Glorious Alpha Two Testers!
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.
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.
PVP too broken, let’s fix it
zapper
Member, Alpha One, Alpha Two, Early Alpha Two
I’ve been in a few open world PVP fights with other guilds. They “appeared” fully flagged… fair fight, right? No, wrong. I became corrupt anyways and lost several of my very, very hard-earned gear. Sure, I could use old gear, but then I’m not fighting at my best. I could try to only single target and carefully check that target for flagging, but many skills have splash damage and my AOE skills are some of my strongest….
How about this: When the majority of the players in an area are flagged for PVP, that local area becomes a PVP zone… non combatants get a 15 second warning to leave the area or get flagged.
How about this: When the majority of the players in an area are flagged for PVP, that local area becomes a PVP zone… non combatants get a 15 second warning to leave the area or get flagged.
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Comments
I disagree with the 'majority toggle' for PvP though, even with the warning to leave.
And this isn't because I dislike the idea of an external force controlling if an area is a PvP zone, I actually find that I really enjoy that in TL. I just don't want it to be controlled by something as finicky as 'how many people are flagged' and 'the definitions of an area'.
Night falling in a dungeon and knowing I'm going to get to PvP until I lose and then moving on to do something else, is entirely different (and way better) than 'giving a group of players the option to change the entrance of a PoI into a PvP zone when they feel like it.
In the first case I can do a risk vs reward calculation, in the second case I have no resolution for the situation and I don't have either 'warning' or 'negotiation options'.
The only thing I would change is that killing a peaceful player makes it harder to wash off the redness. Since just a bunch of players can run together and one of them will kill peaceful players, and his friend will cleanse the curse with one kill and return him things that fell out and so farm the unfortunate players.
This is my personal feedback, shared to help the game thrive in its niche.
Yes, I've reported this as a bug, but the purpose of this comment is to have a grownup discussion of the problem some of us are having with ideas to fix it.
Anyone who has thought they were in a legit PVP battle with another group and has been "corruption baited" and then lost their hard-earned gear, will know what I'm talking about.
2) We’re 3 weekends into Alpha 2. Nothing is close to ‘hard earned’ yet.
Let’s keep testing to ensure the build matches the design.
its wild how many anti pvp players are in this game.... i agree man the pvp system is currently FUCKED and needs a complete REWORK fucking sad sad sad time. thank god classic wow fresh is coming out this week. THANK GOD
most likely this whole system will get removed and re worked. its clear how fucking terrible it is from almost every aspect.
The system won't be removed.
There is no point in removing a system for not working before the whole thing is there - we currently only have about 5% of the systems that makes up the PvP aspect of Ashes in place.
Saying it's fucked at this point is absolutely premature.