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
Yes
Correct. With very little risk. This is the scenario I am referring to.
The issue is not reward for the gatherer so much as the lack of risk for the attacker. The idea is to increase risk for the attacker to ensure balanced risk/reward for both parties.
For sure. It's a good point. But ofc there need to be sensible measures taken to ensure players want to log in. Unrestricted PVP without some mitigation would cause the game to fail. That is the whole reason for the corruption system. And as I mentioned, it seems like IS also sees the potential for a problem with gatherers being hunted. Obviously there is a need for ideas to address it.
I have too.
Again, hard to imagine you believe this. But as I said, I agree with your escape mechanism comment. It will be interesting to test and see how it works in practice. My current view is that the attacker has much less risk in the scenario we're discussing.
But that is the game? Steven isn’t making a WoW clone or Arch-age clone. He is making AoC taking the *best* of each system.
He wants a game with PvP and PvE in the same universe where player agency is priority. While I agree those who take the farming route will face those who grief or PvP them but that is intended. The point of a MMO is to be a social experience and that means playing within a group. I come from games that are so much more hardcore that this game feels casual.
While I can see PvE players getting frustrated and I do understand that they are needed for the game to survive. I just do not see the current systems as issues and that’s my opinion. The fact you can gain corruption and or loose to someone farming is enough to discourage unchecked PvP. Also given that the alpha 2 wipes PvP will be happening frequently and will be able to tell how good the corruption system is in terms of limiting a player.
You're referring to open world PVP with some mitigation to ensure the game can thrive for many years with a large and diverse player base? Agree, that's the game. Also the context in which IS is looking for ideas to protect gatherers within the context of maintaining balanced risk/reward. Also the point of my original post.
Absolutely fair position here. It's hard to know if it will be an issue until we test it. Can't wait for that!
Fun in an FPS, not great for Ashes.
you areonly considering one scenario of someone gathering and someone attacking them out of nowhere for no reason. what about all the other scenarios? what about white pve griefers? if you put more penalties into the pvp system, then pve griefers can run rampant griefing everybody without even attacking them. why no one ever considers that? because the pve griefers will not talk about it so that theres no implementation of a system that can stop them
Corruption is already extremely punishing at a face value. The amount of time required to get rid of the corruption tag and the penalties associated with death sound to be extremely annoying to take care of.
There is no need for a poison pill of any sort to curb corruption. That's what bounty hunters and the corruption penalties are for.