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Living as a red player

13

Comments

  • SlipreeSlipree Member, Alpha Two
    CROW3 wrote: »
    Serukkq wrote: »
    CROW3 wrote: »
    Try it and see how it goes. 🤷‍♂️

    Keep in mind it’s the only way you can drop gear tonothwr players.

    Come and take it! 😈

    I mean, I applaud the moxy, but red players will have increasingly reduced stats, and will have a chance to drop their equipped gear. You can charge in very bravely, and die very quickly.

    imo game should be full loot. otherwise a player crafting driven economy doesnt work. items need to be lootable and have limited durability. this isnt an mmo where you grind a set of gear and wear it forever, or until the new expansion that makes it obsolete. More ultima online, and less world of warcraft.
  • SlipreeSlipree Member, Alpha Two
    daveywavey wrote: »
    draugris wrote: »
    Serukka wrote: »
    Hi there,

    Personally for me PvP and actually trying to be better than most people is a big driving factor for me to play games. I get competitive.
    Thanks

    Well, it´s actually funny reading this. Tbh I don´t believe you, you don´t want to be competitive, you just want to win, which is fine, but please don´t call it competition.

    Haha yeah, becoming Corrupted isn't about "competition", cos it's just them killing somebody that isn't fighting back. There's no competition there.

    no the real problem is people not fighting back. why play a pvp, or pvx game, if you dont want to pvp?
    there are many non, or consensual pvp games. there are very few games that focus on pvp, and they all get ruined by non pvpers. you cannot stop griefing by limiting pvp. people will find a way, and the worst griefing is NOT killing someone, there are much worse options. Of that i can assure you.
  • SlipreeSlipree Member, Alpha Two
    Githal wrote: »
    Serukka wrote: »
    Githal wrote: »
    The design behind the corruption is that you get reward from killing a green guy that you know he has a lot materials for example which you can steal. and the risk is becoming red.
    It is not designed to live as a red player. There is no reward in staying red all the time. Staying red is the risk.


    Losing your gear, harsher death punishment i agree with it all.
    Do you agree however that you also should be nerfed combat wise?

    I feel like that is a bit lame.

    Good question.
    While i understand the logic behind this nerfing. Which is so a camper cant kill you 80.
    I dont think that nerfing should be the way it is done. Like If Bounty hunting is earning big rewards, If someone is camping you, all you will need to do is wait 20 min, and there will be bounty hunter that is here to claim the camper head.

    so ye.. i also think the nerfing is lame.

    in any game ive ever played with pvx, there were always "blue knights" who would patrol the noob spawns specifically looking for pkers who attacked there. No one good at pvp attacks noobs at goblin spawns, just like people who are good at games don't use cheat software. it is called emergent gameplay and allows the populace to sort it out themselves. This creates community, and fame/infamy.

    "dont go farm those goblins, Goblin Shaman is over there pking noobs"

    "don/t worry, my clanny Derek the Just, just logged in. He will clear him out"

    or you can PAY people to take care of your problem if you cant. no need for in game bounty systems, when you can put a price on anyones head.


    losing gear isn't harsh at all in a game where all gear is player crafted.
  • SlipreeSlipree Member, Alpha Two
    Otr wrote: »
    CROW3 wrote: »
    Much of the push back above is about individuals griefing greens as a ‘bad guy.’ I’m more concerned about large guilds just mopping the field of any greens not in their guild. That scale of griefing will cause mass attrition of the pve player segment, and Ashes will be relegated to an MO2-esque existence.

    The corruption system is the weight bearing beam holding up the PvX house. You may not get to live your best life as an rp criminal, but that may come at trade-off of hundreds of players sticking around. I can’t even guess how many subsystems will need to be in place to constantly adjust the pendulum of corruption over time.

    Steven's gamble is that there is a middle way between PvP and PvE and many players will like it.
    With the MO2 player count, a singe server with 85 nodes cannot function.
    Balancing will be decided by the data gathered during Alpha 2.

    imo he's just going to alienate both sides. we all know which side has the more people, hence all games eventually cave to the almighty $$$$. hopefully we will get a couple of months of decent pvp before the inevitable happens.
  • AszkalonAszkalon Member, Alpha Two
    Serukka wrote: »
    Dying as a red player

    Fixed the Title.



    Jokes aside.

