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Confused on incentive for open world PvP

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Comments

  • ScarbeusScarbeus Member, Alpha Two
    edited October 2022
    what other reasons do I have to ever engage in open world PvP?

    Fun.

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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Depraved wrote: »
    you are only looking at total game population, not server population. people playing on another server dont matter for your server. if players in your server leave for another server, new players will join, or the server will get merged, in which case, you will still have gatherers to farm :D

    If your best argument for people leaving the game due to being "farmed" is that the developers can then just merge servers to give you more players, perhaps think about that position some more.
  • DepravedDepraved Member, Alpha Two
    unless the game is garbage, new players will join
    Noaani wrote: »
    Depraved wrote: »
    you are only looking at total game population, not server population. people playing on another server dont matter for your server. if players in your server leave for another server, new players will join, or the server will get merged, in which case, you will still have gatherers to farm :D

    If your best argument for people leaving the game due to being "farmed" is that the developers can then just merge servers to give you more players, perhaps think about that position some more.

    players have been getting farmed for 20 years in other games. still one of the most played mmorpg :D

    and you missed my point. if players leave for another server, that doesnt mean they quit the game. it means they are playing in a different server o.o. if a server has a reputation of being a gankfest, pve carebears will just transfer to other more peacueful servers. doesnt mean the game died, but it probs mean the gankfest server will be merged at some point, assuming no one joins.

    and again, bob quits the game, but john joins. if the game dosnt suck, there will be a population.
  • IskiabIskiab Member, Alpha Two
    edited October 2022
    Myosotys wrote: »
    Iskiab wrote: »
    I've played lots of PvP games through the years, I've found there's no need to provide a reason for players to try and kill each other, that's the easy part.

    The hard part is developing a game where there's a reason to maintain opposing factions. In a lot of games players will jump on whatever side is winning, or will try and join the largest group for the advantage it brings. When one side starts winning it snowballs and the losing side collapses.

    Totally agree.

    If the reasons why a player will engage in PvP are not interesting enough, then PvP players will automatically turn to abusive noob bashing.

    Let's face it, there will always be players trying to kill noobs over and over. But it is possible to naturally limit this phenomenon, not by coercion but by orienting PvP players towards higher stakes.

    1. If there are too many PEX farming zones, the PvP players will have little interest in defending their xp area. They will be frustrated and the risk of noob bashing will increase.

    2. The same goes for the resource farming area. If the resource farming areas are well distributed (not too many), there will naturally be PvP to defend these areas.

    3. The same goes for the bosses, too many bosses will limit the potential encounter rate between players.

    In conclusion, the game should be designed so that the natural evolution of the PvP player leads to combat. In this case, the PvP player will be too busy living his life in the game to think about taking on noobs. The free PK will then be opportunistic and not abusive.

    What I suggest :

    1. Bosses/Mini-bosses

    - Bosses/mini-bosses must be long to kill. Even thos which are not very strong, it must take a loooong time to get killed.
    - Bosses/mini-bosses must loot some very rare gear/items. And not only are but also unique (If a player is loooking for an item, he must know that he find it only on this boss).
    - The respawn must be regular and not random (if random, then the server should ve alerted that in XXX minutes that boss will spawn).
    - The time to reach a boss area but not too short to avoid players that has been kicked to return in 20 seconds.

    2. Farming area

    Ressources must be very located. (Not every ressources a little bit everywhere).

    3. Most PEX areas must offer a low/medium xp/hours. Only few pex areas must offer in significantly good rate xp/hour to force people to fight for the best areas. The people who prefer to play with low risk can still pex in the low/medium xp/hours areas

    If these pointed are respected, the pvp should be fun.

    I found a lot of PvPers have huge egos and there's usually lots of drama. X guild doesn't like Y guild, puts them on a kill on sight list, that kind of stuff. Picking on noobs is generally looked down on, it's moreso about egos trying to prove they're the alpha PvPers and taking out other groups for bragging rights or trying to build a reputation. Picking on noobs is usually for PvPers who have to target them to win, so the lowest wrung on the PvP scale.

    I totally agree something like having safe areas plus contested areas with rare resources to fight over. If I'm doing something like a daily or just gathering I'm usually semi-afk. I'm not really looking for PvP, for me it's like downtime.

