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Open World PvP

KnightKnight Member, Alpha Two
I see no point in having PvP always active if the Corruption system is going to be so penalizing. What are the benefits for being corrupted? Why would players want to be corrupted? I had plenty of purple name players during Alpha two testing try and bait me into attacking them. When I didn't they went on and looked for a new target. If we are going to be able to request duels with one another why the open PvP? I don't mind PvP but I want to engage in it on my time or when I feel like it. PvP in MMOs is fine. I'm not against it. I'm just not seeing the bigger picture of why it is always active if there is going to be a huge penalty for killing someone. Why has no other MMO (to my knowledge) ever incorporated Warhammer Online's RvR lakes? That was the best PvP content I ever experienced in an MMO. Dedicated PvP areas spanning from one zone to another with castles and keeps to take control of. Now I get this game does not have factions so something exactly like Warhammer's RvR wouldn't really work. But a variation of it could. Something like an extraction. You go in and fight NPCs for very good loot drops ranging from gear to crafting materials or even mounts. You can use any of the gear you have picked up until you leave the PvP area. While in this zone you can be killed and the loot you picked up is dropped. As I am reading this it reminds me of The Division's dark zone lol. Anyways if the penalty for killing non confrontational players is meant to be so penalizing then why have it active all the time. If you want to PvP just flag up, go into a PvP zone, or request a duel. This isn't meant as a bitch post. But I really would like to see dedicated open PvP zones. Thanks for reading and sorry about the wall of text lol. Be safe everyone.

Comments

  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    Open world PvP is there so if you enter an area that I don't want you, I can remove you. Same goes the other way too.
  • KnightKnight Member, Alpha Two
    But if I don't attack back you get corrupted. Why would you want that debuff?
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Knight wrote: »
    But if I don't attack back you get corrupted. Why would you want that debuff?

    The debuff and penalties are temporarily harsher than they would be in the live version of the game.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    Knight wrote: »
    But if I don't attack back you get corrupted. Why would you want that debuff?

    As Azherae says, they are temporarily very harsh. It is also something you can remove over a relatively short period of time, depending on the amount of corruption you have.
  • KnightKnight Member, Alpha Two
    Azherae wrote: »
    Knight wrote: »
    But if I don't attack back you get corrupted. Why would you want that debuff?

    The debuff and penalties are temporarily harsher than they would be in the live version of the game.

    They are doing that to combat griefing. What do you think will happen in the live version when griefing happens again? If the penalty isn't harsh then players will just do it all the time.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    But if I don't attack back you get corrupted. Why would you want that debuff?

    The debuff and penalties are temporarily harsher than they would be in the live version of the game.

    They are doing that to combat griefing. What do you think will happen in the live version when griefing happens again? If the penalty isn't harsh then players will just do it all the time.

    Well, which thing do you want? Also, we do already have zones that are just Open PvP all the time, they're just high level, presumably to prevent issues with lower level players.

    You said that the Purple players went away after [tagging you?]. Isn't that the correct outcome? If you want to PvP them, you flag up, if you don't, you stand there.

    If you didn't flag up because of their obvious advantages or something, then ... working as intended? Controlling the behaviours of players in PvP games is very difficult, after all. Still unsolved, by most people's standards.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 12
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.
  • KnightKnight Member, Alpha Two
    Azherae wrote: »
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    But if I don't attack back you get corrupted. Why would you want that debuff?

    The debuff and penalties are temporarily harsher than they would be in the live version of the game.

    They are doing that to combat griefing. What do you think will happen in the live version when griefing happens again? If the penalty isn't harsh then players will just do it all the time.

    Well, which thing do you want? Also, we do already have zones that are just Open PvP all the time, they're just high level, presumably to prevent issues with lower level players.

    You said that the Purple players went away after [tagging you?]. Isn't that the correct outcome? If you want to PvP them, you flag up, if you don't, you stand there.

    If you didn't flag up because of their obvious advantages or something, then ... working as intended? Controlling the behaviours of players in PvP games is very difficult, after all. Still unsolved, by most people's standards.

    Oh no I do understand regulating player behavior is not easy. Like I said I don't mind PvP but when you're questing to level up or gathering materials being always smacked by another player running by can get annoying lol. Like the little mosquito that won't go away.