    " Living " as a red Player means You are probably being hunted all the time -> until your Corruption wears off. If a single Kill (Murder) can for Example let you being flagged for half an Hour,

    then OHOHOHO boooiii :mrgreen: You better have Allies or can ride fast and are well-known with the Terrain.



    Because " dying " as a Red Player means You are probably losing more Ressources than You got from murdering a green Player. :sunglasses:
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 19
    Slipree wrote: »
    Serukka wrote: »
    Hi there,

    I know the game is a lot wider in scope than PvP. However I always enjoyed PvP in any game, especially if there is a risk/reward factor involved. Not just killing each other over and over again and the only punishment being waiting a few seconds to be able to respawn.
    Hence I always gravitate towards mmo’s with the light or heavy focus on PvP.

    This game has a PvX philosophy. From reading I gather the punishment/reward for becoming red currently I dont think PvP will be frequent outside of event.
    Do you think if chosen, a red path, will it actually be viable? Can I live somewhere?
    Should it even be viable?
    Personally for me PvP and actually trying to be better than most people is a big driving factor for me to play games. I get competitive. Personally I hope that towards the end game red playstyle will be a viable option. Where you and your friends can become elite red bandits that live for the thrill of a good fight.

    I also know there are other games that cater more towards this ‘need’ or ‘playstyle’
    But just wanted to hear what other people think.
    I mostly read negative or adverse opinions towards PvP in this community. While I personally would advocate for more of it.

    Thanks

    i just started checking out the forums/bought alpha 2 myself, and I have noticed the same. For a game that promotes pvp, it seems a lot of the player base is not about that life. At least that is the impression i get from the forums. there are some who argue in our favor, but most do not. seems a pretty big disconnect. most are asking the devs to change arbitrary things to fit whatever flavor, or larp they are going for.

    for example, if you are red, and are attacked by a green player, they do not flag to you and to defend yourself you take more punishment. Also any CC will not work on that green player.

    this does the opposite of promote open world pvp. it is not how a pvx game should operate imo.

    you wont be able to trade i hear as well....not sure if thats an in game mechanic or not, but if you are in a clan and your clan cannot even trade you, seems silly at best. what if your whole clan wanted to be red?

    seems this is care bear light to me.

    Seems like you didn't do any amount of research before coming in and whining about an objective-based PvX game prioritizing objective-based PvP and not encouraging random PK over things that don't matter.

    A person who refuses to PvP is going to go nowhere fast. They'll never be able to contest a priority boss properly, they'll never be able to accrue mats due to not utilizing caravans, they'll never help defend their nodes. PvP is not optional for anyone who wants to seriously compete.

    But PK isn't some big scary surprising thing when TTK is 30s-1min. Corruption is not a death sentence unless you've already totaled screwed up in your planning while solo.

    Every system in the game and all of its penalties encourage people to fight back and to function in a group. For all the whining about corruption being too much there's just as much whining about corruption not being penalizing enough, which is a good sign that it's in a good middle ground for the sort of player Ashes is intended for.

    Perma-reds are not what Ashes is intended for, and even the most basic aspects of corruption tell you this clearly. If you chose not to read about it before buying in, that's a You problem.
  • CROW3CROW3 Member, Alpha Two
    Slipree wrote: »
    CROW3 wrote: »
    Serukkq wrote: »
    CROW3 wrote: »
    Try it and see how it goes. 🤷‍♂️

    Keep in mind it’s the only way you can drop gear tonothwr players.

    Come and take it! 😈

    I mean, I applaud the moxy, but red players will have increasingly reduced stats, and will have a chance to drop their equipped gear. You can charge in very bravely, and die very quickly.

    imo game should be full loot. otherwise a player crafting driven economy doesnt work. items need to be lootable and have limited durability. this isnt an mmo where you grind a set of gear and wear it forever, or until the new expansion that makes it obsolete. More ultima online, and less world of warcraft.

    MO2 was fun, but there isn’t broad appeal for FFA pvp mmos. Folks don’t want to invest time into the loot hamster wheel to constantly lose it all. Though agree on finding a balance there - which is why this is such an experiment.

    AoC+Dwarf+750v3.png
  • ShivatoShivato Member, Alpha Two
    edited October 19

    PvP is PvP. PK is PK=TRUE
    PK is also PvP. Griefing is the target=100% FALSE

    There is no future for ANY GAME that supports a den for griefers=TRUE

  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Aszkalon wrote: »
    Serukka wrote: »
    Dying as a red player

    Fixed the Title.



