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.
Comments
They are no real safe areas in ashes. The closest thing would be inside your freehold - and that’s arguable given node sieges.
nobody makes games for you. Stop saying I as if it matters to anybody if you leave.
I will however try to give you some insight and hopefully you are not invested too emotionally on this announcement and you can work on it with a clear head.
Here it comes...
An mmo should have never been divided between isolated PvP and isolated PvE. Players should always be able to interact/kill/help each other. An mmo is just that. A massive multiplayer online rpg. Which means that all players exist continuously in the same world. Not stages, not instances, not arenas, not raids, not shards etc etc. But years have gone by, and the playerbase grew up (in name only) and started demanding they have a say in how somebody should run their business.
What PvX means? It fcking doesn't mean that you are promised a 50-50, split to the bit, allocation of PvE and PvP content you (((***&]]%%%$... ))]]]
It fcking means that the progress of your character is directly affected by your ability to explore the world and use resources as well as fend off players with which you have a conflict of interests.
Here comes more...
PvX = open world PvP MMORPG
But, that's not misleading or anything.
LMFAO
GTFO
Why isn't there such a system in castle/node sieges and caravans? Why because if there was nobody would risk going red. And if nobody attacked, then castle/node would be meaningless and the caravans would be just a slow but certain spread of all the raw materials found in abundance in specific areas of the map. We might as well have teleports all over and a global auction house. No more adventure and sense of endeavour.
Castle/Node Sieges and Caravans have no death penalties, so... it's not just about players not being Corrupted.
Pretty sure The Open Seas include death penalties, so... that's not analogous.
Well, this is why I said the playerbase grew up in name only. People have become too entitled and demanding.
Steven said what he said on the live update regarding this change, and I agree with everything.
But what he didn't go into detail (rightfully so) was the fact that the sea involves ships, cannons and other compartments in a naval battle other than your characters that can be targeted.
What would you propose? The every time a cannon fires that cannon becomes purple, as well as the player themselves? Every time a ship fires a cannon the ship becomes purple itself? And you have 20 people on a ship. Do you expect them to coordinate to perfection in order to avoid hitting a green cannot accidently, gaining corruption?
Fck all that, it becomes tedious and takes away from the fun.
The devs said make the oceans a siege zone, without a defender and attacker, in which success and reward lies every time a group attains their goal. For technical reasons they made this change. Get off your high horse and accept it. And if your plan was to roleplay and skip around on your aquatic mount you will miss out on the ocean gameplay, just as well as you would miss out on a lot of other content that requires you to be a part of competent and organized guilds such as...... sieges and caravans, in which...? also the corruption doesn't apply.
Going out to the sea to take down the big raids would never be a gameplay design for casuals or randoms looking for members via a group finder. You never lost something that you would never have managed to complete.
Some people say "oh a pvp free zone... that is going to take away all the pvp/pk action from the mainland.."
Wrong again. You didn't think it through, you didn't look at the big picture.
Gathering the resources and designs to build a ship and all its equipment will take dedication. Nobody will go to the see "just to have some brainless pvp". Whoever manages to sail such a ship will have grand goals for their group. People that lack focus and vision will not do that. They will just try to PK some gathered in the mainland or attack a caravan. Not spend days or weeks to create a ship and find a crew. So yeah. the game isn't becoming mainland pve and sea pvp. ffs... what a quick and lame conclusion.
Doesn't the open sea pvp change the dynamic of the game? Not one bit. Why? Because you still need pve to lv up and get resources, you still need crafting to get wealthy and equip yourself, there will still be little instanced contant and ZERO arena rewards to progress just through pvp.
"What's next? PvE only zones, like dungeons or world bosses?" Get out of here. These things are isolated pve and pvp concepts that will never ever have anything to do with the design of AoC. How your mind leapt over there I will never know.
And you know what? Even if it does, I wish people changed their attitude and if they rly need to provide feedback and not cry a river to attract some sad online attention to themselves, first get your facts right and see the big picture, second realize that you are a video gamer and not some affluent stakeholder. Stop roleplaying as somebody that matters.
I dislike it when I see people taking the high moral ground and painting the studio as a liar. Same thing was going on when they said that they will open the A1 sales again to bring in more testers.