    You want to defend the way the system is now that's fine and I'm glad that players are ok with it. Honestly I am too. I'm just doing my part as a tester and providing feedback. The corruption system needs to be harsh to protect low level players. If it isn't then what is going to stop a high level player from griefing?
  • KnightKnight Member, Alpha Two
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 12
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    But if I don't attack back you get corrupted. Why would you want that debuff?

    The debuff and penalties are temporarily harsher than they would be in the live version of the game.

    They are doing that to combat griefing. What do you think will happen in the live version when griefing happens again? If the penalty isn't harsh then players will just do it all the time.

    Well, which thing do you want? Also, we do already have zones that are just Open PvP all the time, they're just high level, presumably to prevent issues with lower level players.

    You said that the Purple players went away after [tagging you?]. Isn't that the correct outcome? If you want to PvP them, you flag up, if you don't, you stand there.

    If you didn't flag up because of their obvious advantages or something, then ... working as intended? Controlling the behaviours of players in PvP games is very difficult, after all. Still unsolved, by most people's standards.

    Oh no I do understand regulating player behavior is not easy. Like I said I don't mind PvP but when you're questing to level up or gathering materials being always smacked by another player running by can get annoying lol. Like the little mosquito that won't go away.

    You want to defend the way the system is now that's fine and I'm glad that players are ok with it. Honestly I am too. I'm just doing my part as a tester and providing feedback. The corruption system needs to be harsh to protect low level players. If it isn't then what is going to stop a high level player from griefing?

    To be clear, I don't really 'want to defend the system as is', so much as I care about 'Intrepid getting the clearest feedback possible'.

    I don't like the corruption system implementation at all and think it's a pain point, so I'm definitely not defending it.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • KnightKnight Member, Alpha Two
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.

    I haven't been corrupted so I wasn't sure how to get rid of it. But what is there to prevent another player from trolling you and jumping in the way of you fighting mob, making you attack them? Reminds me of The Division's broken Rogue system in the Darkzone. You attacked them first and then they retaliate and kill you with no repercussions.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Knight wrote: »
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.

    I haven't been corrupted so I wasn't sure how to get rid of it. But what is there to prevent another player from trolling you and jumping in the way of you fighting mob, making you attack them? Reminds me of The Division's broken Rogue system in the Darkzone. You attacked them first and then they retaliate and kill you with no repercussions.

    You cannot hit green players accidentally.

    If you notice this has happened, please file a /bug report immediately.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • KnightKnight Member, Alpha Two
    Azherae wrote: »
    Knight wrote: »
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.

    I haven't been corrupted so I wasn't sure how to get rid of it. But what is there to prevent another player from trolling you and jumping in the way of you fighting mob, making you attack them? Reminds me of The Division's broken Rogue system in the Darkzone. You attacked them first and then they retaliate and kill you with no repercussions.

    You cannot hit green players accidentally.

    If you notice this has happened, please file a /bug report immediately.

    I play in action mode. So if another player jumps in front of my cursor while attacking a mob I won't attack the player instead? My cursor won't automatically target the player?
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 12
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.

    I haven't been corrupted so I wasn't sure how to get rid of it. But what is there to prevent another player from trolling you and jumping in the way of you fighting mob, making you attack them? Reminds me of The Division's broken Rogue system in the Darkzone. You attacked them first and then they retaliate and kill you with no repercussions.

    You cannot hit green players accidentally.

    If you notice this has happened, please file a /bug report immediately.

    I play in action mode. So if another player jumps in front of my cursor while attacking a mob I won't attack the player instead? My cursor won't automatically target the player?

    You have to turn on the force attack flag by holding 'Alt' or pressing 'Alt+F' for toggle so no, you wont attack them just because they jump in front of you.

    Next time you are in game, press alt and you will see a little crossswords buff show up on your buff bar. If that buff is there, it means your attacks will hit other players.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.

    I haven't been corrupted so I wasn't sure how to get rid of it. But what is there to prevent another player from trolling you and jumping in the way of you fighting mob, making you attack them? Reminds me of The Division's broken Rogue system in the Darkzone. You attacked them first and then they retaliate and kill you with no repercussions.

    You cannot hit green players accidentally.

    If you notice this has happened, please file a /bug report immediately.

    I play in action mode. So if another player jumps in front of my cursor while attacking a mob I won't attack the player instead? My cursor won't automatically target the player?