    Jokes aside.

    " Living " as a red Player means You are probably being hunted all the time -> until your Corruption wears off. If a single Kill (Murder) can for Example let you being flagged for half an Hour,

    then OHOHOHO boooiii :mrgreen: You better have Allies or can ride fast and are well-known with the Terrain.



    Because " dying " as a Red Player means You are probably losing more Ressources than You got from murdering a green Player. :sunglasses:

    Nah, even if you were on a murder spree 100 PKs in, you always end up ahead in resources from where you started due to it only dropping percentages, rather than flat amounts.

    If start with 0 resources or glint, kill 1 green holding 100 leather and 100 glint, I get ~25 leather and ~25 glint. Maybe I kill 10 greens and get over 200 of each, which is the point where Steven is planning for reds to really feel that combat nerf.

    Even if someone kills me dead after the 1 PK, I'm still not losing all of what I nabbed off the green I killed. The only big loss is the exp debt, which can then be worked off without worry because now I'm also green again, and I'm up a handful of resources I otherwise wouldn't have. Aka, a high level gatherer who can get the rare things most players can't is probably a juicy PK target even if you plan on dying after, because you don't have to level that Gathering line to loot something rare off their body, and unless it rounds up when determining items dropped, you'll always have one or two of the rare things still in your pocket when you die.

    Now, of course high level Gatherers will almost certainly turn to beat your head in if given the chance when you interrupt their farming to try and take their rare stuff, because it's valuable and worth protecting, but even in that case it's still worth trying your luck for the good stuff.
  • DepravedDepraved Member, Alpha Two
    Caeryl wrote: »
    Aszkalon wrote: »
    Serukka wrote: »
    Dying as a red player

    Fixed the Title.



    Jokes aside.

    " Living " as a red Player means You are probably being hunted all the time -> until your Corruption wears off. If a single Kill (Murder) can for Example let you being flagged for half an Hour,

    then OHOHOHO boooiii :mrgreen: You better have Allies or can ride fast and are well-known with the Terrain.



    Because " dying " as a Red Player means You are probably losing more Ressources than You got from murdering a green Player. :sunglasses:

    Nah, even if you were on a murder spree 100 PKs in, you always end up ahead in resources from where you started due to it only dropping percentages, rather than flat amounts.

    If start with 0 resources or glint, kill 1 green holding 100 leather and 100 glint, I get ~25 leather and ~25 glint. Maybe I kill 10 greens and get over 200 of each, which is the point where Steven is planning for reds to really feel that combat nerf.

    Even if someone kills me dead after the 1 PK, I'm still not losing all of what I nabbed off the green I killed. The only big loss is the exp debt, which can then be worked off without worry because now I'm also green again, and I'm up a handful of resources I otherwise wouldn't have. Aka, a high level gatherer who can get the rare things most players can't is probably a juicy PK target even if you plan on dying after, because you don't have to level that Gathering line to loot something rare off their body, and unless it rounds up when determining items dropped, you'll always have one or two of the rare things still in your pocket when you die.

    Now, of course high level Gatherers will almost certainly turn to beat your head in if given the chance when you interrupt their farming to try and take their rare stuff, because it's valuable and worth protecting, but even in that case it's still worth trying your luck for the good stuff.

    you will drop your gear which is worth more than the resources. also, the percentage could go up with more corruption up to 100% or 99%
  • OtrOtr Member, Alpha Two
    Slipree wrote: »
    Otr wrote: »
    CROW3 wrote: »
    Much of the push back above is about individuals griefing greens as a ‘bad guy.’ I’m more concerned about large guilds just mopping the field of any greens not in their guild. That scale of griefing will cause mass attrition of the pve player segment, and Ashes will be relegated to an MO2-esque existence.

    The corruption system is the weight bearing beam holding up the PvX house. You may not get to live your best life as an rp criminal, but that may come at trade-off of hundreds of players sticking around. I can’t even guess how many subsystems will need to be in place to constantly adjust the pendulum of corruption over time.

