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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
This is gonna be painful... they'll happily die repeatedly to simple bot mechanics for sh1tty gameplay but god forbid someone actually attempts to engage them in anything approaching real competition and they'll run crying to forums/YouTube
I didn't mean "these people won't show up"; my point is that the notion that this game would be overrun by griefers is something I think is unlikely. Meaning I also expect them to come, but not in the reckless "I'll just go nuts and then easy-peasy farm down corruption with zero risk." way because there is little to gain from that, while there is a lot more to gain from hunting these kinds of player (and people will have an advantage over these corrupted players; see the Bounty Hunter) in addition to the reputation loss with the associated Nodes and the social consequences of people refusing to cooperate with you.
And still I agreed with you that exploits should be uncovered fast. I just don't share the concern regarding the quantity of griefers, not do I agree to the notion that griefing would be a viable way to play Ashes - which are concerns that not you, but many others have shared; this was just a good opportunity to address these concerns that went beyond your point so I added my answer to those here.
You tell other players to Get Fucked when they've killed you? Or was that just a typo of Good Game?
ha, made the same assumption
But I suppose other side of the coin - if you're going out of your way explicitly to see how far corruption goes; is that producing weird test results?
To counter THAT point - there are always people even in minorities who reach certain extremes; and this kind of testing is valuable to deal for these edge cases.
If a group of players do go on a rampage - then what is the player response; and in conjunction with the corruption system, does it serve as a deterrent for "excessive" killing?
I think the bolded point is the end goal. Balancing the scales. There will be a sweet spot and I think it probably does warrant pushing the system to some extremes.
Having to log out with the intention of logging in during quiet hours to work off corruption sounds like a pretty effective deterrent against griefing to me.
Also the logout timer is 60 secs when corrupted.
"The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy."
This seems so obviously way overboard to me.
Gearless and stat dampening and severe death penalties and lit up on the map of all local PvPers.
The death penalties and bounty hunting feel right, risk v reward etc.
But the stat dampening is taking it too far. Why punish you before you've even died yet?
It's meant to be risk not straight up punishment.
Yup. 100% true. I have no shame to out myself as having been a griefer once too in WoW.
During TBC - because of the gear stat called "resilience" and how it affected damage & healing in PvP - Druids became overpowered during the maxlevel endgame.
They became almost unkillable, which angered me greatly cause "they are just garbage and the Paladin is the cool hybrid class, not the pathetic nature hippie who morphs into animals".
Yes this was my throught process back then.
I was young, hotblooded and... evil.
Henceforth whenever I found a Druid leveling up in the openworld, not having the gear that allowed them to be almost indestructable, I changed course on my flight mount, decendet like the Grimreaper and slaughtered that °angry beeping noises°.
And there were A LOT of people leveling Druid during that time.
MADE YOU WONDER WHYYYYYYY!
We can only speculate. I would like to see the system at it's worst, so we have an idea of how well it's working when it's closer to it's best.
Looking at other MMOs' historical missteps, we can see that capitulating to these players will eventually remove all risk and emotion from the game. Hopefully the Ashes team recognizes that players truly do not really know what they want. Reject the "QoL" cries, the "griefing" cries, and stick to the formula you have laid out. It's not wrong, it just hurts, and players will cry about it until you remove the risk, then quit because the content has lost all feeling.
It's a fair point. The deterrent is still working but you're right, the game is effectively incentivising logout at that point.
100% this.
He also says that Corruption will prevent Ashes from being a murderbox.
Of course, that was before the addition of The Open Seas.
If an open world boss is interruptible by PVP, that means the boss would need to be easy enough to be beaten through a PVP encounter. That's all well and good if every boss encounter gets ganked, but if that isn't the case, what do you have? Boring steamroll bosses.
As long as we are generalizing, every argument against a successful corruption system (which I'm not yet convinced we have) is that it's just something that helpless PvE players want, and everyone should just shut up about it (even though the system is badly designed with PVP in mind as well). But can we get one reason why the system should not exist, or at the very least why the current system will do a good enough job? That's what the discussion is about. You aren't making an intellectual argument by saying that people with a focus on PvE elements should not be considered, it's a PvX game. That means that things outside of PVP also need to be taken account of.