I will however try to give you some insight and hopefully you are not invested too emotionally on this announcement and you can work on it with a clear head.
Here it comes...
AoC is a PvX game. What is PvX? A term for people that could not comprehend what an open world pvp mmo is. In my opinion it has caused damage not because the devs have not been clear, but because the people for whom this term was created, still lack the ability to use their brain. And here we are in which PvX has become a weapons against the development of Ashes.
An mmo should have never been divided between isolated PvP and isolated PvE. Players should always be able to interact/kill/help each other. An mmo is just that. A massive multiplayer online rpg. Which means that all players exist continuously in the same world. Not stages, not instances, not arenas, not raids, not shards etc etc. But years have gone by, and the playerbase grew up (in name only) and started demanding they have a say in how somebody should run their business.
What PvX means? It fcking doesn't mean that you are promised a 50-50, split to the bit, allocation of PvE and PvP content you (((***&]]%%%$... ))]]]
It fcking means that the progress of your character is directly affected by your ability to explore the world and use resources as well as fend off players with which you have a conflict of interests.
Here comes more...
What's the purpose of the Corruption system? To protect THE GAME from players that want to go on a killing spree. It's not there to protect you. It's there to make sure that everybody has a chance to lv up, gather, quest and play an mmo. Not a survival game. That's why the corruption system exists. To protect all the above mentioned aspects of the game.
Why isn't there such a system in castle/node sieges and caravans? Why because if there was nobody would risk going red. And if nobody attacked, then castle/node would be meaningless and the caravans would be just a slow but certain spread of all the raw materials found in abundance in specific areas of the map. We might as well have teleports all over and a global auction house. No more adventure and sense of endeavour.
Why isn't the corruption system present at the sea?
Well, this is why I said the playerbase grew up in name only. People have become too entitled and demanding.
Steven said what he said on the live update regarding this change, and I agree with everything.
But what he didn't go into detail (rightfully so) was the fact that the sea involves ships, cannons and other compartments in a naval battle other than your characters that can be targeted.
What would you propose? The every time a cannon fires that cannon becomes purple, as well as the player themselves? Every time a ship fires a cannon the ship becomes purple itself? And you have 20 people on a ship. Do you expect them to coordinate to perfection in order to avoid hitting a green cannot accidently, gaining corruption?
Fck all that, it becomes tedious and takes away from the fun.
The devs said make the oceans a siege zone, without a defender and attacker, in which success and reward lies every time a group attains their goal. For technical reasons they made this change. Get off your high horse and accept it. And if your plan was to roleplay and skip around on your aquatic mount you will miss out on the ocean gameplay, just as well as you would miss out on a lot of other content that requires you to be a part of competent and organized guilds such as...... sieges and caravans, in which...? also the corruption doesn't apply.
Going out to the sea to take down the big raids would never be a gameplay design for casuals or randoms looking for members via a group finder. You never lost something that you would never have managed to complete.
Some people say "oh a pvp free zone... that is going to take away all the pvp/pk action from the mainland.."
Wrong again. You didn't think it through, you didn't look at the big picture.
Gathering the resources and designs to build a ship and all its equipment will take dedication. Nobody will go to the see "just to have some brainless pvp". Whoever manages to sail such a ship will have grand goals for their group. People that lack focus and vision will not do that. They will just try to PK some gathered in the mainland or attack a caravan. Not spend days or weeks to create a ship and find a crew. So yeah. the game isn't becoming mainland pve and sea pvp. ffs... what a quick and lame conclusion.
Doesn't the open sea pvp change the dynamic of the game? Not one bit. Why? Because you still need pve to lv up and get resources, you still need crafting to get wealthy and equip yourself, there will still be little instanced contant and ZERO arena rewards to progress just through pvp.
"What's next? PvE only zones, like dungeons or world bosses?" Get out of here. These things are isolated pve and pvp concepts that will never ever have anything to do with the design of AoC. How your mind leapt over there I will never know.
And you know what? Even if it does, I wish people changed their attitude and if they rly need to provide feedback and not cry a river to attract some sad online attention to themselves, first get your facts right and see the big picture, second realize that you are a video gamer and not some affluent stakeholder. Stop roleplaying as somebody that matters.
