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.
PVP , will fight or die be our only choices?
Krakhun
Member, Intrepid Pack, Alpha Two
In past streams and interviews Steven said that there would be indicators to show stealthed / invisible players. I think this would be a big mistake. In open world pvp there needs to be more options other that fight or die. I think UO did a very good job in this regard. (yeah I'm old) Back then a player had choices when engaging with a pk. You could fight, run, hide , recall, etc. I think true stealth / invisibility would give players another option when it comes to pvp. It would also made the game more exciting, never knowing if you are going to be ambushed just running from one town to another, and make those skills more that just pve skills. But the point of this post is that if fight or die are our only two options, then pvp will likely become annoying rather than exciting.
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Comments
But full stealth would allow those ambushers to PK you as fast as possible because you would never see them coming, while they'd be free to unload their strongest abilities into you.
I think a functional stealth is better than a non functional stealth. Thus, I don't really see how there will be more options than fight, flee or die.
You can avoid the fight all together by being vigilant of your surrounding when farming/gathering and be ready to leave if u dont trust it.
Or you can play safety in numbers less people will take the chances if u can call for help to hunt attacks down if they do attack in guild territory if you actively respond to you allies being hit
you can do politics to reduces chances of being attacked aswell
Many options
tbh darkfall didnt have any stealth at all and by use of terrain you got the same effect alot of the time (since there was no giant name tags giving shit away that most games have)
Both via ambusing or escaping you could stealthily escape via LoS behind solid objects and thick foliage.
You can mount in combat last I saw.
If you are of a similar power level to your attacker, you can escape pretty easily. They can't CC you if you are green, and they can't do enough damage to you to kill you before you get away.
If you are much weaker than your attacker, then it's possible that you can be killed before you have a chance to get out of their attacking range. Or even one-shot in extreme situations. However, the corruption that the attacker will gain from killing you in such a disparity will be immense. In that case, there will be a massive disincentive for someone to gank you in such a way.
This all seems to be part of Intrepid's plan for open world PvP. Non-consensual PvP will happen, but it won't be all that frequent because there are so many downsides to it.
Interesting, didn't realize that, if that's the case and it is designed that combatants cannot escape from each other, but non-combatants can escape from other combatants- then im not sure how I feel about non-combatants getting a get out of jail free card to escape once ambushed though, rather than being forced to make better preparations to avoid combat.
My initial reaction is that if it is designed the way I mentioned, then it sounds like it could potentially work well and is probably for the best though, so that could turn out to be good news.
Also, if those ambushers really wanted to PK the green - I'd assume they could just hit their victim all together and bring the ttk from 30s-1m down to mere seconds.
A lot of things will depend on a lot of other things. The attackers might've been glass cannons, while the victim barely had any defense stats. There could be just one attacker against a green tank or there could be 10 attackers against a weak support. In other words, it's not as easy as just saying "these types of players will always live and these will always die", but I think that the currently proposed ttk is good and that green players should in fact have higher chances of running away.
Aside from that, I also think, that it should be easier to catch player than running away, if you manage to jump on target. Otherwise whole open world pvp start losing meaning.
"If by "PKs" you mean red players then no, you do not get flagged for doing anything to them."
I am sure this is not right. If a green player fights back at all they instantly become purple (a willing combatant)
Im pretty sure it would flag you too, and at the point that both players are flagged, I don't think it should be optimal to retreat once combat is initiated. Once you both are flagged you shouldn't be able to create distance that can't be overcome by the other combatant. This just implies that in order to have the option to avoid combat then it should be viable to do so maybe through non-combatant means, or pre-battle preparations/planning, so I agree the option should be there, but I don't think it should be optimal once combat is initiated on both ends.
If they are in a group then they should have that advantage. Yes stealth should be an option, but there should be countermeasures for it- and if that means getting spotted by a group, then so be it, next time travel in a group just like them to nullify their advantage. That way you can still have those fun experiences, but it doesn't discourage that pvp aspect, which is good since pvp offers more options for you too manage, compared to the option of simply being able to avoid combat at all times.
But whole system encourages to attack other player for loot, right? Of course PVP encounters during other activities is good too, but that is big part of system.
The only thing that I might consider PKing purely for the loot is the mule, cause the chances are - it has more than a player's inventory worth of stuff and it might be worth the risk. And this kind of kill is definitely encouraged by the current design, considering that I'd get less corruption for it.
In such a circumstance you should kill the green and then the mule as the mule can't fight back.
We also don't know whether your party/guild mates can loot the mule that you PKed, cause if they can then you can pretty much lose nothing but gain a ton.
haha