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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
I agree, guild/node wars will be ideal for this. I mentioned in another post to maybe add a sort of "home-team" advantage that slightly buffs node citizens against raids in their node. Giving them an edge over outside groups. Only reason I even consider this is so there arent as many instances of mega guilds rotating raids around the world in zones that arent theirs just decimating smaller guilds.
You cant accidentally hit other players you have to specifically target them.
I think it's just assumed that you can PvP anywhere in the open world that's how I've always looked at it.
Currently players are semi protected by the corruption mechanic, this thread is a discussion about removing that mechanic.
You are taking my lines >:(
"There won't be permanant wars. There will be definitive victory conditions applied to each war instance. And those will vary across the wars, depending on the level of your guild and the level of the opposing guild. And different assets those guilds may have to indicate specific objectives."
---Steven
Doesn't seem to be that you just declare a Guild War for any reason just so you can attack another Guild anywhere they are across the map whenever you feel like it.
I'm not sure what a boss being "worth it' can truly mean in that context.
You seem disappointed that players will not be able to focus just on PvE.
I don't understand why, if this was stated back in 2017.
That is want some players want, it change PvX as much as pve as possible.
I don't see that happening with AoC i expect dec and node wars to be very pvp heavy, and have some more interesting concepts compared to older games.
Even if that boss respawn purely during primetime and the guild war can only be declared during primetime (I fucking hope it's not the case, but that's for a different discussion) - the guild that I'd war would have to decide between farming the boss or "winning the war", whatever form that comes in. This is what I mean by "boss being worth it". I'd sacrifice the cost of declaring the war and the cost that comes with potentially losing it, if I considered the boss drops to be valuable enough to counterweigh those losses. This would obviously be considered in the context of guild sizes, potential allies, etc etc etc.
And if both bosses and war decs can happen outside of primetime - then I'd want it to be the main source of pvp around the boss, rather than a ffa autoflag zone.
My way of targeting is to click with the mouse onto the target. That means in a crowded place I can click on another player?
What happens if I damage that player and the boss kills him? Am I corrupted?
@NiKr I forgot to look on wiki on this one. Sorry
I'll check in 10-15 minutes.
You either have guild/node wars that are very restrictive/limited/easily opted out of, or you have a more free form system that heavily promotes pvp.
I don't know how these systems are going to end up yet. So I really don't have much of an opinion right now on open pvp world bosses. I can certainly see Intrepid using it, even if very limited. Or even not limited, more widespread. But mixed feelings for me on it as of right now. Need to know more about the other relevant systems.
I'd personally like AoC's wars to be forced, but have a huge price related to that. You can freely PK your war enemies, but you might've paid a price that was more than the drop from the boss (or whatever other goal you had) netted you, so in the end you didn't really benefit from that war. To me this seems fair.
Well i see your one that would love that ashes would be as New World during Alpha. but theres a reason wy New World did chnage from a full pvp to a partly pvp game.
Shure there are many Pvp lovers in mmo-rpg but from all players in mmo-rpg these Pvpler make only about 5-10% and you will need to craft gear since the best gear is crafted gear in ashes not like many other games where drops are mostly superior to crafting gear.
haveing a world of 1200 Km2 with about 450 km2 landmass and between 8k-10k max players you will have chances to pvp. a lot of chances to pvp. each node does open dungeons and only if every node in the game was at least once at metropole state only then you can tell what the best possible gear is. i does yet not know if every dungeon give access to the same craft mats and blueprints for the game, i belive every dungeon does bring some unique to dungeon stuff with it. and so it will take years to maximaze the perfect legendary gear on 1 server.
back to topic
for such a deep game as ashes with such a economy system the crafting, farming and pve and pvx players are important. those that does primarly pvp aint those that craft or farm stuff and spend hours in that so i dont see a reason to boost them with a additional system. the sea is a diffrent case, because you will travel by boat mostly and so an encounter is due to the size of the zone allredy rare. it would not make sense to limit the encounter there specialy on boat v boat combat. cause its will mostly be group v group combats there.
Dungeons are 80% open world get you buddys sneek in on a raid kill the looter of the boss one bud looting the dead body while the other distract the raid and the bud then makes a run in the shadows and you can later share the loot without much penaltys or coruption or so. maybe you dont get it done every time but if your skilled and well organized 1 out of 10 time you should manage to sneek some loot.