    Dangerous areas are cool where I know I need to be on my guard, just not everywhere. Risk vs reward has to be in check, I don't like the idea of high risk just walking around.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    BaSkA13 wrote: »
    but again, semantics. And worrying about semantics is usually a waste of time.
    It's not semantics...
    You're clarifications are on point. Yes.
    Good job.
  • StewBadStewBad Member, Alpha Two
    I will PvP for reputation. The reputation that I am to be approached as a raid boss, regardless of my corruption level. I will PvP to be a symbol of badassery for my guild to be inspired by.

    Knowing that PvP can happen anywhere outside of a node, should be enough for you to be on your guard (to some degree) at all times when travelling/gathering/xping/whatever.

    If you don't want to be killed by a player, practice whatever evasion techniques your archetype/class has and get good at running, or don't travel alone.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Depraved wrote: »
    unless the game is garbage, new players will join
    If people are leaving a game due to being farmed, the game will have a reputation of being garbage.

    When players leave due to being farmed, they generally go to a different game, not a different server.

    Sure, some may go to a different server, but they will only ever do that once. If they are being farmed again there, then the next move will be to a new game 100% of the time.
    players have been getting farmed for 20 years in other games. still one of the most played mmorpg
    Which MMO is it you are talking about here?
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    When players leave due to being farmed, they generally go to a different game, not a different server.

    Sure, some may go to a different server, but they will only ever do that once. If they are being farmed again there, then the next move will be to a new game 100% of the time.
    It should also be mentioned that server transfers are not planned currently, so those players would most definitely get farmed on a new server cause they would have even less stuff than on their previous one.
  • VeeshanVeeshan Member, Alpha Two
    Strevi wrote: »
    .
    Depraved wrote: »
    farm players, not trees or ores

    Players are a resource too. Farm too much and they die out.

    But that then makes the resources i harvest be more valuable, most pvp players have no issues doing every part of a game that they need to, if all the harvesters leave then they end up doing that roll themselfs.

    one thing to take into account PvP has a way to dynamicly effect prices of items, places that get PvP heavily makes it harder for resources to safely come into a market nearby which would then drive prices up in the region which is a good thing imo, it offerers oppotunity for people to bring in resources to sell there for profits aslong as there willing to take a risk to get them there.
  • VeeshanVeeshan Member, Alpha Two
    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?

    they still drop there inventory resources btw, half as much as they would normally drop if they fight back (which would stop u getting corrupted for killing them) but if they dont fight back and stay green you get more of there resource drops but take a corruption hit
  • midgardmidgard Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    well biggest problem whith this corroption system is that it will be abused .
    for instance ( just of the top of my head ) .
    you see someone hunting whith a uber staff of doom or something that you want .
    collect 10 or so of your mates let them duel each other until thy are very low hp .
    then thy all get nakid and run into the AE spell your targit has just used .
    all die and hello corruptid player who now has a chance of dropping that stick of doom .

    or drop a dmg shield on your targit ( one that does dmg each time you hit him ) .
    wel i hit him and i got 2 dmg from the shield of thorns ( or watever name it has ) so now he is fighting back :smiley:
  • SongRuneSongRune Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 2022
    midgard wrote: »
    well biggest problem whith this corroption system is that it will be abused .
    for instance ( just of the top of my head ) .
    you see someone hunting whith a uber staff of doom or something that you want .
    collect 10 or so of your mates let them duel each other until thy are very low hp .
    then thy all get nakid and run into the AE spell your targit has just used .
    all die and hello corruptid player who now has a chance of dropping that stick of doom .

    or drop a dmg shield on your targit ( one that does dmg each time you hit him ) .
    wel i hit him and i got 2 dmg from the shield of thorns ( or watever name it has ) so now he is fighting back :smiley:

    I mean. This would work if the caster of that AoE spell chose to specifically flag for that attack, so it was able to hit you. You're more likely to eat death penalty from mobs, though.

    Welcome to Ashes of Creation. The wiki's pretty good.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    midgard wrote: »
    then thy all get nakid and run into the AE spell your targit has just used .
    all die and hello corruptid player who now has a chance of dropping that stick of doom .

    or drop a dmg shield on your targit ( one that does dmg each time you hit him ) .
    wel i hit him and i got 2 dmg from the shield of thorns ( or watever name it has ) so now he is fighting back :smiley:
    None of that would flag the "targit" as a Combatant.
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