SorcererKingGown wrote: » I understand the incentive to kill corrupted players. I don't understand the incentive to kill other characters. Yes if there is a caravan of materials or preventing a player from using your mining spot that is a pretty decent incentive, but what about all the other times? I remember being told Ashes isn't supposed to be a gank fest (which I am glad for), but with gear drops only occuring for corrupted players what other reasons do I have to ever engage in open world PvP?
SorcererKingGown wrote: » I don't understand the incentive to kill other characters.
Azherae wrote: » SorcererKingGown wrote: » I understand the incentive to kill corrupted players. I don't understand the incentive to kill other characters. Yes if there is a caravan of materials or preventing a player from using your mining spot that is a pretty decent incentive, but what about all the other times? I remember being told Ashes isn't supposed to be a gank fest (which I am glad for), but with gear drops only occuring for corrupted players what other reasons do I have to ever engage in open world PvP? To defend the lands and resources of Nazarick.
Percimes wrote: » And that's what's great, for me, about battlegrounds: everyone is aware of what the objectives are and which side they're on. If I die and it helps my team/side win, it was not in vain: it served a purpose. In the open world, if I die, I lose. If I win, the other player's aggro isn't reset: it just goes up and I'll have to fight them again.
Percimes wrote: » If you've log in with an objective in mind, having someone else dictate what your playtime will be can be rather annoying. Each side have a different reason to be there. And that's what's great, for me, about battlegrounds: everyone is aware of what the objectives are and which side they're on. If I die and it helps my team/side win, it was not in vain: it served a purpose. In the open world, if I die, I lose. If I win, the other player's aggro isn't reset: it just goes up and I'll have to fight them again.
SorcererKingGown wrote: » The reason I am confused and what worries me, is that only corrupted will drop equipped items. I don't know how things will turn out but this strongly discourages PvP. Which I understand is the purpose of this mechanic. But Steven does wish for a risk/reward system. Getting a few mats probably isn't worth risking your gear. That's what I don't understand, what is the incentive to risk your gear? Just like how there is an incentive not to engage in PvP, there must be an incentive to engage in PvP. Otherwise, nobody but the bored max-level players will engage in it.
SongRune wrote: » There's also no reason you necessarily need to bring your top level raiding gear when you go out to mug people.
SorcererKingGown wrote: » SongRune wrote: » There's also no reason you necessarily need to bring your top level raiding gear when you go out to mug people. I think you misunderstand... I absolutely MUST bring my top-level max over-enchanted raiding gear to mug level-2 adventurers (I respect that a level 1 doesn't fully understand the game yet)
BlackBrony wrote: » Percimes wrote: » And that's what's great, for me, about battlegrounds: everyone is aware of what the objectives are and which side they're on. If I die and it helps my team/side win, it was not in vain: it served a purpose. In the open world, if I die, I lose. If I win, the other player's aggro isn't reset: it just goes up and I'll have to fight them again. But that destroy the social interaction. Why bother talking to someone else if they know what's going to happen. There's no mistery. If you want something like that you need to play an instanced game. Open World PvP is great because of that. Because you don't know what's going to happen.
SorcererKingGown wrote: » Percimes wrote: » If you've log in with an objective in mind, having someone else dictate what your playtime will be can be rather annoying. Each side have a different reason to be there. And that's what's great, for me, about battlegrounds: everyone is aware of what the objectives are and which side they're on. If I die and it helps my team/side win, it was not in vain: it served a purpose. In the open world, if I die, I lose. If I win, the other player's aggro isn't reset: it just goes up and I'll have to fight them again. Out of all of the MMO's I've played Albion online was the only one with open-world PvP. There is a lot of motive to kill other players, you get their resources and their gear! What you talk about here basically is what, to me, makes Albion such a fun game. The risk, reward, the possibility of adversity at any moment, and the fact that even if you die you helped out your guild. It's great. The reason I am confused and what worries me, is that only corrupted will drop equipped items. I don't know how things will turn out but this strongly discourages PvP. Which I understand is the purpose of this mechanic. But Steven does wish for a risk/reward system. Getting a few mats probably isn't worth risking your gear. That's what I don't understand, what is the incentive to risk your gear? Just like how there is an incentive not to engage in PvP, there must be an incentive to engage in PvP. Otherwise, nobody but the bored max-level players will engage in it. Last thing. I'm getting the feeling that I'm jumping the gun too early. We don't know how the economy in-game will work yet (both material economy and the loot drop rates from mobs), which will likely be the strongest incentive to engage in PvP.