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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
Yeah my bad. That first part was my assumption that those people will always look for unbalanced fights, where they're clearly stronger than the target they're attacking - that's just based on my experience. My experience is basically that, if you are at the same power level, people will usually not look to fight you nearly as much, as compared when they have clear, and big advantage. Usually the only people who initiate fights are those who are very confident of winning the fight.
Just realized I forgot to mention this, but this is actually a HUGE part of why I dislike non-consentual PvP (usually).
It's the difference in power.
I actually don't have a problem fighting people around my power level, if anything, those fights are at least interesting and engaging.
And yeah, the rest was just assumptions on my part, I've put out several different scenarios to showcase how balance might affect things, and that it could end up not affecting stuff in a way I, you, or someone else wants. It just remains to be seen how it will work, after alphas and beta - so plenty of time to tinker, or overhaul things.
I wonder if those who push for PK capability (such as self) without the penalties being too strong, come from an L2 background and see its value as a political tool for strategic gain, power, territory, and creating lawful boundaries.
Because in L2, PK was used more for claiming territory and regulating acceptable behavior over outliner players rather than pointless ganking.
Giving players, or leaders in this instance, the ability to shape their zone means that if they succeed, they draw players and thrive; if they fail, they decline.
It's about the choices made determining the dynamic positioning in the world, with an emphasis of being moderated by players and only overseen by developers for extreme and unacceptable behavior.
Only thing that sounds boring is your idea of zero PvP outside of controlled scenarios
I don't want what you suggest or think that I said. I like danger.
What I don't want is players to be able to influence the balance so much that some nodes to create a full PvP zone around them without any rules and some other nodes to be full PvE nodes.
My reply was directed to akabear's former thread
https://forums.ashesofcreation.com/discussion/59432/the-one-node-to-rule-them-all/first
https://forums.ashesofcreation.com/discussion/comment/454276/#Comment_454276
The way the game is described now on wiki seems ok.
Node wars and guild wars will bring waves of PvP to everyone.
What I oppose is to have nodes which have a full PvP area where citizens of the same node can easily kill each-other without fear of corruption and can act also against the other sibling nodes in the same metropolis parent-vassal structure.
Also i dont remember how it works exactly but green should turn purple as soon as he attacks a red.
I actually really like this solution. There should be upper and lower limits of course, to prevent PvE zones filled with bots and full PvP zones, but this would allow a lot of player choice.
I've seen a large variety of answers to my question and this is the only solution I've seen that seems to allow most of them to play as they want. It also provides another reason to node war. Either to conquer the barbarians and provide rule of law, or to pillage the peace loving fools.
In Mortal Online 2 they have a "Bounty" system which I think if tweaked would work amazingly. Essentially. If you kill a player they can "Report" the crime if you damaged them and you get 1 "Murder count" They can choose not to report it on respawn, Once you reach 5 Murder counts you're considered a "Red Player" a "Murderer" and people can go to the bounty hunter in town and collect an randomly generated bounty for ANY "Redplayer". So here is what I propose.
If you kill an innocent player and they report the crime you gain a "Murder count" At 5 Murder counts you're considered a "Red player" and you're unable to report people that kill you and you can't re-spawn in town. Meaning that blue "Good" players can kill "Red" players without the risk of Murder counts.
If you reach 5 Murder counts you're eligible to be "Bounty hunted" Players go to a local "Bounty hunters guild house" and collect a "Bounty contract" which will scan the "Local area" (Avoids giving you a bounty for someone on the other side of the map) and gives you a bounty for a Murderer, Giving you some information (Name, Current Murder counts, Distance from you currently) Perhaps also giving them a reward tied to the number of murder counts a bounty has. Lower murder count lower reward higher murder count higher reward. To avoid a bounty hunter just ditching low reward bounties. They can implement a system where taking a contract puts you on a 1-2 cooldown before you can get a new bounty. UNLESS you turn in a successful bounty. Then refresh your cooldown automatically.
This allows the players who enjoy being red players to be red players with the risk of being hunted by blue players. Initiating PVP could also put you on a "Criminal" cooldown. Meaning that if they try to enter a city they will be killed by city guards. Same with attempting to initiate PVP in a city. You could also reward bounty hunters with a special "Bounty hunter currency" allowing them to purchase things within the bounty hunters guild house. On the contrary, you could have Red players gain access to a special "Criminal underworld location" which allows them access to special services and such only accessible to replayers where they get access to the base level of it at 10+ murder counts and access to increasing the better area's depending on how many murder counts they have.
As for the blue players. Obviously, this brings in a certain danger into the "open world" however, with the rewarding nature of the bounty hunter system. I am sure players would be willing to run "Protection services" for blue players including guilds setting up to protect these blue players. (This happened in Mortal online a lot) This would also drive blue players to either join guilds for "Free protection" or take a cut of the profits they're going to make to pay for protection for big farming runs. This incentivises players to engage in the SOCIAL aspect of the Social sandbox. For this to be useful there needs to be some gain to killing each other in the open world. Like dropping resources and such. In mortal it's perma death. you drop EVERYTHING (except player-bound items, Starter items, Starter torches, Capes, Spellbooks and a map So ESSENTIALLY everything) So there is a lot of reason for people to kill someone for personal gain.
I am not saying EVERYTHING should be dropped on death, but dropping resources and perhaps items that are not bound to players (So bis) can drop. Or some level of this to make it worth killing people. I won't sugarcoat anything. I'm a big red player enjoyer. I like PVP a lot so I'd like the system. But the idea of having to fight off bounty hunters only makes the whole idea of being a red player even more fun. What I would hate to see is punishing the red players for wanting to be red players. Reward different play styles instead of punishing what you don't like in the game. If you want everyone to be good boy blue players. Make it super rewarding. But don't make it super punishing. Taking any suggestions and answering any questions for my idea here.
- Edit
I have not kept up to date with EVERYTHING to do with the game. If anything I said contradicts with something already set in stone about the game Sorry about that LOL. I want to go into the game KINDA blind and discover everything as I go.
In the node wars preview, they were fighting to claim Highway Hills and start siphoning node XP from the area, among other things. Players will stay flagged against each other for the full duration of the node war, so even OWPvP won't be controlled by corruption for participants.
Guild wars will be a smaller version of the same idea. And I think a lot of it will revolve around punishing behavior, controlling dungeon hubs, and general fun.
B: Corruption is for killing non-combatants. If you just like the zerg and camp gameplay from L2, then just find a place where others are going to fight you back.