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Feedback on the PvP Flagging and Corruption System in Ashes of Creation

MurkwaterMurkwater Member, Alpha Two
edited November 7 in General Discussion
The PvP flagging and corruption system in Ashes of Creation is unique, offering consequences for unprovoked attacks while allowing for enjoyable, consensual PvP encounters. However, several aspects of the system could be refined to prevent exploitation and improve the overall experience in open-world PvP. Here are a few suggestions to address these issues.

1. Guild Member Kills and Corruption Stacks
• Issue: When a player becomes corrupted from killing a non-flagged player (who did not fight back), it’s possible for a guild member to reset their corruption stacks by killing them. This loophole allows corrupt players to avoid intended penalties.

• Suggestion: Adjust the system so that deaths caused by guild members or allies do not remove corruption stacks. This change would prevent abuse within guilds and maintain the deterrent effect of the corruption mechanic for unprovoked attacks, keeping the system balanced and discouraging exploitative behaviors.


2. Automatic Flagging for Looting (5-Minute Flag)
• Issue: Currently, looting another player’s corpse doesn’t necessarily indicate hostile intent, allowing some players to avoid the consequences of unprovoked actions.

• Suggestion: Make looting another player’s corpse an action that automatically flags the looter for at least 5 minutes. This would signal intent in PvP situations, holding looters accountable and dissuading opportunistic looting without repercussions.


3. Flagging Delay Before Attacking (5-10 Second Lag)
• Issue: In PvP standoffs, one group often approaches another, with both anticipating combat but waiting for the other to initiate. This can lead to a “faceoff” situation where one side delays flagging to secure positioning or attempt surprise attacks, while the flagged group risks corruption if they act prematurely.

• Suggestion: Introduce a 5-10 second delay between flagging and the ability to initiate an attack, during which the newly flagged player can still be hit. This would allow the defending group to form defensive lines or adjust positioning without fear of becoming corrupted. It would also create a buffer in standoff situations, encouraging both groups to strategize rather than exploit flagging mechanics.


Closing Thoughts

The proposed changes aim to make Ashes of Creation's PvP flagging and corruption system more balanced and enjoyable. By adding looting penalties, and refining flagging delays, the PvP experience can feel more fair, strategic, and immersive. I’d love to hear from others in the community about these suggestions and see how the developers continue to evolve this system based on player feedback.

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