Greetings, glorious testers!
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.
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
no, i can harass individual players until they leave guild
there actually alot of respect in the pvp community and between pvp guild unless you rage when u die then they get a kick out of it and then they just farm you for entertainment if you say gg or gf and leave it at that its generaly pretty good in most pvp centric games i play MMO wise.
when PvE players die in PvP they tend to say something dumb and that just makes them do it again i guess pvp players tend to respect people with a back bone and not children that go ape when they get PKed atleast from my experiences
not always your gorilla warfare large guilds hit them in spots kil some members and disapear before they can react, do that enough u get people quitting the guild cause they feel like there not being helped, a guild of about 10 people derailed a huge guild in Archage just by constantly hitting there trade pack runs and disapearing withing 2 minutes of first hit while there entire guild portaled in (Which also wont be able to be done in AoC due to lack of fast travel options)
In darkfall mega alliancesa formed and they always got toppled by all the small guys allying up and hitting them constantly till mega zerg fell appart and then the counter zerg disbanded since it wasnt a threat anymore.
pve players have the ability to do that too since they outnumber pvp population if they were to ever unite they could probaly push any pvp out of there neck of the woods but they never do just complain about it instead. PvE players seem to lack diplomancy skills where pvper will do diplomacy with other guilds but i guess thats cause there use to the more solo/guild only kinda things so they never had to talk to other guilds for assistance and all that.
you can be diplomatic too and make the mega zerg to counter act the big bads aswell and jjst overwhelm them where they go but they just complain too cause they know no better.
the funny thing is the pvp players seem to have more social skils when it comes to games reaching out doing diplomacy peace treaties and that stuff where the pve player tend to be anti social and stay with there clicks/guild but yeah they say the pvp players are antisocial lol so yeah i guess they dont know any better cause they play there pve have which function differently than most pvp games that have guild cities in such as darkfall
Either way i think it be a good experience for the PvE crowd to experience a game like AoC and see a little of the fence on the other side with diplomacy cause thats what actualy makes pvp games entertaining/dynamic but thats of course if they dont flat out refuse due to pvp being in a game. I do think both side of the fence should experience what steven has in mind first before jumping to conclusion and wait till atleast a month or 2 into alpha 2 before complaining bout it cause alot of it comes down to what the corruption system is tuned to to wether or not it be basicly a pve game or a gank fest the trick is to get it in the middle of that. If u kill 1 green then risk ur gear dropping pvp wont happen if u can killl 100 greens and then u start dropping gear it be a gank fest but if it like 5 kills a day is allowed before gear drops then pvp would be rather rare seeing as population bnetween pvp and pve players.
not to mention pvp players would be grouped up in there guild and nodes they call home so due to travel they wont venture to far out from there so alot of the world will be relativly safe
If you can make most of the players leave their guild, that guild isn't strong.
The guilds I'm talking about wouldn't even accept a player that can't handle their own. There will be guilds where every single player is a hardcore, fully geared, sweaty PvPer.
look at you. raging for pve for something u dont know will work or not. Imagine ur a player of that guild. u would be qqing non stop and rage quit bcs ppl dontr help you,
i won, ur guild is now 1 less member.
multiply.
the problem is ur guild, not players, leaving guild makes ur life easier, so u leave it. guild is weaker, server domination changes
I genuinely have no idea what you're trying to say. I'm not trying to be a jerk and it's not like we all need perfect grammar and stuff but seriously dude I have no idea what you're trying to say.
Drama is fun until it isn't. Guilds just mass murdering small groups of players so they can't play the game, is not very interesting.
Most fun things are fun until it isn't. If you were to get a PVE server how would you do it? World pvp-off at start servers and letting players govern their way into enabling world pvp per node satisfies the conditions of your initial post. That way people can pick and choose where to farm depending on their risk appetite. Nodes with content that is negatively impacted by no pvp can enable it. I'd rather see that instead of an always off system.
I'd spend hours just sitting in town with a few war enemies from different guilds, talking about random shit. There was mutual respect and I've even seen "romeo and juliet"-type shit a few times. Good times
I understand the game is mostly focused on PvP, so when I say PvE I obviously don't mean just make a new video game.
All I mean by PvE, is that unnecessary PvP is disabled. For example, if there is ever a situation that could be done purely PvE without losing any content, allow the players that want that experience to have it. Obviously PvE players will still want arenas and node sieges and open world pvp around ruins and caravans and dungeons and world bosses etc...
Would it change the economy? Yes. But that's always been the case, that isn't new to Ashes of Creation. PvE servers have different economies than PvP servers but both economies are fine. One might be more inflated or faster or slower but for the majority of players it really doesn't matter that much. Not as much as the difference between PvP and PvE at least.
There won't be any significant amounts of griefing because the corruption system will just make it not worth it.
As Steven explained in his post, the system is very notably different from the early 2000's one invoked by Lucky Ghost and other people.
I see absolutely no reason to assume the currently designed corruption system wont work and you mention no such reason, only a baseless, already disproven premise.
Or they continue to expand ont he current content and the PvX game to make it grow more then starting to make a pve game all the sudden.
If the PvX flops then there is still something to recoup and move forward with.
So you are making a point based on the game flopping?
Yes, if the level of financial success does not provide enough support then moving to the PvE model as a second game IP still using the existing assets and contents is a viable option. I'm not predicting a flop, just stating that all of their hard work is not lost and a PvE model will draw subs.
So then like bless unleashed?
False.
The game is designed from the ground up to be player economy driven. Things like travel time & the threat of "overstaying your welcome" to farm a particular area for resources all play into the cost-benefit analysis players must make. The game itself will be balanced with this in mind. How many resources you can carry, how quickly you gather, resource node locations, etc. will all be determined taking into account the threat that one player may want to pay a price (Corruption) in order to kill you and take a portion of your gatherables. When you remove this threat, you change the design philosophy of the entire game. What you end up with is a completely broken economy like that which New World suffered from. Obviously, Intrepid wants to provide players with a fun experience. They DON'T want to have to balance the game in two ways - one for PvP servers and again for PvE servers. It ends up creating a compromised balance for BOTH.
Economy on PvP and PvE server would be very different. Node system competitive nature useless on PvE.
IMHO AoC main goal to create community around competition of cities for dominance and survival. AoC goal (IMHO) is to create environment for strong gaming communities cemented around common need to advance and defend city by any means possible including aggression.
How do you do it in PvE server? Player control cities in PvE environment are useless and even negative.
IMHO PvE server at this point would be counter productive and have negative effect on speed of development.
There is no such thing as "not worth it" only "can I do it".
For the casual and hardcore player, yes you can incentivize them to not grief.
But once we go beyond hardcore, into the super sweats, the 30hr straight ritalin gamer, the four multibox account gamer, the rogue that sat in Steemwheedle Port all day just waiting to kill anyone doing the 25 minute escort quest just to waste their time. These player live to overcome and even abuse any system trying to stop them.
Not sure why you would play Ashes if you don't care about PvP at all seeing as it is 80% of the game.
You mean word-dog should pay attention to word-ing?
Stealing this from one of my guildmates. I'm just convinced at this point that people think like this.
who was talking about ffxiv
Did you skip over the post at the top about how a PvE server wouldn't work with a game like ashes or are you just ignoring it?