Terrifying_Truth wrote: » 8. Can people pull a train of mobs and bring into the city? I hope so, in WoW this is a blast
NiKr wrote: » Yes, pvp can happen in the city. Everything related to pvp applies. We don't have any real info about the guards. Doubt we'll get a mob train into the city, but we'll have mob events that will attack it on their own. I think that covers all the questions.
Natasha wrote: » In guild wars both adversarial guilds are set to purple against eachother automatically so in the centre of a city you can just attack eachother.
Caww wrote: » Terrifying_Truth wrote: » 8. Can people pull a train of mobs and bring into the city? I hope so, in WoW this is a blast also thought of as griefing.... so no thank you to snot-nosed kids that get their kicks from this behavior...
unknownsystemerror wrote: » 1. People are "automatically green" by default cept on the open sea and certain pvp based areas on land. Node settlements are not considered pvp zones atm. 2. Yes, you can flag on others inside a city. Whether they fight back is up to them. Killing them would corrupt you, see later answer on guard response. 3. Yes 4. Node citizenship trumps other affiliations. More info on flagging states in a guild war is needed and if certain areas will be considered safe. Latest info points to no. If you are flagged purple towards a specific guild for a war, most likely you will always be purple (to opposing guild or node) during the duration of the conflict. 5. NPC guards will kill corrupted players on sight.[2] Wiki 6. Probably but extremely difficult solo. They will be considered "elite" mobs during sieges, but not unkillable. We have yet to see them inside a node settlement in action, but you can bet they won't be a pushover. 7. Probably not except in the case of monster coin or other node attack events. 8. Mobs are meant to have leash ranges. Shenanigans from earlier mmos where people spent time and effort dragging world bosses to grief towns and kill underlevel or afk players most likely would be unintended and corrected quickly.
akabear wrote: » I think being within the city walls should be a safe haven, or at the very minimum a safe haven for those that reside there.
Neurath wrote: » It doesn't make sense to have a safe haven inside walls. Walls won't exist at first and I feel a camp would be a cutthroat domain. It would be different if we had metros prebuilt.
Arya_Yeshe wrote: » I don't think the op was looking for safety at all, those questions are very into details, almost technical It is a bit concerning to me that people don't know the answers, it is 2023 already, those things are really important in the everyday gameplay
Terrifying_Truth wrote: » i don't think this will happen because if you are set to purple then random people can attack you, maybe intrepid will let greens at war attack each other freely with the green flag
Kilion wrote: » The best context source I could find was the Wiki topic "Safe Zones"Generally speaking: Since Steven dared to basically put a timer counter on Alpha 2 along these lines "No, Alpha 2 is not years away." (so less than 24 months) and we know that Alpha 2 will test the Node structure, I think it is reasonable to assume that we will get a livestream on Nodes somewhere towards the end of the year or early 2024 - basically by the time the initial tests for A2 are supposed start at Intrepid [for the most up to date information we have on Alpha 2 see the recent Q&A Livestream].On the topic: Going with the overall design philosophy of risk-reward and the faction based PvP, there is reason to argue that cities aren't safe zones. One thing I have noticed is that the matter of in-node PvP has never been mentioned. This to me means that it is a matter not publicly addressed so far, not being considered until now or that it means that Nodes aren't considered special in that regard - meaning the general rules of faction based PvP apply. Going further - since factions are a primary factor by which we choose who to give a beating, there is basically no reason for us to assume that guards wouldn't act by these same rules. Let me quickly explain the consequences - if my assumption is correct: Killing someone in PvP will be possible in Nodes but as in all other cases it will decrease your reputation with all the factions that player is associated with [here a list of affiliations a player can have]. If the reputation with a Node falls far enough all NPCs and players associated with that Node through citizenship will be hostile towards you, meaning you are always flagged for PvP for each other I could imagine that a mayor might be able to establish policies that order guards to break off fights and maybe kick participants of a brawl out of the city - basically lowering their health to something like 10% and then literally drag them out of the city walls. This is a mechanic that we already know to exist, where mobs can take injured players hostage, so it is not something that Intrepid has to invent specifically for "city brawls" [source: The Goblin Slaver - "[...] these slavers have a particular type of interaction mechanic, where instead of killing the player, they can subdue the player drag them to a cage [...]"]. As for corrupt players, they cannot use many of the cities amenities anyways and they can be attacked by anyone at any time so walking into a city might be so much of a risk that they won't ever take it.Conclusion I think the answer as often times is: We don't know in particular, but it will probably end up being up to us to decide to a certain degree.