    Steven's gamble is that there is a middle way between PvP and PvE and many players will like it.
    With the MO2 player count, a singe server with 85 nodes cannot function.
    Balancing will be decided by the data gathered during Alpha 2.

    imo he's just going to alienate both sides. we all know which side has the more people, hence all games eventually cave to the almighty $$$$. hopefully we will get a couple of months of decent pvp before the inevitable happens.

    Which if we think is like a living world, a world untamed by law and as time passes, civilization evolves.
    By this rule it would make sense low level nodes to be more more lawless and corruption penalties to be higher near a metropolis where high level temples were built and law is stronger.
    But it seems that metropolises also bring dungeons and places where people will farm high level mobs. Should people PvP in those places or should they PvP while transporting with caravans whatever they got?
    There will be fast caravans too for very small teams. Those will make the game feel very PvP.
    I don't see Steven transforming it into a PvE activity where you defend them against NPCs.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Caeryl wrote: »
    Aszkalon wrote: »
    Serukka wrote: »
    Dying as a red player

    Fixed the Title.



    Jokes aside.

    " Living " as a red Player means You are probably being hunted all the time -> until your Corruption wears off. If a single Kill (Murder) can for Example let you being flagged for half an Hour,

    then OHOHOHO boooiii :mrgreen: You better have Allies or can ride fast and are well-known with the Terrain.



    Because " dying " as a Red Player means You are probably losing more Ressources than You got from murdering a green Player. :sunglasses:

    Nah, even if you were on a murder spree 100 PKs in, you always end up ahead in resources from where you started due to it only dropping percentages, rather than flat amounts.

    If start with 0 resources or glint, kill 1 green holding 100 leather and 100 glint, I get ~25 leather and ~25 glint. Maybe I kill 10 greens and get over 200 of each, which is the point where Steven is planning for reds to really feel that combat nerf.

    Even if someone kills me dead after the 1 PK, I'm still not losing all of what I nabbed off the green I killed. The only big loss is the exp debt, which can then be worked off without worry because now I'm also green again, and I'm up a handful of resources I otherwise wouldn't have. Aka, a high level gatherer who can get the rare things most players can't is probably a juicy PK target even if you plan on dying after, because you don't have to level that Gathering line to loot something rare off their body, and unless it rounds up when determining items dropped, you'll always have one or two of the rare things still in your pocket when you die.

    Now, of course high level Gatherers will almost certainly turn to beat your head in if given the chance when you interrupt their farming to try and take their rare stuff, because it's valuable and worth protecting, but even in that case it's still worth trying your luck for the good stuff.

    you will drop your gear which is worth more than the resources. also, the percentage could go up with more corruption up to 100% or 99%

    You might drop gear, but it's not likely at just one PK unless you have a deep history of PK that would start your corruption penalties off higher.

    Also, if you plan on PKing semi-often, you'd have an alternate gear setup that isn't so difficult to replace on the chance you drop something. PK doesn't require exceptionally good gear (since the other player by definition isn't fighting back), so wearing something BiS for some solo resource theft would fall under the 'idiocy and poor planning' scenario that deserves to get punished.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited October 20
    Read the first two pages of this thread. I get you like PKing and that's a role you can fill but advancement will be limited. You will be the enemy. When you turn red, a dot will show up on the map of where you are. People will have skill lines that make PK easier to kill. You will be debuffed for every green you kill. Soon enough a level 1 will solo you like a spider on a log. People will hunt you because your an easy kill that's full of loot. You will drop 4x more glint and crafting supplies. On top of that gear. If you want to be a PK, hunt purples. That will win you gains.

    Edit: I loth the idea of PKing people who flag green. They had made it clear they don't want to PvP. Wanting to hunt players that don't want to PvP. Should be punished fully. I will hunt PKers without impunity.
  • SerukkaSerukka Member, Alpha Two
    nanfoodle wrote: »
    Read the first two pages of this thread. I get you like PKing and that's a role you can fill but advancement will be limited. You will be the enemy. When you turn red, a dot will show up on the map of where you are. People will have skill lines that make PK easier to kill. You will be debuffed for every green you kill. Soon enough a level 1 will solo you like a spider on a log. People will hunt you because your an easy kill that's full of loot. You will drop 4x more glint and crafting supplies. On top of that gear. If you want to be a PK, hunt purples. That will win you gains.

    Edit: I loth the idea of PKing people who flag green. They had made it clear they don't want to PvP. Wanting to hunt players that don't want to PvP. Should be punished fully. I will hunt PKers without impunity.