I wonder who needs to change their attitude the most...
For one part, going into the open sea is a conscious and completely optional decision. Neither low level players, nor weak players, nor players who do not want to partake in PvP ever have to be in the open sea if they do not choose to be there.
Thats different for all zones on land. Lowlevel/weak/non-pvp-interested players have to be there. They have to co-exist with the pvp enthusiastic players, so some protection is necessary and valid.
Creating a PvE only zone would be completely different, as that would go against everything they want to do in a PvX game. PvE and PvP Content being intertwined.
In a PvE Only Zone, PvP and PvE isnt intertwined anymore.
In a Open World Auto Flag Zone, you still have PvE content to do, which is the primary reason for being out there in the first place. So PvE and PvP is still intertwined.
Where does this illusion come from, that PvP being featured suddenly makes PvE Content any less relevant? The PvE Content is the same it was before, merely the risk of being attacked is higher. The PvE Content still is there and the reason most players are out there in the first place.
But this goes beyond getting onto the waters to access content in the open seas. With this change, no one can cross the sea to the other continent with the protection of the Corruption system. What Steven has said is only one part of the game: Risk vs Reward. When you don't care about the content in the seas and only want to cross to the other continent, it's becomes 90% risk and 10% reward. What if their server doesn't have any Scientific metros at all that could link between the two continents?
On the land, one can ride a Mule, transport small amount of goods back and forth with the protection of the Corruption system. Why can't they do the same on the waters with a smaller ship or a boat that's not a naval caravan?
Why is the land protected by the Corruption system while the open seas isn't? The land have just as many unique and great content. Does this change means the land content less valuable than the naval content now?
I like this change. It makes sense. However, I'm not speaking for myself. My only concern is how the game would thrive without the so-called "carebears" being able to do things that they want to because of those inconsistencies. Previously, they have the protection of the Corruption system. Now, they still do but they kind of don't. Steven can say Ashes will not be for everyone as much as he wants. But if it's something that not a single one of the carebears will be able to put up with, it will be very detrimental to the game.
It does not make PvE content any less relevant. However, it does set the precedent of de-valuing the content on the land. On the land, you are protected by the Corruption system. As of now, that includes all open world dungeons, raids and world bosses.
Suddenly when you're on the waters, you are not protected by the Corruption system anymore. Because as Steven said, with greater rewards comes greater risks. That statement alone confirmed that the content on the land is less valuable than the naval content. I'm not opposed to this statement at all. But it should answer your question of "where the illusion comes from."
Even though I'm not opposed to it even though I want answers for the inconsistencies.
Agree with pretty much everything @JamesSunderland says. @BaSkA13
Id really like an answer to this part as well:
Do you think that PKers wont attack and fight each other? Where does that notion come from? The right to attack anybody automatically comes with the threat of being attacked by everybody.
Thats incorrect. Steven has stated that there will be alternative methods of crossing the ocean for players that do not want to partake.
These are separate from Metropolis Airships. We do not know what they entail, but it clearly states, that the have something in mind for people to travel to the other continent without being involved in the open sea pvp.
In the open-sea, as Steven mentioned in the stream, the rewards will be grater and the risk needs to be higher. Is the corruption system unable to handle that?
Why is now the corruption system presented as an obstacle to the risk-vs-reward philosophy for open-sea content?
Those 2 questions are quite disingenuous, they simple doesn't take in consideration the intent Steven has for the area, nor the sources of inspiration for the system, The corruption system comes from Lineage 2 Karma system, The Lawless Seas comes from Archeage those are 2 completely different systems that tackles the Concept of Risk vs Reward with different approachs:
No matter how you look at it the corruption system is more geared towards a protective moral code of conduct, where people are way less incentivised to kill each other as everyone's base state is green there is way more comfort and security(compared to lawless sea).
The Lawless Seas pushs the risks even further making everyone that is not literally your guild or friends a way more likely threat and makes you a way more likely threat for them.
In the open-sea now, with the auto-flagging, what is the risk for the attackers? E.g. if let's say 3 ships that are co-operating spot 1 ship, why wouldn't they attack? Where is the risk?