I hope I'm wrong, but I have a feeling I'm not.
Cheers
ashes isnt backed by a company that is in for the mony its backed by a couple that loves mmo-rpg in pvx style and they will lunch a game that they wanna to play. so i wouldnt go so far. its developed by gamers for gamers and that has a impact on how the game will be cause those developing will be partly be seen in the game maybe you even end up in the same guild as steven. who knows.
I said it's not going to be as simple as just declaring a war because you want to kill some boss and you don't want to gain Corruption when fighting another guild who is competing for that boss.
Doesn't really make much sense in any case because it assumes that the group of people farming that boss all belong to one guild.
While true enough...
That's irrelevant to my point.
Yeah, but... there's not much point to a war - which is likely to last way longer than a farming session.
You don't just declare a war for 5 hours and then it's done because your guild has finished farming boss.
Perhaps you stop some rival guild from farming during the five hours your guild is farming... and then the guild farms the boss when your guild is done. In the mean-time, you still have to deal with all the other ramifications of the war that aren't associated with the boss.
So... that doesn't make a lot of sense.
Sure. OK.
If I'm at war I'm not stopping hunting they are destroyed completely and given up then maybe ill give mercy...maybe i won't.
If it was Noaani I wouldn't stop until he left the continent.
here is the thing i mentioned pvpler you state pvxlers. well those that does pvp but also grind and craft are pvxlers. i however also plyed in with many players that were only pvpler they didn not grind or craft. shure due to their high gear and perfected playstyle they manages to do dungeons save with less players and so sold the spots to go along without the need to lift a finger in order to kill the boss and recive the loot.
but that what is full pvpler to me. those that does pvp and pve content doing grind and craft i count for pvx.
the good thing on ashes is that id doesnt haf fractions so everyone can fight with everyone and not have like light fights darkness. also not as in new world or blade&soul where you ether enable or disable pvp or only can do pvp if you war the fraction costume. It becomes more real. i mean you can cross the street and your best bud could drive over you with his truck (theoreticly) and thats what i think will give the thrill in ashes. who can you trust. cause everyone could stab you in the back (theoreticly)$
but as like its is in rl that these things rarely happen in games however they do tend to happen a bit more often cause your rl isnt in danger. and often you may never have seen your bud in rl or via video call. its just a random.
uh a bit carreyd away.
but jep i hope it cleared the position what i mean with pvpler and pvxler.
I think you didn't understand what I wrote.
I see no other ramifications, I just see I can pvp my target longer. What did I miss with the meaning?
If you're a top lvl guild, you'll have information about other guilds and about their farming sub-guilds, so you'd be declaring the war on those instead of the main one (that is if it's not the main one who farms bosses). And you'll weigh all the pros and cons of declaring a lengthy war just to potentially secure a boss (but never assure).
Hell, I'd even agree for those kinds of bosses to be the "goal" of a war. If we do in fact choose the stakes for a war, as you think we do, I'd definitely like for the game's system to track big boss respawn timers and link war goals to them. The boss clear could be the winstate of a war between two top lvl guilds, which could mean that the war goes on for days because neither guild would let the other one win. I'd definitely love that and Steven would probably too, considering that he likes to reminisce about the days when pretty much the same thing happened with his guild.
Yet you paid 500$ to back a fucking PvP-oriented game made by a dude that took inspiration from L2 and AA... both PVP ORIENTED GAMES - you backed a game with open world PK and open world dungeons and raids all with PK enabled plus the only way to move goods is through a PvP system called caravans.... this is beyond me. Congratulations.
But it is mentioned that
"The open world PvP flagging system is designed to deter people from griefing other players"
If a team is fighting a boss and another team comes and helps the boss to kill the first green players, this is griefing, isn't it?
My assumption is that the combatant becomes corrupted.
With the change requested by @Liniker , the griefing would actually be allowed.
Because the raid is intended to be doable by a "single digit percentage of the population" and because the objective is to gather resources:
If the bosses would drop nothing or if the bosses would become mobile and assist the winners later in a siege, or if the caravan system is removed, then having open PvP in that area would make sense.