    Yes it was what I gathered just about do far.
    Thank you. I also did learn that because of mechanics implemented and to be added that this need to PK in order to attract pvp and get fights is not needed.
  • DepravedDepraved Member, Alpha Two
    Caeryl wrote: »
    Depraved wrote: »
    Caeryl wrote: »
    Aszkalon wrote: »
    Serukka wrote: »
    Dying as a red player

    Fixed the Title.



    Jokes aside.

    " Living " as a red Player means You are probably being hunted all the time -> until your Corruption wears off. If a single Kill (Murder) can for Example let you being flagged for half an Hour,

    then OHOHOHO boooiii :mrgreen: You better have Allies or can ride fast and are well-known with the Terrain.



    Because " dying " as a Red Player means You are probably losing more Ressources than You got from murdering a green Player. :sunglasses:

    Nah, even if you were on a murder spree 100 PKs in, you always end up ahead in resources from where you started due to it only dropping percentages, rather than flat amounts.

    If start with 0 resources or glint, kill 1 green holding 100 leather and 100 glint, I get ~25 leather and ~25 glint. Maybe I kill 10 greens and get over 200 of each, which is the point where Steven is planning for reds to really feel that combat nerf.

    Even if someone kills me dead after the 1 PK, I'm still not losing all of what I nabbed off the green I killed. The only big loss is the exp debt, which can then be worked off without worry because now I'm also green again, and I'm up a handful of resources I otherwise wouldn't have. Aka, a high level gatherer who can get the rare things most players can't is probably a juicy PK target even if you plan on dying after, because you don't have to level that Gathering line to loot something rare off their body, and unless it rounds up when determining items dropped, you'll always have one or two of the rare things still in your pocket when you die.

    Now, of course high level Gatherers will almost certainly turn to beat your head in if given the chance when you interrupt their farming to try and take their rare stuff, because it's valuable and worth protecting, but even in that case it's still worth trying your luck for the good stuff.

    you will drop your gear which is worth more than the resources. also, the percentage could go up with more corruption up to 100% or 99%

    You might drop gear, but it's not likely at just one PK unless you have a deep history of PK that would start your corruption penalties off higher.

    Also, if you plan on PKing semi-often, you'd have an alternate gear setup that isn't so difficult to replace on the chance you drop something. PK doesn't require exceptionally good gear (since the other player by definition isn't fighting back), so wearing something BiS for some solo resource theft would fall under the 'idiocy and poor planning' scenario that deserves to get punished.

    if you are in crap gear, the other guy could just kill you? you cant predict when someone will retaliate or not.
    a strategy you could use, however, would be that you wear the crap gear and you have a friend or two with you. your target wont flag or he will die 2/3 vs 1
  • AszkalonAszkalon Member, Alpha Two
    Caeryl wrote: »

    Don't forget that your " Gear " can drop as well when You get killed as a corrupted Player ... ... ;)
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Depraved wrote: »
    Caeryl wrote: »
    Depraved wrote: »
    Caeryl wrote: »
    Aszkalon wrote: »
    Serukka wrote: »
    Dying as a red player

    Fixed the Title.



    Jokes aside.

    " Living " as a red Player means You are probably being hunted all the time -> until your Corruption wears off. If a single Kill (Murder) can for Example let you being flagged for half an Hour,

    then OHOHOHO boooiii :mrgreen: You better have Allies or can ride fast and are well-known with the Terrain.



    Because " dying " as a Red Player means You are probably losing more Ressources than You got from murdering a green Player. :sunglasses:

    Nah, even if you were on a murder spree 100 PKs in, you always end up ahead in resources from where you started due to it only dropping percentages, rather than flat amounts.

    If start with 0 resources or glint, kill 1 green holding 100 leather and 100 glint, I get ~25 leather and ~25 glint. Maybe I kill 10 greens and get over 200 of each, which is the point where Steven is planning for reds to really feel that combat nerf.

    Even if someone kills me dead after the 1 PK, I'm still not losing all of what I nabbed off the green I killed. The only big loss is the exp debt, which can then be worked off without worry because now I'm also green again, and I'm up a handful of resources I otherwise wouldn't have. Aka, a high level gatherer who can get the rare things most players can't is probably a juicy PK target even if you plan on dying after, because you don't have to level that Gathering line to loot something rare off their body, and unless it rounds up when determining items dropped, you'll always have one or two of the rare things still in your pocket when you die.