"Contrary to what Steven said, this change is actually going against the risk-vs-reward philosophy. If you outnumber the enemy, there is no risk in attacking."
The risk for attackers? Being attacked by other Attackers!
What is stopping those 3 Co-Operating Ships from being attacked by 4 other co-perating ships and those from being attacked by 5 other co-perating ships?
There is always a bigger fish in the sea and there is always the possibility of ganging up on the bigger fish thats how alliances are made and destroyed.
Aren't we all sinners?
or, you bring 2 fishing vessels and 4 warships, then go to the fishing spot, start fishing and loading up the vessels then return to land with the profits.
If something is hard to do, then the profit should just be that much higher. Thats the whole premise of the risk vs. reward system. In your example, fishing vessels being immune, they would carry no risk and hence should get no reward.
4 warships to protect 2 fishing boats? Where's the logic here? There must be a crew on such ships, do you think that a few fish will bring profit for the crew of 6 ships?
@heebi the same logic where you bring 3 raids to defend 1 raid doing the world boss attempt.
Is it optimal? Hell no, does it beat not getting the cake at all.
You bring as much force as necessary, but as little as possible.
Also, the Warship crew isnt stopped from fishing themselves which just fills up the fishing vessel faster and hence requires less time by everybody. Its not like ship crews are bound to the ship. They man the warships when necessary, they fish when it isnt.
This has been common practice in AA were you bound together in fishing raids.
and yes, i do think that the open sea should give enough value to warrant things like this. This is exactly what the whole open pvp zone should facilitate in the first place.
I'm confused... Do you think PKers fighting other PKers wasn't going to happen in the ocean with the possibility of corruption on??? I do not. There are a ton of reasons why the oceans were already going to be a red paradise, reasons I'm quite looking forward to. All the same reasons for purple or red on red play are still going to be there, just without the thrill of having to calculate corruption and how to best wash it off.
It's less risk because you can kill any gatherer and not worry about gaining corruption. You don't even have to worry about what the level gap between you and the gatherer is. Before the change, at sea, this wasn't a huge risk but still a notable one that required strategy and planning because you had to worry about other pkers targeting you for being red if you bumped into them since you are now walking extra loot. But since it's such a sparse space with a lower likelihood of bounty hunters due to the barrier to entry and there are mobs to farm, there was always a strong likelihood that you could probably rinse off your corruption.
The current set up lowers that threat period to nil and basically let's you get to kill the gatherer for free without interrupting your activities. It'd be stupid not to kill a gatherer that's lower level than you if you see them at that point. It's just free loot. You don't have to worry about going red while fighting them and their friends either. But Pker on Pker interactions for control over the hunting grounds or treasure were always going to happen. That's just basic play in owPvP.
I understand where the people liking this come from. This creates a higher likelyhood of PvP on the open sea. Higher likelyhood of a PvP encounter creates more fun and more risk for the PvP player. Your calculation goes like this I imagine: how strong is the target, can I take it without loosing. Is it worth what they are carrying to take the risk. You invest in your ship and reap the rewards if the encounter goes your way. To summarize, you are in your element, doing the content you like with more risk and more rewards.
Now look at it from the PvE players perspective. This system creates a higher likelyhood of a PvP encounter on the open sea, but instead of creating more fun and more risk/reward for the PvE player, it is no fun at all (of course all peope are different) only a nuisance and distraction from the fun they want to have (do the PvE content on the open sea they want to do). Their calculation begins before they even enter the open sea. Its not about their ship alone. Do I want to do the content bad a enough to go through this? How big is the likelyhood that I even reach my PvE target? Is it worth my time and nerves? Can I make enough back to justify the investement for the raid (or whatever the content is). To summarize, they are not in their element, what you consider fun is only a nuisance for them that they have to go through to get to the conent they like. So from their perspective the risk is much higher, because the likelyhood is good that they do not even reach the content they want to do while the PvP player always is doing the contect they like to do.
This is true for the whole world with an OpenPvP system, but the PvE players that stuck with AoC until now have grudgingly accepted this because of the corruption system. But with this change, the likelyhhood drastically increases on the open sea and because it removes inhibitions griefing is now part of the equation again as well.
towns, freehold, housing
they got 6.1k comment where half of them are probaly complaints about pvp