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Positive player community

I am curious if AoC has considered or have any systems that reward player interactions to promote a positive community?

So because AoC is an open world PVP game there's a lot of conversation about penalties to prevent griefing.

One thing I don't see a lot of is conversation about are rewards to promote good behavior. An example I was thinking of was GW2.

In GW2, as most are probably aware there are constant rewards for helping other players. Not only are you rewarded but you are also not negatively impacted by the help. Whether it's killing mobs, assisting in quests or small to large events.

I am a big fan of their event system and how it promotes working together more then a typical Exclamation or Individual quest system. It also encourages other players to join in and assist seamlessly. If a player goes down during the event you are awarded experience for rezzing him, or at anytime really.

While AoC might have different styles of rezzing my point is that in GW2 there is at least the feeling of a far more "work together" community. Considering AoC is the return of all these people to the world they abandoned I believe this would fit the lore to include these type of systems.

The other side of it is when you do offer penalties to players for bad behavior you are also inherently taking away the positive reward as well.

Comments

  • DepravedDepraved Member, Alpha Two
    Fiddlez wrote: »
    I am curious if AoC has considered or have any systems that reward player interactions to promote a positive community?

    So because AoC is an open world PVP game there's a lot of conversation about penalties to prevent griefing.

    One thing I don't see a lot of is conversation about are rewards to promote good behavior. An example I was thinking of was GW2.

    In GW2, as most are probably aware there are constant rewards for helping other players. Not only are you rewarded but you are also not negatively impacted by the help. Whether it's killing mobs, assisting in quests or small to large events.

    I am a big fan of their event system and how it promotes working together more then a typical Exclamation or Individual quest system. It also encourages other players to join in and assist seamlessly. If a player goes down during the event you are awarded experience for rezzing him, or at anytime really.

    While AoC might have different styles of rezzing my point is that in GW2 there is at least the feeling of a far more "work together" community. Considering AoC is the return of all these people to the world they abandoned I believe this would fit the lore to include these type of systems.

    The other side of it is when you do offer penalties to players for bad behavior you are also inherently taking away the positive reward as well.

    what is a positive community, what is good behavior and what is griefing and who defines that? (obv is)

    why cant you just help someone out of the kindness of your heart...of because he is your friend.
    also why not compete instead? lets have healthy competition, if everybody is friends with everybody, no one would compete? maybe. no sieges no nothing?
  • FantmxFantmx Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I could go for this. It would produce a far more healthy community in the long run
    q1nu38cjgq3j.png
  • LudulluLudullu Member, Alpha Two
    I see these as two biggest examples of promoting "positivity" and support in the game.
    https://ashesofcreation.wiki/Bounty_hunters
    https://ashesofcreation.wiki/Mentor_program

    If anything else gets added, I'll only be happier, cause I already plan on helping as many people in my node as I can.
  • CROW3CROW3 Member, Alpha Two
    Hm… an inverse corruption system. I can imagine the threads after that monthly update.
    AoC+Dwarf+750v3.png
  • Greedy players are not good for a community.
    The greedy and egoistic can be both PvP and PvE-ers, solo-ers or guild oriented players.
    But they can be good targets in a PvP game if you want to see yourself a "lawful" PvP-er.
  • Depraved wrote: »
    Fiddlez wrote: »
    I am curious if AoC has considered or have any systems that reward player interactions to promote a positive community?

    So because AoC is an open world PVP game there's a lot of conversation about penalties to prevent griefing.

    One thing I don't see a lot of is conversation about are rewards to promote good behavior. An example I was thinking of was GW2.

    In GW2, as most are probably aware there are constant rewards for helping other players. Not only are you rewarded but you are also not negatively impacted by the help. Whether it's killing mobs, assisting in quests or small to large events.

    I am a big fan of their event system and how it promotes working together more then a typical Exclamation or Individual quest system. It also encourages other players to join in and assist seamlessly. If a player goes down during the event you are awarded experience for rezzing him, or at anytime really.

    While AoC might have different styles of rezzing my point is that in GW2 there is at least the feeling of a far more "work together" community. Considering AoC is the return of all these people to the world they abandoned I believe this would fit the lore to include these type of systems.

    The other side of it is when you do offer penalties to players for bad behavior you are also inherently taking away the positive reward as well.

    what is a positive community, what is good behavior and what is griefing and who defines that? (obv is)

    why cant you just help someone out of the kindness of your heart...of because he is your friend.
    also why not compete instead? lets have healthy competition, if everybody is friends with everybody, no one would compete? maybe. no sieges no nothing?

    Well sometimes it's just the feeling of a helpful community. When someone comes and helps you up randomly in the wilderness in GW2 it feels good.

    Final Fantasy has a few more complicated systems like big bonus rewards for completing a dungeon with a first timer.

    Either way it gives everyone the feeling of a community. Also makes PKs seem that much more evil. Which I think is kind of cool too.
  • CROW3 wrote: »
    Hm… an inverse corruption system. I can imagine the threads after that monthly update.

    Well hopefully it's both but the "soft" side is subtle
  • DepravedDepraved Member, Alpha Two
    i understand what you mean but you can help people out of the kindness of your heart.

    also, pking isn't evil
  • Depraved wrote: »
    i understand what you mean but you can help people out of the kindness of your heart.

    also, pking isn't evil

    You definitely can but League of Legends players can also just be better. In World of Warcraft players are punished for playing with other players that aren't as experienced. In FF14 players are rewarded which ends up in a MUCH more positive community.

    The reality is unless there's a system or reward for doing it then people simply won't.

    I don't think PVP is really evil but the player being killed might disagree.
  • DepravedDepraved Member, Alpha Two
    Fiddlez wrote: »
    Depraved wrote: »
    i understand what you mean but you can help people out of the kindness of your heart.

    also, pking isn't evil

    You definitely can but League of Legends players can also just be better. In World of Warcraft players are punished for playing with other players that aren't as experienced. In FF14 players are rewarded which ends up in a MUCH more positive community.

    The reality is unless there's a system or reward for doing it then people simply won't.

    I don't think PVP is really evil but the player being killed might disagree.

    what if I pk someone who has been griefing me o.o I'm I evil or is he?
    what if a party comes close to mine and starts buffing at a good farming spot, experience tells me shit is going down, so we pk their healer b4 they finish preparing for the fight, are we evil?
  • I think your missing the point
  • DepravedDepraved Member, Alpha Two
    >_>
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