    Now, of course high level Gatherers will almost certainly turn to beat your head in if given the chance when you interrupt their farming to try and take their rare stuff, because it's valuable and worth protecting, but even in that case it's still worth trying your luck for the good stuff.

    you will drop your gear which is worth more than the resources. also, the percentage could go up with more corruption up to 100% or 99%

    You might drop gear, but it's not likely at just one PK unless you have a deep history of PK that would start your corruption penalties off higher.

    Also, if you plan on PKing semi-often, you'd have an alternate gear setup that isn't so difficult to replace on the chance you drop something. PK doesn't require exceptionally good gear (since the other player by definition isn't fighting back), so wearing something BiS for some solo resource theft would fall under the 'idiocy and poor planning' scenario that deserves to get punished.

    if you are in crap gear, the other guy could just kill you? you cant predict when someone will retaliate or not.
    a strategy you could use, however, would be that you wear the crap gear and you have a friend or two with you. your target wont flag or he will die 2/3 vs 1

    I wanna know what world you live in that your only gear setups are 'BiS' and 'crap'.

    You wear gear that's good but replaceable to go out doing the casual non-objective-based PvP, the only area you could reasonably expect people to not fight back so often that you'd have to actually worry about Corruption even factoring in. You don't need epic tier raid gear to go contest some flowers. Besides that, this is a game with gear degradation, so you'll need more than one setup anyway.
    Aszkalon wrote: »
    Caeryl wrote: »

    Don't forget that your " Gear " can drop as well when You get killed as a corrupted Player ... ... ;)

    'Can', not 'will'. One or two kills isn't going to strip you down to undies.
  • SlipreeSlipree Member, Alpha Two
    Punishing pvp because of griefers won’t work. Griefers always find ways to grief. They work around systems, not in spite of them. Being red should be hard, but you should be able to defend yourself regardless. Not flagging when attacking a red player, and not being able to be cc’d is bad mechanics.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 21
    Slipree wrote: »
    Punishing pvp because of griefers won’t work. Griefers always find ways to grief. They work around systems, not in spite of them. Being red should be hard, but you should be able to defend yourself regardless. Not flagging when attacking a red player, and not being able to be cc’d is bad mechanics.

    It's not punishing PvP, just PK

    Those systems exist as they do for a reason. Non-combatants being immune to player-sourced CC is in place because it's proven a problem to allow it in other games that use a similar system. I don't have the links on hand, but you can find videos of lockdown kills on greens that gave them no chance to flag up or escape, which is something they don't want to have as an option in Ashes.

    After all, if a green is running away, then you've achieved the goal that PK would accomplish, which is getting them out of an area you want to lay claim on.

    There's no mechanical difference between trying to CC a green to keep them from running away, and trying to CC them out of 'self-defense' as a red. There's no way to prevent one but allow another, and so neither are allowed.

    Edit: Ultimately it's on you to improve your skill and adapt to the rules of the game
  • SerukkaSerukka Member, Alpha Two
    Caeryl wrote: »
    Slipree wrote: »
    Punishing pvp because of griefers won’t work. Griefers always find ways to grief. They work around systems, not in spite of them. Being red should be hard, but you should be able to defend yourself regardless. Not flagging when attacking a red player, and not being able to be cc’d is bad mechanics.

    It's not punishing PvP, just PK

    Those systems exist as they do for a reason. Non-combatants being immune to player-sourced CC is in place because it's proven a problem to allow it in other games that use a similar system. I don't have the links on hand, but you can find videos of lockdown kills on greens that gave them no chance to flag up or escape, which is something they don't want to have as an option in Ashes.

    After all, if a green is running away, then you've achieved the goal that PK would accomplish, which is getting them out of an area you want to lay claim on.

    There's no mechanical difference between trying to CC a green to keep them from running away, and trying to CC them out of 'self-defense' as a red. There's no way to prevent one but allow another, and so neither are allowed.

    Edit: Ultimately it's on you to improve your skill and adapt to the rules of the game


    Question
    Say at a farm spot there is a person taking my mobs.
    I hit him once and he turns to me to flag up.
    Will I still gain corruption upon killing? Since I initiated. Even tho at this point is consensual to a degree
  • AszkalonAszkalon Member, Alpha Two
    Caeryl wrote: »
    'Can', not 'will'. One or two kills isn't going to strip you down to undies.

