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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
In short hope the game does work out but from seeing other game like this, it prob be a short player base.
I imagine something similar will end up happening, except we know that somehow nearby players - bounty hunters - will be notified of a pker. Sounds good, but there could still be pk raids where groups of players go around killing others while wearing cheap equipment. There has to be some level restriction, so that people don't go around making new accounts, transferring some equips and pk newbies. Maybe even time played until one can attack others.
Many people are going to like aspects of the game, whether it's the graphics or combat or whatever. Unfortunately, forced PVP will turn away a large number of players. Many people simply do not like PvP.
Gamers are savvy enough to know that the corruption system will not and can not be too penalizing. They know that there will be ways to diminish or totally negate the penalties associated with it.
I'll be very impressed if the game designers hold true to their original vision and are willing to accept a more niche customer base as opposed to the "try to please everyone mentality".
It is ALWAYS possible to give a choice if you want to. If Node conquering or Caravan escorting is meant to be a PvP event, you can turn it on for that, but let the player choose for the rest of the game.
Just name me a single reason to push people to PvP while they don't want to. The Open PvP loving people can do it among themselfs, they don't need people who only want to PvE as their targets. The only thing archived here is to make just another game only attractive exclusive for the PvP loving crowd, while everyone else gets just turned away without any understandable reasons.
Wait until someone designs a game you like.
You aren't being pushed into playing a game you don't like.
Games have rules and restrictions.
It's stupid that players in soccer can't use their hands if they want to , but those are the rules and restrictions of the game.
It's stupid that basketball players always have to dribble the ball as they run down the court, but those are the rules and restrictions of the game.
In games, you don't get to do everything you might want to do. There are rules governing what you can and can't do.
In AoC, PvP conflict is core to the game. As is PvP combat.
Even to the degree that sometimes players will be driving monsters.
So, yes, open world PvP is core to the game.
What will be interesting to see is whether they nerf the death penalties (xp debt) over time.
What they may be able to do is have Co-op/Carebear servers where players get banned for PKing, similar to how players who interrupt "Theatre RP" get banned on "RP" severs. Even H1Z1 had some PvE and Whitelist servers.
But, I'm sure even carebear servers would have monster tokens which would allow players to control monsters during events.
Best you could hope for is that there will be servers with rulesets you find acceptable.
Like a server for horse instead of basketball.
Here is a video on how flagging works:
<span class="embed-youtube" style="text-align:center; display: block;">[youtube https://www.youtube.com/watch?v=ojCv0wS9uXQ?version=3&rel=1&fs=1&autohide=2&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent]</span>
[/quote]
Nice info in that video but I think that corruption system has a flaw.
If a guild decides to well go on a killing spree, killing all green they get of course a lot of corruption, and to lower the corruption are to attack another one who are red, sounds ok, but here the flaw comes in, sead guild members all have alts that are NOT a member of the guild or they have a alt slaugter guild they use as cannon fodder, basicly you make them red by attacking other people, then that red alt are up for the slaughter within the guild to lower a members main toon corruption, rinse and repeat for all red guild members.
Wait until someone designs a game you like.
You aren’t being pushed into playing a game you don’t like.
Games have rules and restrictions.
It’s stupid that players in soccer can’t use their hands if they want to , but those are the rules and restrictions of the game.
It’s stupid that basketball players always have to dribble the ball as they run down the court, but those are the rules and restrictions of the game.
In games, you don’t get to do everything you might want to do. There are rules governing what you can and can’t do.
In AoC, PvP conflict is core to the game. As is PvP combat.
Even to the degree that sometimes players will be driving monsters.
So, yes, open world PvP is core to the game.
What will be interesting to see is whether they nerf the death penalties (xp debt) over time.
What they may be able to do is have Co-op/Carebear servers where players get banned for PKing, similar to how players who interrupt “Theatre RP” get banned on “RP” severs. Even H1Z1 had some PvE and Whitelist servers.
But, I’m sure even carebear servers would have monster tokens which would allow players to control monsters during events.
Best you could hope for is that there will be servers with rulesets you find acceptable.
Like a server for horse instead of basketball.
