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How will Ashes of Creation solve the problem of endless stalemate?

I am very excited to play once again a game with enforced open world pvp, but how is this game's flagging system going to solve the problem of the common tendency of pvp players to just stall and stalemate and try to waste each other's time?
I am reminded of the reason me and many friends quit many open world pvp games, and it's because each time you get some pvp action the game devolves into stalling.
If you are the unfortunate pve side of the fight and you're just trying to reach an objective or a location, all you're gonna get is people camping the place.
You bring your friends in to try and break the camping, get ready for a 3 hour long pvp match.
Sounds exciting until you have to do it every day for every little significant or insignificant objective.
After doing it for a week in world of warcraft classic, my friends quit and transfered to a pve server.

I don't know if AoC has plans to enforce action in pvp or will they let people just waste time in an ego battle where nobody is willing to go first?

Comments

  • LudulluLudullu Member, Alpha Two
    We don't have any info on that and I doubt we will until we see all classes and abilities. I hope there's abilities that let you make mobs work for you in a pvp fight through some aggro manipulation and stuff. Can't stall a farm if the mobs themselves participate in pushing the tide of the battle.
  • ImnotkioImnotkio Member, Alpha Two
    Death penalties will be enough that people won't be willing to engage in these types of eternal fights.
  • It's not a bug, it's a feature. AoC wants these type of encounters to happen, it wants its players to solve them on themselves, be it through peaceful negotiations or more aggressive means. Player choice. Aside from death penalty, another big difference from WoW and many other games with open PvP: no factions. No clear, permanent enemies.

    I'm not saying open PvP is great, I also find it pointless most of the time, but it's one of the main selling points of the game.
    Be bold. Be brave. Roll a Tulnar !
  • jarjarblinksjarjarblinks Member
    edited November 2022
    Stalemates are fine; Steven made it clear that he enjoys this feature in games. If you want to be competitive, you sort of have to prepare for these encounters. I predict that these open-world stalemates will only happen if something huge is on the line, like a dragon egg. If you want to be PVE / solo type of play, I doubt you will have any issues with this. I'm sure if you truly don't like PVP, you will have plenty of opportunities to do PVE content and not have to directly participate in PVP.

    But also -- if you have a vendetta against another player, the option to freely kill their character adds to the fun. Nothing brings more satisfaction than doing it. I'm happy it's a feature, but again, anyone trying to be competitive will not just go around killing folks or causing random stalemates for no reason.
  • Nova_terraNova_terra Member, Alpha Two
    This is the exact soft friction I am expecting to see, and similar to what @jarjarblinks stated I don't think there will be random people just causing these stalemates or if they are it will be a very very small number I imagine.
  • NovacadianNovacadian Member, Alpha Two
    NiKr wrote: »
    We don't have any info on that and I doubt we will until we see all classes and abilities. I hope there's abilities that let you make mobs work for you in a pvp fight through some aggro manipulation and stuff. Can't stall a farm if the mobs themselves participate in pushing the tide of the battle.

    That's handled nicely in Gloria Victus with npc garrisons in friendly castles/forts.
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