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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
Steven also played on earlier updates of the game and those were even harsher than later ones.
Without going in to any detail at all - some of this isn't true.
I didn't say the primary reason. I said one of the primary reasons. Semantic issue I'm assuming.
I wasn't setting an order of importance, but I agree with yours. Could be instances where pvp/pvx reasons take precedence though. Depends on how exactly these systems, and the game itself turns out.
PvP conflict like what? I was referring to pvp conflict period. Who's enemies with who. Who's allied to who. Who kills who regularly. Rivalries will develop over time. They'll shift and evolve based on further pvp/pvx interactions. etc. Siege decisions will be made and influenced by all of this.
Guild conflicts will evolve into node conflicts in many cases. There is a wild card in it all though. The hierarchy of affiliations. The tangled web of split loyalties between node, guild and alliance.
Well I would assume we'll know enemy node players during node wars. Outside of that, I wasn't aware that there was no indication of node affiliation. Not sure if that's intended or not, but the players should eventually be able to mostly figure that out either way.
The only thing I don't know for sure is whether he played on official or private servers, but afaik the majority of western players played it on the official ones and iirc I've seen some people (even here) who played with Steven back in the day, which leads me to believe that he did in fact play on official servers.
So what exactly wasn't true in that comment?
crossbows i think have a place in AoC tbh mechanically they would function as a reverse bow where a bow it load draw and fire for a cross bow it be fire draw load. they should have higher dmg output but slower attack speed. This may not seem like a big difference but in terms of combat is actually is when it comes to PvP combat, being able to fire and duck behind a tree to reload in relatively safely is quit handy where bows your dont have that as much or not as impactful due to lower dmg but faster speed so crossbows would work better when there places to take cover however bows would be better in openfield or harder to use LoS.
Also if there classes that have weapon swap switching to a crossbow and fireing to finish somone off is more effient than a bow since you can skip the draw and load part of the mechanic
So yeah there is a place for them since they can be mechanically different from other range weapons if implemented properly however if they do a say WoW where a crossbow was a copy and paste of the gun/bow range weapons then there no reason
i would agree tbh i think u should be able to atleast use your freehold storage but the whole corruption system need to be looked at and balanced once players get here hands on it, you cant go to hard on it but you cant go to leniant the game realy revolves around getting a fairly equal balance on this penalty and i think that will be the hardest part of this game tbh.
im a pvper more ordinated player however i do everything i dont want top see AoC to become a gank fest but i do want Open world pvp to happen but meaning ful pvp either be it defending ur camp or nodes near your freehold or warring ur neighbours. Now if your mayor could always have atleast 1 war up with a neighbouring node where there no penalty im fine with, it allows you to defend your territory resources from neighbours and it is somewhat consensual aswell since if you dotn want to be appart of it you could leave the area where the war is or leave the node. this way there will always be pvp content for players in that area between the 2 node and have it have purpose without it being a gankfest you cant avoid
tbh how they seem to be implementing weapons there more than capable to add new weapon typesi n the future fairly easily, like all it is are new set of animations and a new weapon tree and add new items for those weapons, however this would be something they would do after they get stuff they want in the game but not hard to add into the game at a future date thats for sure
remember the stats dampening. it might be possible for a player who do something like that to kill the first person they see, but not the second, because of the stats dampening.
I still prefer if red players cant have access to storage anywhere.
however, you can still go red and have a friend (or another character on a 2nd pc) be near you in case you die, then he can pick up your gear and loot and give it back to you later. this is even better than walking back to your freehold and depositing things
Stat dampening wont have that much of an effect. It will take a few kills before you will get to the point where you cant kill anyone.
However, the "changes" here plugged in the issue of the above mentioned player having a safe zone for them to hide in should stat dampening be causing them issues.
As to players picking up a friends dropped gear if they are killed - in the same way the above undesired activity was prevented with the "changes" being discussed in this thread, that specific action will one day also be addressed. When it is eventually addressed, much like in this thread, there will be many people that decry the change, claiming it came from nowhere, that it is diminishing open world PvP somehow and that the game is how ruined for them.
This also punishes anyone who'd be willing to stand up to the PKer, because now this player would be a target for anyone around them while the whole purpose of the system is to make the PKer "a mob" so that green players could enact revenge w/o fear.
That bait sounds cool af!
Maybe, if a green attacks he PK then the green can loot and stay green... but if the green is simply ninja looting then he becomes purple. That would be fair!
And this would still leave the bait issue. While it definitely sounds nice to a pvper, it would be a lose-lose for any non-pvp person (or even some pvpers). You'd see a pile of loot, but you'd be afraid to take it cause you'd get flagged. I guess it could be seen as a risk/reward thing, but I dunno if I like bait-type equations for that part of the game.
To me, the appropriate solution to the issue here is to simply make it so PvP loot has a window of 10 seconds or so where only the player/group/raid that got the killing blow can loot it. I mean, I expect this to be the case anyway, for a number of reasons.
While this doesnt make it impossible to retrieve a friends gear or materials if they are killed in PvP, it does make it unlikely enough that people wont plan for it - and really, that is all you need.
Yes, Intrepid can make PvP completely non-existent. This way PvE players can safely gather their mushrooms. That's also how you finish a game in three weeks and then complain that the game is dead.
Music to my ears 🥰
and then they quickly learn not to look corpses that dont belong to them :P
tbh you can just bait fight by having a low level purple player with a high level nearby to one shot anyone who attack him sooo yeah people will learn not to fall for traps. :P
Also dieing to pve i beleive drops your materials too so if somone loot that corpse it would be stealing/graverobbing which u would think would make u purple anyway. so yeah looting anything from a player corpse should make u purple it also inline with risk vs reward, reward free loot, risk could be a trap
Many mechanics that people say that can be "exploited", "abused" or "circunvented" are just everyday mechanics which people will learn to dodge.
I am in for having a 1000 possible baits, that's better than trying to have zero baits, a game with zero baits isn't a game at all!
the thing with traps are if you fall for the same trap twice well thats shame on you right there :P first time is like well played you got me there 2nd time is welp im an idiot you cant relay blame anyone else
Caravans wwill be another one people use to bait you might see a lightly defended caravan aka golden oppotunity but turns out there a bunch of defenders hiding nearby waiting to ambush the ambushers for the stuff they have on them while avoiding corruption since thats sanctioned pvp event. makes you think twice when attacking any caravans maybe it is lightly defended maybe its not mindgames
How you die is irrelevant for looting purpose.
You were green and got killed by a mob? Any passerby can loot your ashes.
You were attacking a caravan and died? One of your "friends" could loot your ashes and stay silent about it, or blame the defenders... (edit: that's a sanctioned pvp event, so no drop on death, my bad)
Watch a guild's attempt at a world boss in hope they fail so you can ninja loot the battlefield!
Hey, it's not a penalty if you loot your stuff back before some else does. So be prepare and die in dark corners.
If not, some people will be vultures. Others will try to train you to take your stuff while staying green.
no death penalties on pvp events. you wont drop anything
Which is a shame because denying certain resources/supplies before a seige or before a major attack is a big part of warfare, i think material drop should still be a thing during pvp events however XP loss shouldnt be.
If somone gonna attack you but they havant stockpiled enough seige equipment yet it allows defenders to kill the gatherer or mules trying to bring in the resources to make said items before seiges which can hinder them before the main event and so on this should be part of the game which means materials dropping on death during these events should be a must since it allows side to deny the other crucial materials leading up to the major event.
also when it comes to caravans alot of the materials (as much as one person can carry will be carried on each defender person to limited loss if they do loose the caravan from an attack