Aerlana wrote: » meanwhile as i say, as adept to have sometime open world PvP, i do it for interesting fight, and i find corruption a great thing for it ! and i know many others will just won't care if their name is purple or red at all.
CROW3 wrote: » What you’re proposing is to be disruptive (taking the easier path) to a team that doesn’t engage you without any consequence (with lower risk). I don’t see added risk for the potential reward there. I just see MO2, not Ashes. There’s nothing wrong with MO2, it’s a fun bare-knuckle brawler. It’s just not where Ashes is pointed IMO.
hleV wrote: » I swear most of these posts are carebears not dealing with the fact that it's not a PvE-centric game. Actually half of that is Dygz seeking attention by repeating how he's not gonna play the game, when literally nobody asked.
MaiWaifu wrote: » I think from a fantasy standpoint, I wouldn't want a world boss to have an open PvP area around it before or during the fight. If it's a world ending evil, why on Verra would we choose to kill each other instead of band together to fight it first at least? Maybe after it is dead the area around it can become a free flagging zone to back stab eachother for the loot.
Dygz wrote: » What Steven means is that the Open Waters are more dangerous in terms of higher chance to engage in PvP combat. But, the death penalties are reduced, so that's reduced risk.
Dygz wrote: » hleV wrote: » I swear most of these posts are carebears not dealing with the fact that it's not a PvE-centric game. Actually half of that is Dygz seeking attention by repeating how he's not gonna play the game, when literally nobody asked. LMFAO If y'all stop bitching about me saying I'm not playing the game, no one will be talking about me not playing the game. People love the Open Seas PvP change. We agree on that, regardless of whether I'm playing, so focus on that.
Asraiel wrote: » on sea there are no mountain or trees to hide in and ships will be seen from far away so that sneaking thru becomes impossible however even if spotting a ship you first need to make it to it before it does drive into savety.
Asraiel wrote: » i like the change to the sea beeing pvp so no need to care for corruption since there are allredy obsticals in the way and ships ofter will carry more than only 1 person, more like a group or a raid and so fights are more tactical than simply jumping out of a bush on someone that currently fights with a mob.
Asraiel wrote: » so on sea the chance of getting spottet will be high, the chance for an encounter will be low if not both wanna pvp it out. or the target doesnt pay attention to its surroundings. Hope there will be some sea world bosses and some sea dungeons that lure peoples to it to increase the amounts of encounters.
Asraiel wrote: » even do i do like the sea pvp change i must partly agree with the prequotet. on mainly every change from the AoC that the wiki discribes, that are made by other followers you act like the Gardian protector not wanna allow the slightes change, only if it is done by king steven.
Asraiel wrote: » everything we say is alredy only a tiny tiny minority of what the lads following the Project think.
Asraiel wrote: » Alles was wir hier sagen und diskutieren hat nicht einmal die Grösse eines Fliegenschisses. Everything we say and discuss here is not even the size of a fly shit. (google translator) Have a happy day
Liniker wrote: » well, there will be world bosses in the open seas with no flagging system, do you consider that MO2 and not Ashes? bc that's where ashes is pointed as of this last livestream.
I think it adds to the risk when there is more chances of pvp during a world boss and other people don't need to worry about a flagging system
NiKr wrote: » Because it's gonna be a competitive game with limited resources. If literally everyone could get the loot from the boss just by participating - of course people would cooperate. But when you have 1-2 gear pieces and some mats for the same pieces dropping from the boss, while no one on the server has that tier of gear - you bet your ass everyone will fight for it because they wanna be better/faster/stronger than their opponent.
MaiWaifu wrote: » I would like to hope world bosses actually have a negative impact on surrounding nodes if they're not defeated (topple cities, prevent caravans, destroy local wildlife, migrate to other nodes etc).
MaiWaifu wrote: » A downside to open PvP would be that world bosses would become exclusively guild content. You wouldn't jump in as a solo just to get obliterated by massive guilds as a straggler.
NiKr wrote: » Even if they do, literally any self-respecting strong guild will be trying to kill the boss as soon as possible, so you might not even feel the effects, unless they appear before the boss respawns.
MaiWaifu wrote: » If they do add failure mechanics like this, it might actually be reasonable to make world bosses PvP zones since higher level players might want to prevent losing access to this harder content.
MaiWaifu wrote: » NiKr wrote: » Even if they do, literally any self-respecting strong guild will be trying to kill the boss as soon as possible, so you might not even feel the effects, unless they appear before the boss respawns. This makes me wonder if IS will force failure mechanics and event chains. For example, access to higher difficulty content being locked behind world boss failure to prevent events. - Can't get into the Dragon's Lair with even better loot because you killed it before it flew there and opened the passage. - Specific enemy varieties / gathering locations are unavailable because the world boss which spawns them is dead. If they do add failure mechanics like this, it might actually be reasonable to make world bosses PvP zones since higher level players might want to prevent losing access to this harder content.