[/quote]
If you create a Basketball Game on the Computer you can go the lazy way and make it only playable against other human players.
Or you do it the BETTER way and offer BOTH options, to play against other players or AI controlled opponents.
It has nothing to do with Basketball rules or Basketball specific game mechaniks to cover the first and not the second.
It is usualy just a development decision for the lazy way. What usualy just hurts their own project a lot by unecessary massively limiting their possible audience.
I'm pretty sure its easy possible to set up separated PvP/PvE focussed instances/servers for a game like this.
But sure, it is always less effort if you just enforce PvP on everyone.
It is an annoyingly increasing number of developers nowadays who just go the lazy way.
But thank you for telling me i should just not play the game, i'm sure in my stupidity i would never have gotten to that idea without you telling me.
Nevertheless that would never hold me back from talking about it, even if i won't play it the way it is going to be.
Wait until someone designs a game you like.
You aren’t being pushed into playing a game you don’t like.
Games have rules and restrictions.
It’s stupid that players in soccer can’t use their hands if they want to , but those are the rules and restrictions of the game.
It’s stupid that basketball players always have to dribble the ball as they run down the court, but those are the rules and restrictions of the game.
In games, you don’t get to do everything you might want to do. There are rules governing what you can and can’t do.
In AoC, PvP conflict is core to the game. As is PvP combat.
Even to the degree that sometimes players will be driving monsters.
So, yes, open world PvP is core to the game.
What will be interesting to see is whether they nerf the death penalties (xp debt) over time.
What they may be able to do is have Co-op/Carebear servers where players get banned for PKing, similar to how players who interrupt “Theatre RP” get banned on “RP” severs. Even H1Z1 had some PvE and Whitelist servers.
But, I’m sure even carebear servers would have monster tokens which would allow players to control monsters during events.
Best you could hope for is that there will be servers with rulesets you find acceptable.
Like a server for horse instead of basketball.
[/quote]
If you create a Basketball Game on the Computer you can go the lazy way and make it only playable against other human players.
Or you do it the BETTER way and offer BOTH options, to play against other players or AI controlled opponents.
It has nothing to do with Basketball rules or Basketball specific game mechaniks to cover the first and not the second.
It is usualy just a development decision for the lazy way. What usualy just hurts their own project a lot by unecessary massively limiting their possible audience.
I'm pretty sure its easy possible to set up separated PvP/PvE focussed instances/servers for a game like this.
But sure, it is always less effort if you just enforce PvP on everyone.
It is an annoyingly increasing number of developers nowadays who just go the lazy way.
But thank you for telling me i should just not play the game, i'm sure in my stupidity i would never have gotten to that idea without you telling me.
Nevertheless that would not hold me back from talking about it, even if i won't play it the way it is.
Some consumers will disagree with them and choose not to play.
Nothing about developing an MMORPG is lazy.
"Lazy" is just a consumer's lazy attack to gripe about stuff they don't like.
Games have limits, rules and restrictions. If you don't like them, don't play them.
That is life.
Computer games that try to appease all gamers become vaporware.
Or you do it the BETTER way and offer BOTH options, to play against other players or AI controlled opponents.
It has nothing to do with Basketball rules or Basketball specific game mechaniks to cover the first and not the second.
It is usualy just a development decision for the lazy way. What usualy just hurts their own project a lot by unecessary massively limiting their possible audience.
I’m pretty sure its easy possible to set up separated PvP/PvE focussed instances/servers for a game like this.
But sure, it is always less effort if you just enforce PvP on everyone.
It is an annoyingly increasing number of developers nowadays who just go the lazy way.
But thank you for telling me i should just not play the game, i’m sure in my stupidity i would never have gotten to that idea without you telling me.
Nevertheless that would not hold me back from talking about it, even if i won’t play it the way it is.[/quote]
If this is not the game you want to play then go play a game like Pantheon that will have a PVE and PVP server. Ashes will be designed around PVP period. They will have the corruption system which will reduce PKing and players grieving other player but not completely make it go way. Also the Entire game is designed around PVP with Caravans and Sieges, so No you cannot have a PVE server with a game that is designed with PVP in minded at the core of the game. I am also a mainly PVE player BUT there is enough reason in this game to have fun PVP instead of instanced PVP. PVP here mean something more than a Battleground.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/#post-6137" rel="nofollow">McStackerson wrote:</a></div>
You can advance by only doing pve but you can always be attacked.
