Glorious Alpha Two Testers!
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.
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.
Style of Game
So can someone explain to me what this game is like? Is it like a traditional MMO? Will I be ganked every damn 10 feet because it seems to be a very pvp heavy game.
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Towns will spawn in locations that the players choose to settle, and all those locations may vary in level of safety and risk.
From an interview on mmogames.com <a href="http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/">here</a> you can get an idea of their flagging system and how PvP works.
<strong>Q:</strong>What type of flagging system will be used for PvP in Ashes? Something completely open like Free-For-All, or a system limited to certain areas (like caravans and sieges), or maybe an incentivized factional opt-in system tied to established nodes, similar to Star Wars Galaxies’ TEF system?
<strong>A:</strong><em>We are still developing our flagging system, but I can give you an overview of how it stands now. It is important to keep in mind, that players are not forced into PvP. If you want to influence the world around you through non-pvp methods, it is an equally viable option.
There are three states that a player can find themselves in: Non-Combatant (Green), Combatant (Purple), and Corrupt (Red). Everyone is a Non-Combatant by default. If a Non-Combatant attacks a Combatant or another non-combatant, then they become a Combatant for a period of time. Similarly, if a Non-Combatant enters a PVP zone (which includes things like Castles, City Sieges and Caravans) they are automatically flagged a Combatant while in the zone, and for a period of time after leaving that zone.
Players can kill Combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties. Where this changes is when a Combatant kills a Non-Combatant. In this case, the Combatant is Corrupt, and acquires a Corruption Score (which is accrued based on a number of different parameters, including the level differential of their freshly slain victim). This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.
While a player is marked as Corrupt, they may be attacked by both Combatants and Non-Combatants. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant. We also have some other ideas that we haven’t formalized yet that will allow players to participate in what we feel could be a fun cat-and-mouse part of the game. As an example, the location of these corrupt players will be displayed on the map, if you have the Bounty Hunter title, which can be obtained through a quest available to a citizen from a Military zoned, Stage 4 (Town) Node. These are systems that we’re still working on, but Corruption is something we want to provide explicit gameplay opportunities for.
In any case, all this comes to a head via death penalties. A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equipped items based on their current Corruption Score.
The idea here is to disincentivizes those who wish to gank or grief others, while rewarding those who engage in consensual PVP. We don’t want Ashes to be a murder box!
Again, this is the briefest of overviews, and I’m sure this explanation raises as many questions as it answers. It really demands a more thorough explanation, which we’ll get into in a developer blog. Also, keep in mind that Ashes is continually a work in progress – though I’ve given a lot of specifics here, what survives play-testing is anyone’s guess!</em>
So in short, while players are encouraged to engage in PvP it also discourages players from killing those who don't fight back.