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Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
PVP and Flag system (feedback and suggestions)
Malva
Member, Alpha Two
That AoC is fundamentally a group PVP game, we all know and like that. However, with the latest changes to the corruption system, some minor problems began to become relevant and harm the game itself.
We will discuss the problems in three different scenarios PVP, PVE and PVPVE.
1) PVP
Currently, because the corruption system is very punitive, some guilds have started to place non-combatant, unarmored players in the middle of massive PVP so that the enemy gets the "corrupted" status for accidentally killing this non-combatant player.
However, the situation gets even worse when these same players leave their mounts in the middle of the fight and, for some reason, killing someone's mount also gives you corrupted status.
And this "strategy" culminates in another player, also a non-combatant, being able to kill the corrupted player, without entering the combatant state.
2) PVE
Disputes over farm locations are legitimate and add a new level of fun to the game. However, with the changes to the flag and corruption system, the fight for farm locations has basically become a non-combatant player, attracts several mobs to someone's group and this group basically has no other choice than to press ALT + F4 to not be killed, as killing that non-combatant player and getting the corrupted status would be too punitive
3) PVPVE (global bosses)
Having conflict between players to compete for the best drops in the game is the pinnacle of the experience of playing AoC, but even that is being affected.
I saw the unfortunate situation in which a guild was killing Tumok, all non-combatants and with their mounts spread around the boss to avoid any attempt at contestation through PVP.
4) Conclusions and suggestions
These players, who make these "strategies", are obviously not wrong, they are using the game system to obtain the best results, which is fair in a competitive game. However, I believe that this is not the ideal scenario for a game that is fundamentally a group PVP game.
So, here are some suggestions to solve some of these problems:
A ) Killing mounts does not grant corrupted status
B ) The area around global bosses makes the player combative, such as when entering the desert or during caravan events
C ) Make points of interest such as Tower of Carphin, Steel Bloom, etc, combatant areas
With these three suggestions, I believe that most of the problems mentioned in this post would be solved. However, alternatively, a more immediate solution would simply be to reduce how punitive the corruption system is.
We all wish a bright future for "AoC" and we will do our best to try to help make this game even better, thanks!
We will discuss the problems in three different scenarios PVP, PVE and PVPVE.
1) PVP
Currently, because the corruption system is very punitive, some guilds have started to place non-combatant, unarmored players in the middle of massive PVP so that the enemy gets the "corrupted" status for accidentally killing this non-combatant player.
However, the situation gets even worse when these same players leave their mounts in the middle of the fight and, for some reason, killing someone's mount also gives you corrupted status.
And this "strategy" culminates in another player, also a non-combatant, being able to kill the corrupted player, without entering the combatant state.
2) PVE
Disputes over farm locations are legitimate and add a new level of fun to the game. However, with the changes to the flag and corruption system, the fight for farm locations has basically become a non-combatant player, attracts several mobs to someone's group and this group basically has no other choice than to press ALT + F4 to not be killed, as killing that non-combatant player and getting the corrupted status would be too punitive
3) PVPVE (global bosses)
Having conflict between players to compete for the best drops in the game is the pinnacle of the experience of playing AoC, but even that is being affected.
I saw the unfortunate situation in which a guild was killing Tumok, all non-combatants and with their mounts spread around the boss to avoid any attempt at contestation through PVP.
4) Conclusions and suggestions
These players, who make these "strategies", are obviously not wrong, they are using the game system to obtain the best results, which is fair in a competitive game. However, I believe that this is not the ideal scenario for a game that is fundamentally a group PVP game.
So, here are some suggestions to solve some of these problems:
A ) Killing mounts does not grant corrupted status
B ) The area around global bosses makes the player combative, such as when entering the desert or during caravan events
C ) Make points of interest such as Tower of Carphin, Steel Bloom, etc, combatant areas
With these three suggestions, I believe that most of the problems mentioned in this post would be solved. However, alternatively, a more immediate solution would simply be to reduce how punitive the corruption system is.