Here is a video on how flagging works:
<span class=”embed-youtube” style=”text-align:center; display: block;”>[youtube <a href="https://www.youtube.com/watch?v=ojCv0wS9uXQ?version=3&rel=1&fs=1&autohide=2&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent%5D</span>" rel="nofollow">https://www.youtube.com/watch?v=ojCv0wS9uXQ?version=3&rel=1&fs=1&autohide=2&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent%5D</span></a>;
</blockquote>
Nice info in that video but I think that corruption system has a flaw.
If a guild decides to well go on a killing spree, killing all green they get of course a lot of corruption, and to lower the corruption are to attack another one who are red, sounds ok, but here the flaw comes in, sead guild members all have alts that are NOT a member of the guild or they have a alt slaugter guild they use as cannon fodder, basicly you make them red by attacking other people, then that red alt are up for the slaughter within the guild to lower a members main toon corruption, rinse and repeat for all red guild members.
[/quote]
If a system like this gets abused there will be 2 easy fixes. First make it so players in the same guild cannot kill another player in that guild. Problem solved. Second make it so that accounts flagged so corruption does not get dropped even if the character is not in the guild. Its not hard to use some real IDs in the background to make it so this stuff does not happen.
Also If you really want to discourage mass slaughter on this level make it so anyone that kills a member of a REDs guild gets part of the RED's guild gold. You can also make it so that the guild hall loses maintenance.
You are not going to some some people going out and PKing others. If you dont want to get killed by another player, play with friends. Go level with friends, be in the world with friends. If 1 red comes by you and 5 friends kill them. O and BTW if you been on discord there are already Bounty Hunter guilds popping up which their solo game play will be to find PKers and kill them. Pay a BH Guild to help keep your node clear.
[/quote]
You know the thing that catches my attention when ( Dev's ) talk about pvp is they always say "Meaningful PVP" . I think we will see a good method to control pvp griefers while allowing more meaningful pvp encounters to take place anywhere. I rather see the corruption system over done then under done. Take for instance Archeage Jail system. Its there but no one cares. In that instance the price is to low. But you dont want to make it so high we can't PK bots/ gold sellers/Mult-boxers .
At the same time,it is fun having a guild mate call for help because somebody 20 levels above him is killing him/her. Then seeing your guild roll up 5 deeps to help destroy the person killing your guildy only to see that persons guild show up and start fighting is pretty awesome as well.
I guess it's like an initiation process. You get wrecked while leveling, then when you reach max level you can take revenge and help your lower level guild mates out.
At the same time,it is fun having a guild mate call for help because somebody 20 levels above him is killing him/her. Then seeing your guild roll up 5 deeps to help destroy the person killing your guildy only to see that persons guild show up and start fighting is pretty awesome as well.
I guess it’s like an initiation process. You get wrecked while leveling, then when you reach max level you can take revenge and help your lower level guild mates out.
[/quote]
Than you don't have a clue on the corruption system now do you. Maybe you should read up on it instead of making post like this making yourself look bad. Did you know that the greater the level difference between players will cost the PKer to get more corruption?
"Will there be anything in place to stop people from killing people outside of a dungeon of some sorts or a city?
The corruption mechanics/flagging system is a very heavy handed deterrent to outright PK'ing, and will sufficiently reduce the occurrence of PK'ing, though we will obviously playtest this"
"Will there be a bounty hunter system?
Yes. Players can acquire the bounty hunter title through a quest available only to citizens of Military Stage 4 (Town) Node. Bounty hunters will be able to see corrupted players on their map. Corrupted players may kill BHs without acquiring additional corruption skills. "
"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."
"What’s to stop me from having my friend kill me really quickly to get my corruption skill off?