So again, why is killing players participating in an already challenging boss fight a good thing?
Why are dumbed down/easy boss fights as a compromise to PVP a good thing?
Why is corruption punishing players (specifically their stats) who seek/excell at PVP encounters a good thing.
Why is the ability to log out to avoid the penalties of corruption unchallenged?
What protects solo players from group PVP?
These are important questions. This is what we need to answer. Not "lol which side of the spectrum are these people on".
Ultima Online. I never played it but I'm pretty sure that's where it comes from.
I think HybridSR may be focused on other genres of MMO PvP games than MMORPGs specifically.
Like MMO FPS or MMO Survival, etc.
Don't get me wrong, I'm a big proponent of PVP. I love it so much, but I also do believe in heavy consequences.
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I don't know bro why don't you google it. I just answered your question.
We are on the same page. I'm not sure why everyone tries to categorize things like your either for this or against that.
PVP and PVE can and have worked congruently but games need to create a balance. We can like PVP without putting it at the expense of PvE.
UO
https://en.wikipedia.org/wiki/Griefer#:~:text=A griefer or bad-faith,or stealing something, such as
Here we are debating the definition of MMO again, I'm pretty sure noone gives a monkeys
lmao. it's short for "good fight"
Exactly my point. If it were for these "PvE players" or should I say "anti PvP players", no player would ever touch them. Nobody would contest their bosses, or their grind, or their spots, or anything really. It'd be FFXIV 2.0 (trash, boring, completely safe).
Here in this thread we have a prime example of a guy who never touched a PVP MMO in his life but he's already crying about griefing, when AoC already has 3x more punishment for PKs than Linege 2. PKing has SO many consequences, it makes zero sense to do it without a purpose. But that's not enough for him (even though he has 0 experience with PKing, just the thought of dying to a player triggers him so much that he needs to cry about it and ask for more punishment for PKing). He will get dropped once, cry on the forums, call it griefing and quit on the first day, if he ever plays at all but he's still here trying to turn AoC into FF.
The same guy says that "we need to go all out in Alpha 2 to see if it''s a problem. He's just trolling, because Alpha 2 isn't the game launch, so people won't give two shits about their gear so they WILL PK whenever they want, cause it's Alpha. Very different from game launch. So if you thought we didn't notice your little attempt at once again trying to prevent PvP/PKing, then try harder next time. Doesn't matter if Alpha 2 is a PKing festival. It's an Alpha.
Just like I said, players like him don't want to face player threats. If they're about to pick up a valuable mat and get killed, to them, that's griefing. You need to understand that these players will NEVER, EVER be okay with any form of PvP. They will never risk deaths for anyone, they just want to kill mobs and grind in peace. And there's plenty of MMOs out there where you can do that. Ashes won't be that.
Yah but context is important. What does murderbox mean? Does it mean random newbies get ass blasted by random players with top gear/level? No, that literally never happened.
It means two clans/alliances fucking hate each other and it's on sight. I've been in situations like that many many times. Most of the times you just Declared War, but since some clans didn't accept even though they had the numbers, that just meant you were forced to PK them because they'd bring numbers no matter what. At that point, PKing Vs. that Clan was almost always necessary to do anything in the open world. If you didn't, THEY would do that to you. That's a muderbox, but not in the way you'd think.
Nope, I've always played MMOs. 10 years of L2 + like at least 5 years of Air Rivals/ACE Online (which was also kinda like an open World but more instanced, also heavy mass PvP game with a ton of grind. Lots of fun).
Spot on.
Then demonstrate the benefits of engaging in bounty hunting.
Demonstrate the time sink representing the penalty for being naughty.
I think the most annoying part of world PVP can be spawn camping. Even in team vs team PVP where a group can focus fire to take players out one by one and then the timing on the respawn makes it an endless loop. Sure you can have invulnerability timers, but you can get around that. I personally like the idea of rally points where teams can regroup. Different locations on the map that makes spawn camping much more difficult.