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.
Comments
Green death you drop less than a red death though. So I am not sure what you mean here. If I had 100% life and no mobs attacking me and he killed me without me attacking back he would receive the same loot as if a mob got the last hit. Only by attacking back do I change that modifier, and in that case if I attack back and lose I drop even more than.
Sorry if I am just misunderstanding this but I don't understand how it would be worse to die by a mob than a player?
You might not be dying to the mob w/o other players attacking, but you either have to stop farming mobs or just die, if a player does attack you.
Both the death or the preventing of your content are seen as bad by majority of people. And visible hp makes that bad thing happen more frequently, because it's now easier to execute.
Yes, this is the only issue I see with it and based on what Steven has said with this game being a big Risk vs Reward, open world pvp, penalties for killing non pvp players and such. I think its just going to be a core part of the game. I have always played on PVP servers in mmos and sorry but its just part of the game to be killed while questing. Do I hate when it happens to me, yes, that's why I then join the guild chat, get some buddies to come, and make that guys next hour a respawn counter simulator.
The other mmos you played were a themepark trail to the end game, with gearing from safe instanced raid treadmills.
Not true. One of the mmos I have played was called Knight Online. If a player kills you they get half of all your acquired gold and pvp currency or a minimum amount stipulated. If you don't have that minimum amount you lost 10% of your exp. It would takes weeks to grind a single level so this was a huge loss. You could even de-level and lose skills if you died enough. It was a brutal game. Needed gold for health and mana potions as well, 2-3 skill casts would deplete your mana completely so you needed at least 200-300 mana pots to even pvp in the first place.
1) What? No, this is an ignorant take. Even when you are coordinating with a group, you want to optimize target selection and know when to dump damage. It absolutely makes a difference.
2) How so? More abusable than the current system?
Yes, guilds will help with this, and I hope that everyone find a guild that helps them, but the dudes who'd go for this abuse would target the guildless people. And this usually just gets complains and leads to a change in the system. But obviously the hp visibility won't change when the game is already out, so instead the corruption system will changed somehow, to make it even more penalizing and strict.
And I personally don't want this system changing to something even more hardcore.
As I thought. Fragmented gameplay loops. Safety of choice
Yes, very indepth mmo... not at all a survival game.
Full of class, affiliations and skill choices.
More complex gameplay systems tied together than AOC might have.
For it to be an instance though, if you have your 500v500 siege going on, I should be able to take my own 500v500 players to start another siege.
If there is only one version of the content available, it is not performing the primary intended purpose of instancing in an MMO (it was introduced to provide players with more content, the player restriction was a useful side effect).
Red(Corrupted) death drops 4x more than green(non-combatant), but green drops 2x more than purple(combatant). If I attack you I'll go purple and you don't go purple unless you attack back. If I can use mobs to kill people without them being able to attack me, not only will I not go red but they will die green. There is also no penalty unless I kill them. This might encourage people to go around "tagging" people fighting monsters.
Either way. Like I've said multiple times, I'm wrong - cool, I couldn't care less. If no one can interrupt my activity - I'm in a damn instance.
If its on twitch, confirmed game is open world now.
It's not a matter of who wants what. Steven wants Castle Sieges to be Open World.
There would have to be programming obstacles that prevent Castle Sieges from being Open World.
It could be, but I am not talking about "my experiences". You know I rarely talk about things from just one subjective perspective.
I am talking about why instancing in MMORPG's was first imagined and developed full stop, as opposed to how it was used in a given game.
No, it doesn't reduce anything if you dont know their healthbars and everybody who disagree is wrong
If you want to kill then just kill.
However, I am not against a potion that let's you see health bars for a few minutes, still seeing health bars is childish and shouldn't exist in MMOs. In MMOs the characters should be panting, grunting, moaning, arching their backs, spilling blood and vomiting blood if they are dying.
That's how game should be, health bars shouldnt exist and healtg bar people should quit games
Uh huh. 🤦♂️
No, it doesn't reduce anything if you know their healthbars and everybody who disagree is wrong
If you want to kill then just kill.
However, I am not against a potion that let's you hide your health bars for a few minutes.
This will feel an extremely silly thing to ask but... what about our own health bar then? There are some game genres that keep that information from the player, or at least obfuscate a precise value. Atypical for RPGs, as it would be in the way of the stats-porn, but frequent in FPS and survival games.
I'm not pushing or pulling in any direction, just presenting another aspect of the issue. Is it fairer if no one knows anyone's exact health? If you know your own, it's easier to factor in that variable in your decision making, whether your the attacker or the defender: you know what state your character's health is.
I am okay with anything, health bars or no health bars. But I do think that if they add health bars, they need to change the flagging system. Otherwise I am just going to game the system and people will complain about it here on launch.
What is wrong with the flagging system?
Reading this just made me think. Wouldn't it be cool if they did no health bars but characters showed damage? Gear tatters, blood stains show and so forth.
But in an mmo your health moves so often, particularly in a pve boss encounter that your look would be changing like a strobe light.
The flagging system as it currently is feels contradictory to me.
It is supposed to protect greens(non-combatants) from unnecessary ganking, but the only way to flag is to attack someone. If i log in and decide I want to do some open world PVP, I need to wander around tapping greens until one of them fights back. Also, if they get killed by mobs, it will not give corruption. So my current strategy would to go around and reduce green players health by as much as possible before they flag. If they attack back, then kill them. If they don't, try to have a mob kill them and basically just be annoying. Either way the corruption system has little to do with it.
Greens are supposed to be encouraged to fight back because they lose less stuff if they do. But in order to do that they need to target and attack the purple attacking them, while also dealing with whatever they were doing before. They will definitely be starting on the back foot.
Meanwhile there is an entire system (Bounty Hunters) that rely on people becoming corrupted. But the corruption system is there to prevent griefing. As I understand it, they want some griefing but not to much.
The simplest fix I see is just to allow people to flag to combatant as they want. Maybe even give them a buff(gathering, dps, etc) to encourage it. And then give people corruption just for attacking greens. This will stop most gaming of the corruption system, still allow murder hobos to kill greens for dopamine, increase the number of targets for Bounty Hunters. Plus I wont have to tag every stranger to see if they want to throw down.
And this is exactly one of the reasons why some of us want invisible hp. Because attacking greens with this strat in mind would be way more dangerous for the attacker, cause you'll never know what hp your victim is at.
This is why I hope Intrepid design a good set of ability tools for managing mobs in pvp situations, and the pvx encounter will be all about proper use of those tools. So far we haven't seen any of that, sadly.
Yes, so far this is one of the weakest presented systems in the game. And definitely one of the most contradictory as well. I personally hope they expand on it, but that would only happen later on in A2, if at all.
This would require lessening of the corruption penalties, and also a whole rebalancing of whatever plans they currently have for economic design, cause if pvp on-ers have boosted effects while touching greens immediately makes you a free target for anyone around (with decreased stats) - that drastically changed any interaction between players and any plans those players have for their gameplay.
Toggleable pvp is usually very shit.
Then you have people saying its not perfect so its flawed as a argument lmao. You can apply this to anything its not perfect so system is flawed. Nothing is going to be perfect in a game, it just needs to serve its purpose well enough to entice something or reduce something enough.
If you don't like the visual clutter im sure there will be a setting to turn them off like plenty of other games have.
Indicators are one thing of whether you want them turned on client-side in settings or not and personalized but I'd argue that health bars are essential information especially if we're going to have finishers/executes or other abilities that do dmg based on health whether its current or missing.