Well, you don’t respawn at the regular spawn locations. It’s randomized. So there’s no guarantee that your friend could find you. Also, BHs will be tracking you, and will want to kill you. So, there’s no guarantee that your friend will find you before the BHs do.
"
"Does dying wipe all corruption?
No, it wipes a certain amount of the corruption value based on the original score acquired. "
https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE/edit#
Also from what I heard the more corruption you get the lower stats you will have. So if you are a PKer its not going to be easy as people think.
Example. If a group of players in a ZOI, flock to begin to capitalize on nearby resources, invigorating their node, and rapidly building it up through the stages, from a camp to, potentially, a metropolis. Now, during this time, nearby players at another node also need those resources to increase their own node. Given free pvp, this conflict of interests would result in either a equally beneficial exchange, if both parties are amenable. Or, outright battle, over limited resources.
Without the open pvp mechanic, then whoever is the fastest, and largest, in a given area, would dominate, unimpeded. If pvp battles were limited to sieges, or caravan, players nearby would have become disinterested long ago, and simply left for greener pastures, or joined the "winning" side. Siege's, and caravan attacks, would just be diminished to mere inconveniences.
That's just my rough example of "meaningful conflict". Granted, that also allows for potential random ganking, just for lul's. Any holes in the current deterrent system will hopefully be addressed by both the devs, in conjunction with the player base. Balance in all things. Let's see how they address these issues going forward, especially once open alpha and beta testing begins.
Well, you don’t respawn at the regular spawn locations. It’s randomized. So there’s no guarantee that your friend could find you. Also, BHs will be tracking you, and will want to kill you. So, there’s no guarantee that your friend will find you before the BHs do.</blockquote>
See this is kinda after the fact. Ok you still got off free because all the crap you dropped your friend grabbed and will give back.
Dying to another player in game rarely results in you losing anything and don’t get why people get so mad or nervous about it.
[/quote]
I can see, sorta, your confusion. However, part of the joy for many of us is the community-building; both within our guilds and within the community as a whole. I know, I know, it seems amazing, but once upon a time MMOs actually had specific servers set aside for folk who didn't actually want to PVP. Ye gods, you say? Really? Perish the thought! Whatever did people do on these servers?
Well. We RPd with each other. We helped each other achieve difficult objectives. We dove down into the lore, we explored the story as fully as we could. We strove together to unseat that mad king, to finally put an end to that misguided dragon's depredations, to boldly go ... oh, wait, got a bit ahead of m'self there. In my case? I met my husband on one of these non-PVP servers, because we socialized with each other, made friends beyond what we came into the game with. Our communities grew online much as they do IRL.
In short, there is a vast wealth of options that are not PVP related in MMOs; further, I don't understand why some people seem to think that, because we don't want to PVP, we shouldn't play in MMOs. One of the pleasures of looking forward to this game is how the devs are attempting to handle those genuine arsehats who think it is their gods-given right to make other players' lives miserable; now, I know, not all PVPers do that -- but sadly? There are enough that do that the rest of us sit there and shudder. I am pleased that they're seeking to make PVP something that is well within our RP lives; we strive to protect each other, to protect our towns/nodes, to guard our caravans. Not something, so far, that sounds like "Join a zerg and get your PVP points!" or "Heh, I'll sit here and wait for that low-level character to respawn, then kill her again because I can."
Hope this answered your curiosity and, please, keep in mind that some of us gamers are actually old enough to remember when games gave us the OPTION to engage in PVP or not. That kind of choice is very meaningful to a great many of us.
[/quote]
Just curious; you mention Eve's PVE/PVP structure. Is Eve not known as one of the most vile, vitriolic, hateful games out there now, because of their PVP community?
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16426" rel="nofollow">Kyrios_the_Hierophant wrote:</a></div>
Well the whole system for pvp seems to be up in the air at this point. In my opinion both pvp and pve players are needed to make a game like this work. I think a system more like EVE’s pve/pve structure would work better for the majority, however pve players will still have to contend with player controlled monsters during node events and even losing nodes to enemy players , both things I want to keep in the game.
</blockquote>
Just curious; you mention Eve’s PVE/PVP structure. Is Eve not known as one of the most vile, vitriolic, hateful games out there now, because of their PVP community?