    ... ... ... that sounds naughty. >;-]


    I wonder if People can "cosmetically" let their Character look almost/kinda naked, while in truth wearing Gear. Will we see the Legends like Sir' " Let me Solo her " run around, killing Players and Mobs ? :D - People wearing nothing but a pot on their Head and running around with two Swords ?
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Serukka wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Punishing pvp because of griefers won’t work. Griefers always find ways to grief. They work around systems, not in spite of them. Being red should be hard, but you should be able to defend yourself regardless. Not flagging when attacking a red player, and not being able to be cc’d is bad mechanics.

    It's not punishing PvP, just PK

    Those systems exist as they do for a reason. Non-combatants being immune to player-sourced CC is in place because it's proven a problem to allow it in other games that use a similar system. I don't have the links on hand, but you can find videos of lockdown kills on greens that gave them no chance to flag up or escape, which is something they don't want to have as an option in Ashes.

    After all, if a green is running away, then you've achieved the goal that PK would accomplish, which is getting them out of an area you want to lay claim on.

    There's no mechanical difference between trying to CC a green to keep them from running away, and trying to CC them out of 'self-defense' as a red. There's no way to prevent one but allow another, and so neither are allowed.

    Edit: Ultimately it's on you to improve your skill and adapt to the rules of the game


    Question
    Say at a farm spot there is a person taking my mobs.
    I hit him once and he turns to me to flag up.
    Will I still gain corruption upon killing? Since I initiated. Even tho at this point is consensual to a degree

    If you werent already corrupt upon hitting them, you will both simply be combatants since you both hit eachother. In which case, no you wont gain corruption.

    If you are corrupt already, they will remain a non-combatant even after retaliating. And as it is currently designed, you will gain more corruption upon killing them. Been debating this mechanic in several discussions.

    If you go by what corruption is designed for, punishing a PvP engagement that couldnt be defined as griefing with more corruption makes no sense.
    GJjUGHx.gif
  • CROW3CROW3 Member, Alpha Two
    I’m hoping for the following:
    - a red killing a green increases corruption
    - red killing a purple has no additional corruption
    - a red killing a red reduces corruption for both
    AoC+Dwarf+750v3.png
  • LudulluLudullu Member, Alpha Two
    CROW3 wrote: »
    - a red killing a red reduces corruption for both
    I'd totally support this, cause it would drive the point of "Reds are mobs" even further.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    I’m hoping for the following:
    - a red killing a green increases corruption
    - red killing a purple has no additional corruption
    - a red killing a red reduces corruption for both

    That'd be funny, PK gang infighting start
  • KilionKilion Member, Alpha Two
    Slipree wrote: »
    items need to be lootable and have limited durability. this isnt an mmo where you grind a set of gear and wear it forever, or until the new expansion that makes it obsolete.

    This isn't the case with Ashes' current design anyways. There is no "one set" you grind and then you have the best there is. The best items will be different depending on the content around the specific player. In a PvP heavy part of Verra gear will have to account for that, while in the heart of a ZOI with a huge vulcano dungeon, gear with fire resistance would be much better and on the other side of the continent in a snow region it will be something different again.

    So basically this is like Vanilla WoW with plenty of repair requirements and PvP based reasons to lose gear (node destruction & corruption drops)

    And with the amount of time necessary to make good gear having a full loot system would actually ruin the game.
    The answer is probably >>> HERE <<<
  • SlipreeSlipree Member, Alpha Two
    Caeryl wrote: »
    Slipree wrote: »
    Punishing pvp because of griefers won’t work. Griefers always find ways to grief. They work around systems, not in spite of them. Being red should be hard, but you should be able to defend yourself regardless. Not flagging when attacking a red player, and not being able to be cc’d is bad mechanics.

    It's not punishing PvP, just PK

    Those systems exist as they do for a reason. Non-combatants being immune to player-sourced CC is in place because it's proven a problem to allow it in other games that use a similar system. I don't have the links on hand, but you can find videos of lockdown kills on greens that gave them no chance to flag up or escape, which is something they don't want to have as an option in Ashes.

