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Suggestion for OPEN WORLD PVP

If you do not misunderstand, I would like to give you a suggestion about open world pvps. There is a game that came out in 2003, maybe you have heard of it. Knight online. The most enjoyable thing about pvp there was that everyone had a score and there was a rank system with this score and everyone in the top 100 had a different score icon. In this way, everyone had a purpose in pvp and more enjoyable battles were taking place. Another mechanism was that these points caused the guild to have a ranking in the guilds. If the members in the guild have this score, the clan ranking changes and even a cosmetic armband and they can flare this armband if they are in the top 5. I recommend you to think about it and wish you good work.

Comments

  • RedLeaderRedLeader Member
    edited October 30
    I think that Ashes of Creation is going for more of a team oriented game. Individual rankings, and even damage meters are being seriously thought about being left out, because individualism can cause a toxic environment.

    Ultimately the game is about getting your node to level6 and keeping it there. I really have a problem with a PvP games, where people are so busy padding their damage or kill-stealing that they forget to try and win the fight.

    I would see any attempt to rank or award points to players and create some distraction away from the objective of the game, as a detriment not an improvement. I admit some bias because as a soccer coach, I hate MVP awards, because I believe they reward selfishness, discourage defense and discourage team play.

    I just think that Ashes being (mostly) a team game might actually suffer from implementing something like this. Of course it is largely just my opinion, i could be wrong.
  • PyrololPyrolol Member, Alpha Two
    Leave the ranked system for the Arena 💪
    rvid9f6vp7vl.png
  • Thank you for your views. I think there should be such factors in games with open world pvp. because it makes no sense after a while. also, I do not agree with the friend's statement that the rank system should remain in the arena. because there are a lot of games with arena and I think they are all boring after a while, but in open world pvp this system shows constant differences. If you ask me, every detail of this game is of course important, but I think it will be more important for players to have good open world pvps. For example, there was open world pvp in wow, but it was not used much because it had no purpose. For this reason, I hope the producers are thinking about something for this.
  • NemesesNemeses Member
    edited October 30
    RedLeader wrote: »
    I think that Ashes of Creation is going for more of a team oriented game. Individual rankings, and even damage meters are being seriously thought about being left out, because individualism can cause a toxic environment.

    Ultimately the game is about getting your node to level6 and keeping it there. I really have a problem with a PvP games, where people are so busy padding their damage or kill-stealing that they forget to try and win the fight.

    I would see any attempt to rank or award points to players and create some distraction away from the objective of the game, as a detriment not an improvement. I admit some bias because as a soccer coach, I hate MVP awards, because I believe they reward selfishness, discourage defense and discourage team play.

    I just think that Ashes being (mostly) a team game might actually suffer from implementing something like this. Of course it is largely just my opinion, i could be wrong.


    Nonsense, it’s this type of thinking that provides a weak, loser culture, you the type, that believes in participation rewards, and not rewards based on how good you are.

    If MVP, is viewed as toxic, it’s on you as the coach, as it should provide good encouragement to improve.
    The Immortals
    • We Lived a Thousand Lives, United we Stand.
    • Recruitment
  • Is there a path determined by the producers of ashes of creation about this issue? Because I couldn't find it. If not, I think they should think about it.
  • RedLeader wrote: »
    I think that Ashes of Creation is going for more of a team oriented game. Individual rankings, and even damage meters are being seriously thought about being left out, because individualism can cause a toxic environment.

    Ultimately the game is about getting your node to level6 and keeping it there. I really have a problem with a PvP games, where people are so busy padding their damage or kill-stealing that they forget to try and win the fight.

    I would see any attempt to rank or award points to players and create some distraction away from the objective of the game, as a detriment not an improvement. I admit some bias because as a soccer coach, I hate MVP awards, because I believe they reward selfishness, discourage defense and discourage team play.

    I just think that Ashes being (mostly) a team game might actually suffer from implementing something like this. Of course it is largely just my opinion, i could be wrong.

    You seeing someone ranks above you make the game toxic? get it
  • RedLeader wrote: »
    individualism can cause a toxic environment .

    I blame the educational system for tricking you kids into this type of thinking. It’s victimhood adjacent.
    If you hate to lose, practice more, and get better.
  • RedLeaderRedLeader Member
    edited October 31
    Carlisle wrote: »

    You seeing someone ranks above you make the game toxic? get it

    That is very far from what I wrote. My problem is that firstly it is really hard in team sports to judge who made the biggest contribution. Quarterbacks seem to win the MVP award all the time, yet we all know that without a good left tackle the QB is not going to have any kind of success.