[/quote]
EVE is a place where scamming and backstabbing each other is part of the game and written into the lore as well , however Eve has a very large pve population of players because the game keeps those players safe in what is called Empire space that has guards that kill players that attack other players in those high security areas. There is also lawless space on the edges of the safe space where players are free to attack each other , these lawless areas have higher abundance of valuable resources that players willing to take the risk can gather and trade to pve players who in turn craft the majority of items in the game and keeps the economy flowing. It is a symbiotic relationship between pve and pvp players as both groups need each other to do the things both groups enjoy doing in game.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/#post-6364" rel="nofollow">Ezenkrul87 wrote:</a></div>
I really don’t understand why people play MMOs if they don’t like PvP. Personally I feel that is the whole point of an MMO, otherwise you can just play an online non mmo game with friends.
Dying to another player in game rarely results in you losing anything and don’t get why people get so mad or nervous about it.
</blockquote>
I can see, sorta, your confusion. However, part of the joy for many of us is the community-building; both within our guilds and within the community as a whole. I know, I know, it seems amazing, but once upon a time MMOs actually had specific servers set aside for folk who didn’t actually want to PVP. Ye gods, you say? Really? Perish the thought! Whatever did people do on these servers?
Well. We RPd with each other. We helped each other achieve difficult objectives. We dove down into the lore, we explored the story as fully as we could. We strove together to unseat that mad king, to finally put an end to that misguided dragon’s depredations, to boldly go … oh, wait, got a bit ahead of m’self there. In my case? I met my husband on one of these non-PVP servers, because we socialized with each other, made friends beyond what we came into the game with. Our communities grew online much as they do IRL.
In short, there is a vast wealth of options that are not PVP related in MMOs; further, I don’t understand why some people seem to think that, because we don’t want to PVP, we shouldn’t play in MMOs. One of the pleasures of looking forward to this game is how the devs are attempting to handle those genuine arsehats who think it is their gods-given right to make other players’ lives miserable; now, I know, not all PVPers do that — but sadly? There are enough that do that the rest of us sit there and shudder. I am pleased that they’re seeking to make PVP something that is well within our RP lives; we strive to protect each other, to protect our towns/nodes, to guard our caravans. Not something, so far, that sounds like “Join a zerg and get your PVP points!” or “Heh, I’ll sit here and wait for that low-level character to respawn, then kill her again because I can.”
Hope this answered your curiosity and, please, keep in mind that some of us gamers are actually old enough to remember when games gave us the OPTION to engage in PVP or not. That kind of choice is very meaningful to a great many of us.
[/quote]
Very eloquently put, Isende. And, I happen to agree with alot of what you said. Being an RP'er myself, the majority of my time on MMO's is spent on what we classically call "PvE" content, and relationships with my online friends, and guildmates.
That being said, one of the main reasons why this game garnered such interest is because of the potential social impact that being able to create a world for players, by players, brings. And, that includes all the good, with the bad. Steven Sharif stated much the same, when he oftentimes says "the reward has to equal the risk". In my mind, that means anytime I step out into the that wild, untamed frontier, monsters and demons won't be my only concern. Computer AI, though impressive, doesn't rival the craftiness of a human mind. Not yet, anyways. Danger is all about, and that increases the thrill of adventure.
Being "safe" to do what you want, outside of "staged" pvp conflict, minimizes the gains of actually building, and maintaining, communities. In fact, having people you can trust at your back, makes those bonds much more meaningful, because they actually matter, in a real sense (game speaking, of course).
Taking the potential for random conflict out of the game, turns it into what I wanted to get away from. Another theme park MMO, with a splash of Civilization type city building.
I want to be there with you, to RP, delve into the deeps in search of forgotten lore, unseat mad kings, and test my mettle against fearsome dragons....truly epic adventures, to be sure. But, those adventures teem with excitement, and suspense, when you know that, after a long, arduous battle, while you and your comrades are weak, and weary from your last battle, you must remain vigilant, and safeguard yourselves from potential looters, poachers, bandits, or the like. Hard won treasures, must equally be hard defended. And, if lost, can be won again. Even though loss sucks, it makes the winning, and keeping, that much more rewarding, and exhilarating.
