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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Technical aspect of the flagging system
cupi
Member, Alpha Two
Situation: I'm walking down the street doing my thing feeding pigeons (cause that's what carebears do) or what have you and someone comes along and smacks me down in the face with a 12 pound sledge hammer because he's displeased with my behavior or whatever.
In this situation we can hardly argue who's the combatant.
But then with the current flagging system it gets really interesting.
Let's say after I've been struck I'm a bit disgruntled, get up and start assessing whether I should defend myself, or not.
Here the game tells me that if I chose to defending myself I become a combatant and puts me on the same combativeness level as my aggressor on a global level. Meaning that anyone that comes along sees two combatants.
My question: will there be any sort of mechanism that will indicate to anyone coming along that someone is defending themself?
Thank you
In this situation we can hardly argue who's the combatant.
But then with the current flagging system it gets really interesting.
Let's say after I've been struck I'm a bit disgruntled, get up and start assessing whether I should defend myself, or not.
Here the game tells me that if I chose to defending myself I become a combatant and puts me on the same combativeness level as my aggressor on a global level. Meaning that anyone that comes along sees two combatants.
My question: will there be any sort of mechanism that will indicate to anyone coming along that someone is defending themself?
Thank you
5
Comments
Who started the war? Doesn't matter, both are killing now.
I can safely assure You that "some" People will at least "TRY" do that - solely because of your Character existing in the first Place. (lol)
Do You know - that when your Character is still flagged "green" -> apparently CROWD-CONTROL Abilities don't work on your Character ? .
Meaning as long as You haven't hit your Attacker back - > You have a greater Chance if You QUICKLY bail and run away as fast and mighty as you possibly can. (heheheheh )
No Battle-Shout/Taunt of any Warrior/Fighter should work on You, in Case those Classes have those.
No kind of "Hypnosis" should work on You as well.
I am curious whetever Cold/Blizzard(?)- and Electricity- or otherwise Elemental-kind of things would be affected as well, which can count as Crowd-Control Abilities.
Never heard of such a System until now.
Question is :
If we walk down the Road -> and see two People duking it out or so -> will there be a way to find out if Someone of these two is a "Citizen of the OWN NODE" - and being attacked by a Stranger from another Node ?
Because if Yes,
then this could lead to more or less funny Scenarios in which we can come to help our fellow Node Citizens.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
Nope. You fight back, you’re purple.
The idea of being attacked and then flagged as a combatant just for defending yourself can indeed seem unfair, especially when considering the scenario you described. If I were feeding pigeons and someone attacked me, my natural reaction would be to defend myself. However, being flagged as a combatant on the same level as my aggressor could cause confusion for other players who might not know who initiated the conflict.
It would be great if there were some kind of mechanism in the game that clearly indicated who is defending themselves and who started the attack. Perhaps a different flagging system, where the defender has a visible mark indicating they are responding to an attack, could help address this issue. This would allow other players to see that someone is simply trying to protect themselves, rather than assuming both players are equally involved in a hostile confrontation.
Additionally, such a system could help maintain fairness and clarity in the game, encouraging more just gameplay and preventing peaceful players from being unjustly punished for defending themselves. This kind of nuance in the combat flagging system could really make a difference in the overall player experience.
I hope the developers of Ashes of Creation consider these concerns and implement solutions that make the combat system clearer and fairer for all players.
If someone attacks you and you fight back, that is you telling passers by "it's all good, I've got this". Or at least that you think you do.
Remaining green would be a signal to others that you could use some help.
Keep in mind as well, the combatant flag is t denoting aggressor/defender, nor should it be. It is indicating a willingness to engage in PvP, and if you defend yourself, you are willing to engage in PvP.
Realistically speaking though, as an addition to the above, with what we have seen of PvP so far, if you are far enough away as to not see who is the aggressor and who is the defender, you are unlikely to get to the fight quickly enough to do anything anyway.
