk. And lord help us we can't stop THOSE forces of nature.
lol. I plead the fifth
Got to drive the point home about the mechanics of the game!
For example a small town will get town guards, they will be able to try to protect non combatants and attack corrupted inside and at a limited distance outside the settlement. This is by no means guaranteed protection as a large enough group of players could still defeat guards or one who is fast enough could escape from them. Compare this to a metropolis settlement where the guards would patrol the entire node area and be more difficult to defeat and harder to escape from. Thoughts?
Bounties will be reserved as a player system, rather than an NPC system.
MMORPGs should not need NPCs to patrol entire zones.
I enjoy the idea of making guards in a node optional. Leaves potential for a lawless town with other ideas for options like a black market or other criminal features. Harder to develop, but has its own perks, would be a cool concept.
Their only use csn be placement near a service like banking or the AH as to prevent corrupted players from using said services
You could even have ranging strength of them, depending on the node lvl and the amount of money the Mayor invested in them. This way the lower lvl nodes could be more dangerous for normal players, while way safer for PKers, with higher lvl nodes being the opposite.
Works best if they are Ranger builds with snares that have basically no way to be resisted and strongish DoT.
Guards just killing off players is less fun for both sides, I think, but 'guards giving players the option to finish them off'?
Fun and Fireworks for the whole Node.
ah the memories of gadgetzan and booty bay in vanilla WoW. The bruisers with their nets and guns were a great design. Later they even added knockback on the guns for people who hid on rooftops
We have in-Node housing.
If there is one approach that gives PvP players a toxic reputation, it's this one. Why is it, that for some PvP players, it's not enough to just enjoy PVP, they also have to shit upon people who enjoy quality PvE content?
I have over 3000 hours in Albion Online. A full loot, PVP MMORP which directly rewards you for playing PvP. So when you say there are no games like this, it's demonstrably not true. Perhaps you should give it a try?
It is curious reading the various replies. Many seem to have a very clear idea of what PvP means in Ashes, so much so, that they feel they are in a position to tell others that the game "isn't for them" when nobody actually knows the definitive details yet.
Seems that some have created what they want the game to be in their heads and are now gatekeeping their own interpretation. Which is... bold.
I love PVP, but I also love PVE. I know this might shatter the delusions of a few, but these two things are not (and shouldn't be) mutually exclusive.
IMO, There should be "safe zones" and spaces that allow for a gradual introduction to open-world PvP. Items that can be dropped on death should have a trash rate, that increases exponentially relative to the number of assists on a kill. To counter Zerg-style ganking squads.
To answer the OP directly. It seems like the direction currently is to have the ability to engage in solo PvE-type content, but... as the rewards increase, so do the risks.
Intrepid has been very clear regarding the goals for the game in regards to forced PvP.
It will happen. PvP is part of the core design. Intertwined with all the other systems.
The matter of fact is, that, when playing the game
As such, the game simply isn't meant for players who perceive the possibility of non-consensual PvP as a complete deal breaker. Neither is it meant for players who want a rust-style murderbox or those that do not want the possibility of losing stuff. Telling those people, that this might not be the type of game they are interested in is no different than telling a person that doesn't like Shooter, that a Shooter probably isn't something he would enjoy. Not every game can be interesting for everybody. That's just how it is.. On the other hand telling people (who by the their own description, perceive some of the core design principles as deal breakers) that "everything will be fine" does a disservice to them. Giving them false expectations from the game isn't helpful. It might even be hurtful.
Those are just a few of the quotes. Dozens more elaborating, that the design might not be for everybody can be found on the wiki.
Absolutely. That's why this is a PvX game.
Indeed. This is why I find the "If you like PVE go elsewhere" attitude to be problematic. The game aims to have both. Which is great.
Just as well nobody has said that then...