We all wish a bright future for "AoC" and we will do our best to try to help make this game even better, thanks!
11
Comments
PLAIN AND SIMPLE
please just make PVP servers and PVE servers... this is a test correct please test out a pvp server with some areas being none pvp to protect leveling process of extreme lowbies with gaurds in some areas such as vendors.
currently we have a system designed for PVE andies only u cannot have fun fair PVP in any case.
This was edited to clarify I was not responding to OP. I agree with OP's views and suggestions.
It's not anti PvP @PresentPotato.
Being able to kill anyone anywhere without repercussions was never this games intent.
It makes you think twice before attacking.
Also, we know corruption is overly tuned on purpose right now.
Oh, and to suggest PvE and PvP servers is absolutely braindead. That should never happen. This is a PvX game, and it needs to remain that way everywhere. Give them time to fix these features before raising your pitchforks.
How using non-combatant players and mounts in the middle of massive pvp is not an anti-pvp attitude?
Because that's a bug and/or unintended gameplay.
This is not a game yet, it's a prototype. Give the feedback as feedback not that the system is broken when they're in the process of creating it.
I think he was aswering the other guy saying what in my opinion is complete nonsense.
Your feedback is very valid and important to fix.
Yeah sorry I wasn't directing that at you I was directing it at @PresentPotato.
Thank you @doken.
Sorry @Malva for not clarifying who I was replying to.
No problem kkkkk
Did you even read the post? It's a massively flawed system at the moment, people are purposely exploiting it by placing naked non-combatant players in the middle of combatant players and when someone casts any AoE ability they instantly kill the non-combatant player and become corrupted as a result. This basically kills open world PvP.
The corruption system as a whole needs reworking.
EDIT: The area cannot spawn in save zones or towns.
EDIT2:
E = Declaring War with a Node or Guild makes all the members of the node or guild hostile to the members of your guild/node, without corruption and flagging for pvp.
This would solve all issues if applied with ABC.
First, when I hit ALT-F the game says I'm ready to engage in PvP, but I'm not attackable. I don't turn purple until I actually hit someone. WHY? I should be Flagged for PvP or not. No silly halfway stage.
Related, I saw someone stay white whilst attacking players and dropping their health. Clearly this is a bug of some sort, but it was disruptive to gameplay. If a player has to Flag for PvP before attacking anyone instead of that two stage process, it would probably help.
Second, Corruption baiting is total crap. I understand that there's supposed to be a setting that allows to specify that non-flagged players aren't hit by non-targeted attacks, so I'll leave it at that.
Another part of the problem is facing up against a group who have flagged (they have the crossed swords buff but still show as white). Again, this adds unnecessary confusion and lets them corruption bait by not attacking even though they've 'flagged' for pvp.
Just have a PvP toggle. On or Off. And once it's on, it cannot be turned off if the player has dealt or taken PvP damage in the past 2 minutes.
You didn't read the thread. I wasn't replying to OP, I was replying to the first commenter.
So I repeat: that is 100% unintended gameplay. You think they want that to be able to happen? That is what testing is for. And aside from the fact we're not feature testing (PvP is a feature) right now, we've been told countless times that corruption is extremely over-tuned for the stability and performance testing we're doing.
We all know it's bad, literally, no one is arguing that fact. OP brought up very good points that need to be addressed. I hope it changes in the future, I really do. I want to start open world PvPing just as much as you.
But right now fixing corruption flagging isn't their goal. Right now it's making sure servers work. If there are still heavy corruption penalties and ways to flag people like this in the 3rd phase of alpha when we're actually feature testing, I'll get worried about it too.
Plus Steven himself just said two days ago in the Pirate interview that the AoE mass flagging is a bug.
Chill your britches and be patient. Give the feedback and stop being alarmist.
Can you explain your reasoning? How is it trash?
It's a very interesting suggestion.
The only problem with suggestion "D" is affecting a poor guy who was randomly passing through this area hahaha