    After all, if a green is running away, then you've achieved the goal that PK would accomplish, which is getting them out of an area you want to lay claim on.

    There's no mechanical difference between trying to CC a green to keep them from running away, and trying to CC them out of 'self-defense' as a red. There's no way to prevent one but allow another, and so neither are allowed.

    Edit: Ultimately it's on you to improve your skill and adapt to the rules of the game

    Reading comprehension?

    I’m talking. About people who go red from world pvp because it happens, not being able to cc a green and get away from it when attacked, because the green doesn’t flag, and you can cc him. Now you have 2 options. 1 kill him and get more corruption, or 2 dying is never an option

    They already have diminishing returns for cc anyway, and if you’re getting cc’d and killed by 1 player, you’re just bad. If it’s a bunch of players, how would you expect to win that anyway, you string em along until your buddies show up, or gtfo.
  • SlipreeSlipree Member, Alpha Two
    Kilion wrote: »
    Slipree wrote: »
    items need to be lootable and have limited durability. this isnt an mmo where you grind a set of gear and wear it forever, or until the new expansion that makes it obsolete.

    This isn't the case with Ashes' current design anyways. There is no "one set" you grind and then you have the best there is. The best items will be different depending on the content around the specific player. In a PvP heavy part of Verra gear will have to account for that, while in the heart of a ZOI with a huge vulcano dungeon, gear with fire resistance would be much better and on the other side of the continent in a snow region it will be something different again.

    So basically this is like Vanilla WoW with plenty of repair requirements and PvP based reasons to lose gear (node destruction & corruption drops)

    And with the amount of time necessary to make good gear having a full loot system would actually ruin the game.

    In a pvp game that’s focused on player crafted gear, not raid dropped gear, it needs to be a sink, else crafters won’t mean anything once everyone has a couple gear sets. If you die a few times in a set/weapon, it should become useless, without at minimum, paying a crafter to repair it.

    If you don’t lose anything, there’s nothing to fight for. That’s the problem with mmos that want to do it all. Doesn’t work. Not unless you separate pvp and pve gear. Which is an even worse solution.
  • SlipreeSlipree Member, Alpha Two
    Ludullu wrote: »
    CROW3 wrote: »
    - a red killing a red reduces corruption for both
    I'd totally support this, cause it would drive the point of "Reds are mobs" even further.

    Exploitable af. Me and an alt corruption farming and removal. Most clans would keep alts just for this. (Obv not in same clan )
  • SlipreeSlipree Member, Alpha Two
    Dolyem wrote: »
    Serukka wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Punishing pvp because of griefers won’t work. Griefers always find ways to grief. They work around systems, not in spite of them. Being red should be hard, but you should be able to defend yourself regardless. Not flagging when attacking a red player, and not being able to be cc’d is bad mechanics.

    It's not punishing PvP, just PK

    Those systems exist as they do for a reason. Non-combatants being immune to player-sourced CC is in place because it's proven a problem to allow it in other games that use a similar system. I don't have the links on hand, but you can find videos of lockdown kills on greens that gave them no chance to flag up or escape, which is something they don't want to have as an option in Ashes.

    After all, if a green is running away, then you've achieved the goal that PK would accomplish, which is getting them out of an area you want to lay claim on.

    There's no mechanical difference between trying to CC a green to keep them from running away, and trying to CC them out of 'self-defense' as a red. There's no way to prevent one but allow another, and so neither are allowed.

    Edit: Ultimately it's on you to improve your skill and adapt to the rules of the game


    Question
    Say at a farm spot there is a person taking my mobs.
    I hit him once and he turns to me to flag up.
    Will I still gain corruption upon killing? Since I initiated. Even tho at this point is consensual to a degree

    If you werent already corrupt upon hitting them, you will both simply be combatants since you both hit eachother. In which case, no you wont gain corruption.

    If you are corrupt already, they will remain a non-combatant even after retaliating. And as it is currently designed, you will gain more corruption upon killing them. Been debating this mechanic in several discussions.

    If you go by what corruption is designed for, punishing a PvP engagement that couldnt be defined as griefing with more corruption makes no sense.

    The point is I’m already red. Which contrary to how some people think around here, DOES happen from world pvp. (The best pvp), and not just from grief/pking unwilling participants(which. Is a joke in a pvx mmo, you already consented by installing imo)
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