    The second point is that you win as a team and lose as a team. I have no problem in rankings in individual sport. I've been a tennis coach as well. However, MMOs are not individual. In order to win you need to focus on winning. If you are playing to top the stats, then you cant complain about losing, because you are not playing to win, you are playing to top the stats. The idea in team sports is to compete against the other team, not your own team. A lot of people just cannibalize the stats of their own team-mates, they don't improve team performance.

    Look at the guy who marks Messi in a game. Let's say he shuts him down completely. His team win 3-0. He hasn't scored, hasn't assisted, hasn't made many passes, may not even have made any tackles or interceptions. Messi just never got open. That guy probably won the game for his team, and 90% of the fans, and all the statisticians most likely missed it.
  • It's a bit off-topic. The topic is not about rewarding the education system or increasing enthusiasm. My reason for opening this topic is to reach out to game makers and get their opinion. However, I guess we couldn't reach them. I wonder what their road map will be on this subject.
  • Arya_YesheArya_Yeshe Member
    edited November 1
    Not bad at all! Although these days, everyone’s so focused on farming that they’ll farm the ranks too, lol.

    But seriously, how would the scoring system distinguish between solo kills and ganks? That’s a real brain-teaser, since you’ve got people boosting, healing, and throwing support around like confetti lel. Unless, of course, the system only counts kills where both players are flying solo, so no help allowed. Or just get the kill and the score is divided by the amount of attackers/party so if a party of 10 kills 1 then they will get only 1/10th score... and maybe if the solo guy killed on of those 10 then maybe he could get 10x more score?

    If my guild had a high score, I’d totally start asking for gold as a mercenary to go to war with other guilds. Because why not?
    PvE means: A handful of coins and a bag of boredom.
  • Arya_Yeshe wrote: »
    Not bad at all! Although these days, everyone’s so focused on farming that they’ll farm the ranks too, lol.

    But seriously, how would the scoring system distinguish between solo kills and ganks? That’s a real brain-teaser, since you’ve got people boosting, healing, and throwing support around like confetti lel. Unless, of course, the system only counts kills where both players are flying solo, so no help allowed. Or just get the kill and the score is divided by the amount of attackers/party so if a party of 10 kills 1 then they will get only 1/10th score... and maybe if the solo guy killed on of those 10 then maybe he could get 10x more score?

    If my guild had a high score, I’d totally start asking for gold as a mercenary to go to war with other guilds. Because why not?

    That’s exactly what you are supposed to do. There will be many clans full of bad players that will need their areas defended.

    There will be pvpers who don’t want to farm mats/gold etc and it’s a beautiful ecosystem.

    One of the reasons I think the corruption system is stupid. You won’t stop griefers, and there’s always white knight pvpers who will protect the new/bad players at spawns.

    Emergent gameplay. The server polices itself.
  • AszkalonAszkalon Member, Alpha Two
    Slipree wrote: »
    I blame the educational system for tricking you kids into this type of thinking. It’s victimhood adjacent.
    If you hate to lose, practice more, and get better.

    Hmmmmm.

    Actually ... ... ... Yes.
    When you lose. ESPECIALLY if you lose to someone else closely -> try to figure it out one or several times why and where you might made a mistake.


    If you blame the Environment for Example -> try to give yourself next time a better suited Position somewhere.

    If you don't know what it was -> try to (lol?) blame yourself - and try to improve everything on your Character and yourself which you can.

    Might want to overthink how to use your Skills and in which Order of Succession. Might want to skill a different Route through your Skilltree. Might try to gear up better - use Potions - or sneak-/Ambush-Tactics. Whatever can help you getting the Edge in an Confrontation.

    Of Course not all Fights are One versus One. But usually the Mindset of PvP starts with One versus One.


    Sometimes - the Enemy is just to strong.
    Sometimes the only thing You can do is doing as much Damage on your Opponent as possible before you die. Try to make him regret messing with you, if you can. Try to make his Victory somewhat frustrating. Try to weaken him in a way, that the next PvE-Mob Enemy or PvP Player might end him easily. (lol)


    Sometimes you just die in PvP and through PvP. But that is okay. Verra is a Sword with not just two but many Edges. Try to use everything to your Advantage if you can.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Kinda starting to look for a Guild right now. (German)
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