Just my thoughts. Sorry if it comes across as bloviating.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16434" rel="nofollow">Isende wrote:</a></div>
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16426" rel="nofollow">Kyrios_the_Hierophant wrote:</a></div>
Well the whole system for pvp seems to be up in the air at this point. In my opinion both pvp and pve players are needed to make a game like this work. I think a system more like EVE’s pve/pve structure would work better for the majority, however pve players will still have to contend with player controlled monsters during node events and even losing nodes to enemy players , both things I want to keep in the game.
</blockquote>
Just curious; you mention Eve’s PVE/PVP structure. Is Eve not known as one of the most vile, vitriolic, hateful games out there now, because of their PVP community?
</blockquote>
EVE is a place where scamming and backstabbing each other is part of the game and written into the lore as well , however Eve has a very large pve population of players because the game keeps those players safe in what is called Empire space that has guards that kill players that attack other players in those high security areas. There is also lawless space on the edges of the safe space where players are free to attack each other , these lawless areas have higher abundance of valuable resources that players willing to take the risk can gather and trade to pve players who in turn craft the majority of items in the game and keeps the economy flowing. It is a symbiotic relationship between pve and pvp players as both groups need each other to do the things both groups enjoy doing in game.
[/quote]
Never played EVE, though I have heard about it. And, that kind of "safe area" exploring, doesn't sound bad. But, imo, it doesn't feel like a "fit" for what AoC is seemingly going for.
In this game, starting off, there are no established empires, city-states, or what have you. Granted, once a node advances high enough to potentially have npc guards patrol a certain perimeter around a town/city, ideally, those guards wouldn't extend but so far. Thus, once again, leaving the majority of the map "free" so to speak. And, honestly, that's as far as I'm comfortable with. NPC guards usually stay close to what their guarding, whether it's a city, or a caravan. It'd be weird to have one just appear on a mountain peak, out of nowhere, when someone gets attacked, and then disappears when the offender is killed.
I hope it's not even possible to be 20 levels above another character.
And I hope one-shotting is not possible.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16430" rel="nofollow">Isende wrote:</a></div>
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/#post-6364" rel="nofollow">Ezenkrul87 wrote:</a></div>
I really don’t understand why people play MMOs if they don’t like PvP. Personally I feel that is the whole point of an MMO, otherwise you can just play an online non mmo game with friends.
Dying to another player in game rarely results in you losing anything and don’t get why people get so mad or nervous about it.
</blockquote>
I can see, sorta, your confusion. However, part of the joy for many of us is the community-building; both within our guilds and within the community as a whole. I know, I know, it seems amazing, but once upon a time MMOs actually had specific servers set aside for folk who didn’t actually want to PVP. Ye gods, you say? Really? Perish the thought! Whatever did people do on these servers?
Well. We RPd with each other. We helped each other achieve difficult objectives. We dove down into the lore, we explored the story as fully as we could. We strove together to unseat that mad king, to finally put an end to that misguided dragon’s depredations, to boldly go … oh, wait, got a bit ahead of m’self there. In my case? I met my husband on one of these non-PVP servers, because we socialized with each other, made friends beyond what we came into the game with. Our communities grew online much as they do IRL.
In short, there is a vast wealth of options that are not PVP related in MMOs; further, I don’t understand why some people seem to think that, because we don’t want to PVP, we shouldn’t play in MMOs. One of the pleasures of looking forward to this game is how the devs are attempting to handle those genuine arsehats who think it is their gods-given right to make other players’ lives miserable; now, I know, not all PVPers do that — but sadly? There are enough that do that the rest of us sit there and shudder. I am pleased that they’re seeking to make PVP something that is well within our RP lives; we strive to protect each other, to protect our towns/nodes, to guard our caravans. Not something, so far, that sounds like “Join a zerg and get your PVP points!” or “Heh, I’ll sit here and wait for that low-level character to respawn, then kill her again because I can.”