Accept that this is a PvX game and PvP things will happen to you while you're out PvEing.
But I wouldn't be against a marker showing who engaged who, though with that sort of system I would hope it would also be applied to corruption to show who is actually griefing as opposed to dealing with a non-griefing PK engagement, seeing as griefing is considered repetitive.
As to your hypothetical situation, that kind of thing isn't really an issue. When making the decision to fight back or not, the notion that there may be others coming to assist on either side should be a part of that thought process.
We really dont know if its a thing yet, since the game is not out yet, and people haven not explored all the options.
But if your combatant, people can kill you without sacrificing anything themselves. So my point was, you can get punished by denfending yourself. Meaning, the "law" in the game is so, that defending yourself from murder is illigal.
If you're a combatant, you're losing half as many resources on death, or none because you win. You're punished more for not fighting back.
But others can attack you now as well. They wont lsoe faction or whatever its called now, since you attacked back. So your free game for others, no? I mean, they will become combatants too, but still. It feels weird, that the laws of Verra is, that defending yourself, opens you up for more attacks.
It's a PvX game and people are still actively trying to argue against having to be involved in PvP. If having to deal with PvP is so terrible, either don't go anywhere in the game that has it, like cities, or just find a game that doesn't have it. It's exhausting hearing nonPvPers complain about PvP when there is literally every other MMO on the market not focusing on it.
This gives more reason to be a Bounty Hunter and allows you to return immediately to the "lesser" state of danger.
This idea would also lessen the penalty for defending yourself. There is still the residual risk of flagging as combatant for defending yourself, you'll have to weigh that when the time comes. Are there other people nearby that might try to snipe the both of you? Are you in a position that you believe you could escape if you just run? Do you believe you could actually kill your attacker? Do you have any loot that you don't want to risk losing?
I mean, lets face it, no one is going to consider for more than a second that there may be some vigilante nearby that will see the attacker initiate and come play batman for you. And calling in reinforcements will likely not happen fast enough to help you live. You're either running or fighting, and that decision will likely be made within seconds of combat starting.
Ya the choice is I want him to gain corruption. For wasting my time.
I'm pointing out a flaw in the system is all. If the idea is to encourage PvP I don't see how you encourage players who prefer to not risk being baited by a red player who probably has friends who are not corrupted waiting for you to attack, so they can kill you without consequences. It's better to just let the first guy kill you and move to another location.
Do people really think that this tactic will be employed to the extent that it needs to be a primary focus and that there needs to be an immediate action taken to prevent it before it has ever occurred?
I can't speak for Ashes; however there was a time in Eve that it was an issue I have not played in years so I can't speak for today's Eve. Systems like this can and will be exploited by smart players.
The penalty for certain types of PvP should be exceptionally high.
Fixed it for you.
And the penalties are high for griefing: https://ashesofcreation.wiki/Player_corruption#Player_flagging
And I still say the best option is to let the attacker kill you and move along with your day. Therefore this system doesn't encourage PVP what so ever.
- If you wanted to challenge a player to a duel, you disarm your weapon and slap them, giving them 1 point of damage. The slapper went purple. If the challenge was accepted, the slapped fought back and both were purple. If the challenge was not accepted, the slapped walked away the slapper went green after a bit.
- If someone attacked with a weapon, the player attacked could either 1. fight back (and maybe win, maybe die, both purple) 2. Run and maybe get away, maybe die. If they died, the attacker went red. 3. Stand still and challenge the attacker to either stop or go red. IF the attacker goes red, YELL "Red at *your location*" and lots of nearby players would RUSH over to kill the red since...Important Point Here... Red players have the best drops in the game, much better than mob drops. You can get lots of mats, armor, maybe a good weapon....off of red drops.
There were a number of other interesting tactics that were developed to encourage fools to go red so you and your friends could get their gear, but I am not going to post them since I want to use them in game and don't want to warn the idiots who go red, of which there will be quite a few.
Getting drops off of red players is a quick path to riches.