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
intriguing idea, however lets not attract them to the game in the first place by not having an island like that
This has nothing to do with reward, this is just how normal PvP is, this is just normal
See You are still seeing through the carebear lens... rewards... accumulating... hoarding... meta gear... resources... getting richer
I get the sad vibes just by reading in this order: rewards... accumulating... hoarding... meta gear... resources... getting richer
Yuck! Nauseating
PvPers only see the challenge ahead of them, they gear up and go, they don't have these sad thoughs your brought to the table
Dumb seeing things that way ahahahaah
How about treating the player as adults?
Let the players join arena divisions, 0% loot, 50% loot, 100% loot
Let the adults decide what they are in for
ask steven. after all, he said it, not me
If it does actually take many weeks to progress to Metro - that's basically a couple of months to BiS gear.
They are not many and their existence does not create a continuous demand for something.
While the full loot concept is easy to implement on a remote island, the game should also offer a reward for those who enter those areas, a reward which is not desired by the other players who do not like this kind of balance. For example while I would like to be tempted to enter that area, the exploration itself is not rewarding. I can watch a youtube video instead to see what is there, if I am curious enough. Achievements given if I find something there also is not something I want. High tier materials could be tempting but then, those drop in dungeons and raids.
It could be something which can be used only there, like special gear which can be used only in that place and lost only in that place. You grind for it there and you can also lose it there.
Eventually this can be turned into an arena with arena specific gear.
If you want to loot what players gathered on the rest of the map, in raids and dungeons, better camp them when they exit those dungeons and camp their caravans later.
But I appreciate the intention behind the suggestion. Maybe can be improved. Or was already? I didn't checked other posts.
First a full loot zone would just be avoided by anyone with decent gear not to lose hours of work. The main idea behind starting an MMORPG is that you'll have to work for your stuff, not just sneakly loot it off someone unlucky. And no your armor won't decay to be useless at some point, you can repair it.
Will there be enough demand on crafting if 8000 players have 8000 of the same item ? Well in what world would everyone want one specific item and be happy about it? There will always be something more you'll want, a ship, a second set, a new kind of weapon, a new house,... crafting can't die in a game like that, there is always going to be demand even if it can change, also gear isn't just 4 tiers where if everyone gets last tier the game is over. You can always improve your gear and your stats.
Lies and slander
People will finally THINK and PREPRE and PLAN about how they would into such area, yes people would bring good gear because they will be so rich and have so many different sets that they will have good stuff to spare and have some adrenalin rush in there
Possibly people would come mostly using trash, but that is not a permanent thing
MMORPG vs Survival Multiplayer RPG, whats the differences?
In an MMORPG you can't build structures anywhere and you aren't required to hunt for food and water. Thus sandbox survival games are in fact their own genre of online games. In MMORPGs, food and water are simply used to regain health or mana quicker, but are not required to maintain health.
EvE Online and Albion Online have singular mega servers that are 20 to 30 x the population of a single proposed AoC server. They are full-loot MMORPGs. Over a quarter of a million unique accounts engaged in full loot activities in Albion in a single month of this year. Both of these games have incredibly successful in-game player-run economies. (They are not perfect but there is clearly things to be learned from both of these games)
I do not want to turn AoC into a full loot PvP game, I do think that it might be beneficial for the game to offer a small area in a huge 1200km world for people who do like to engage in full loot PvP to go. Seems like a win-win to me. It offers a space for people who are sweaty PvPers and also protects the majority of the game from constant requests for that type of system.
Seems like a majority of the resistance to this suggestion is "Nobody would go" which seems absurd to me. just on a purely immersion/exploration level. There is an island, that is so dangerous and crazy that if you get dropped you lose everything you have on you, but you might be able to find some special artifacts that allow you to craft an awesome PvP-focused set.
You could also have the other newly added island as an exclusively PvE island. Where players cannot attack each other at all. Filled with super intense mobs that would potentially allow you to find artifacts that could be used in the creation of cool PvE-focused gear.
There's a guy saying truths carebears can't even grasp and guess what: there's carebears there, sometimes they cry a bit but they still play it
Resources sinks for repairs, resources sinks for node progression/maintenance, negative crafting outcomes for over-enhancing late game items, temporary legendary items that recirculate after a time, items that aren't maintained could become permanently destroyed after so many breaks due to durability hitting zero.
Gear shouldn't even be the focus of the problem you're concerned with. Resources are the main concern as far as inflation goes. The strongest items are being limited already, so don't worry too much about people having late game gear.
If you are going to be a full loot game, or a game with gear destruction, this has to be taken in to account from day 1. Your entire game needs to be tuned for it. If this is done, then the whole game can be full loot and everything will be fine. Your game will be niche (measured in fractions of millions of players, rather than millions of players), but it will be fine.
If you have an area that is full loot in a game that otherwise isnt, but dont give players any other reason to go there, this will also be fine.
On the other hand, if you have a game where the design isnt based on full loot or on gear destruction, and you then add that in to an area and require players go there, things will not be fine.
Personally, I was wanting Ashes to have gear destruction. If it had this, an area of the game with full loot would be absolutely fine.
An called "Hell" with full PvP loots and no corruption would be fine )
this is not albion where u craft a million weapons and don't care if u lose em or not. it will take time, probs a year or more before u see someone with enough sets they wont care about losing them..and for what? yeah sure some people like the adrenaline. and there will be such billionaires in the server, very few but they will exist. everybody else will go into that area wearing diapers. no one in their right mind risk losing a set with 100% chance after putting months of work and money lol.
going red is a bit different since you wont drop ur stuff 100% of the time, so some people risk it if they think they will get something out of it. also most people who pk do it in worthless gear for the same reason, so don't expect people going into that area in their best gear.
If needed, security can be increased using guards, like those present in cities which attack the corrupted players and alert them already when the attack was initiated but even then, they should still have 20 second delay or more until they arrive to the conflict area, to give the attackers a chance to win and escape if they are well prepared.
But Josh Strife has made a video as to why full pvp games doesn't work. But of course, one spot in the game changes it.
From a business standpoint, too much PvP will alienate too many potential subscribers. Less money is bad. It is a difficult line to draw. So many excellent mmo's have been destroyed by too little or too much PvP.
As it stands now, we will have guilds of criminals roaming the countryside like locust, with far too few bounty hunters to even make a dent in the culture. The only successful crafters will have a guild protecting them while they gather. This is going to alienate the solo and casual players already, severely limiting potential subscriber income. The current rewards for criminals griefing gatherers will have to adjusted and fine tuned until the appropriate culture is established, if they have any hope of retaining solo and casual players.
A guild of criminals versus a few bounty hunters, as it currently stands, is a joke. Only time will tell if it gets better.
Locusts - These insects are usually solitary, but under certain circumstances they become more abundant and change their behaviour and habits... Both the bands and the swarms move around, rapidly strip fields, and damage crops.
like solo gatherers who join together to destroy the land