Hope this answered your curiosity and, please, keep in mind that some of us gamers are actually old enough to remember when games gave us the OPTION to engage in PVP or not. That kind of choice is very meaningful to a great many of us.
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Very eloquently put, Isende. And, I happen to agree with alot of what you said. Being an RP’er myself, the majority of my time on MMO’s is spent on what we classically call “PvE” content, and relationships with my online friends, and guildmates.
That being said, one of the main reasons why this game garnered such interest is because of the potential social impact that being able to create a world for players, by players, brings. And, that includes all the good, with the bad. Steven Sharif stated much the same, when he oftentimes says “the reward has to equal the risk”. In my mind, that means anytime I step out into the that wild, untamed frontier, monsters and demons won’t be my only concern. Computer AI, though impressive, doesn’t rival the craftiness of a human mind. Not yet, anyways. Danger is all about, and that increases the thrill of adventure.
Being “safe” to do what you want, outside of “staged” pvp conflict, minimizes the gains of actually building, and maintaining, communities. In fact, having people you can trust at your back, makes those bonds much more meaningful, because they actually matter, in a real sense (game speaking, of course).
Taking the potential for random conflict out of the game, turns it into what I wanted to get away from. Another theme park MMO, with a splash of Civilization type city building.
I want to be there with you, to RP, delve into the deeps in search of forgotten lore, unseat mad kings, and test my mettle against fearsome dragons….truly epic adventures, to be sure. But, those adventures teem with excitement, and suspense, when you know that, after a long, arduous battle, while you and your comrades are weak, and weary from your last battle, you must remain vigilant, and safeguard yourselves from potential looters, poachers, bandits, or the like. Hard won treasures, must equally be hard defended. And, if lost, can be won again. Even though loss sucks, it makes the winning, and keeping, that mush more rewarding, and exhilarating.
Just my thoughts. Sorry if it comes across as bloviating.
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Didn't come across badly at all; actually, as I stated, that's one of the things I am enjoying about the devs' ideas for PVE/PVP; it will be meaningful, for lack of a better word; it will allow characters and their nodes/towns to grow or lose, to struggle, overcome, and plan how to do the overcoming themselves. It's not set up to be a gankfest, which is what most PVX games end up being. Even BDO, that was supposed to manage their PKs with "Karma," found that it failed miserably. I have a lot of hope for what Intrepid is bringing to the table.
Conversely? I still get irritated by folk who think that MMO automagically equals PVP. It doesn't have to, and there's a good reason to start thinking about non-twitch gamers, you know, since people like me are old, and still gaming. What happens when there's nothing available for us? I'm sure we'll go out and create it, and it'd probably look a lot like what Intrepid is attempting to do. So, I have hope! Don't have to hang up my gaming keyboard just yet!
( noticed and tried to edit the "mush" to "much", in my last post, and it got ate, lol :( )
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16440" rel="nofollow">Kyrios_the_Hierophant wrote:</a></div>
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<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16434" rel="nofollow">Isende wrote:</a></div>
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<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/free-pvp/page/4/#post-16426" rel="nofollow">Kyrios_the_Hierophant wrote:</a></div>
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Never played EVE, though I have heard about it. And, that kind of “safe area” exploring, doesn’t sound bad. But, imo, it doesn’t feel like a “fit” for what AoC is seemingly going for.
In this game, starting off, there are no established empire, city-state, or what have you. Granted, once a node advances high enough to potentially have npc guards patrol a certain perimeter around a town/city, ideally, those guards wouldn’t extend but so far. Thus, once again, leaving the majority of the map “free” so to speak. And, honestly, that’s as far as I’m comfortable with. NPC guards usually stay close to what their guarding, whether it’s a city, or a caravan. It’d be weird to have one just appear on a mountain peak, out of nowhere, when someone gets attacked, and then disappears when the offender is killed.
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I myself am fine with what they intend to have for the pvp system in game. I have however seen pvp systems change in other games because of demand of pve players, BDO the most recent example. I would like the devs of AOC to stick to their guns for their vision of the game however if the do decide to change the rules of pvp , I think a EVE like system would keep the majority satisfied with safe zones and non-safe zones.
Just my two copper.