    You have to specifically Alt+F for your attacks to hit nonCombatants regardless of the attack, that's the intention.

    And, to be clear, I understand what you're concerned about, as I had similar problems in the Dark Zone back in those days, but Ashes seemingly intends to just let you snipe right through NonCombatants at mobs behind them, for example, even in Action Mode.

    If you've experienced this happening (I think you implied that you haven't), maybe it's not implemented yet, but I feel like it works fine? I can't be sure, since I'm a Cleric.
    ♪ One Gummy Fish, two Gummy Fish, Red Gummy Fish, Blue Gummy Fish
  • cohrekcohrek Member, Alpha Two
    You kill someone that has it coming for being an ass and you are now flagged to the entire server as a free loot drop. So you are going to get killed by the next group you walk past unless you are in some massive zerg guild that will protect you. It means open-world PVP is not something you should engage in. Ok, so get rid of this shitty corruption system and just make the world peaceful outside of lawless zones. It adds nothing of value to the gameplay. Put the best PVE drops in the lawless zone so the PVP players have something to do.
  • KnightKnight Member, Alpha Two
    Azherae wrote: »
    Knight wrote: »
    Azherae wrote: »
    Knight wrote: »
    Knight wrote: »
    There isn't much of a point in killing someone who is minding their own business unless you know they are full of loot.

    Corruption is a penalty, no benefit. The benefits of killing someone are the resources they drop and them being forced to respawn.

    The main reason start a fight (at least what i have found) with someone is to control an area you are trying to grind or a world boss. If someone comes into the spot you and killing the mobs you are grinding, that messes up your efficiency. Attacking them is an option you can exercise to try to push them out of your area.

    This is all by design and the bigger picture is how this affects player relationships in the long run and creates friction, which leads to player conflicts, which leads to changes in the world. Instead of pvp being just about killing the people the game has flagged as red, you are fighting people because of your experiences with them.

    I guess it's also worth mentioning that corruption is only a piece of the pvp pie. There are other systems like the caravan, wars, and siege systems that also play into it to create the whole pvp experience.

    I agree with you and the caravan, sieges, and wars sound great! But if the corruption debuff is a short amount of time like McShave said then what is stopping a player from killing an non confrontational player, running back to town to wait out the timer, then going back out and doing it again. You and I both know that there are players like this our there.

    So like you said. If I am in an area that you are farming you and you want me gone so you come over and attack. But I don't fight back and keep on my business. Now if the penalty isn't that long or harsh then you would just kill me and wait out the short timer. BUT if the penalty is harsh then you are faced with a dilemma.

    It's a tough system to balance. If you decide to clear me out of the area then I can just keep coming back baiting you into killing me over and over again to increase your corruption. Which could be considered also griefing.

    You can't go into a town if you are corrupted, the guards will attack you. There is also no waiting for it to go away. Only way to lose corruption is to die or grind it off.

    I don't think it's that tough to balance, especially with corruption having levels, the stat degradation that comes with it, the blight mechanic that increases the amount of corruption someone gets per kill, and how much exp it takes to grind it off. I think it's just a matter of them finding where they want these things.

    I haven't been corrupted so I wasn't sure how to get rid of it. But what is there to prevent another player from trolling you and jumping in the way of you fighting mob, making you attack them? Reminds me of The Division's broken Rogue system in the Darkzone. You attacked them first and then they retaliate and kill you with no repercussions.

    You cannot hit green players accidentally.

    If you notice this has happened, please file a /bug report immediately.

    I play in action mode. So if another player jumps in front of my cursor while attacking a mob I won't attack the player instead? My cursor won't automatically target the player?

    You have to specifically Alt+F for your attacks to hit nonCombatants regardless of the attack, that's the intention.

    And, to be clear, I understand what you're concerned about, as I had similar problems in the Dark Zone back in those days, but Ashes seemingly intends to just let you snipe right through NonCombatants at mobs behind them, for example, even in Action Mode.

    If you've experienced this happening (I think you implied that you haven't), maybe it's not implemented yet, but I feel like it works fine? I can't be sure, since I'm a Cleric.

    Thank you for clearing that up. You and Mcstackerson. I was not aware that you had to hold down specific keys in order to make your attacks hit other players. Certainly puts my Darkzone like combat thought to rest.
  • TricksterTrickster Member, Alpha Two
    edited November 12
    There's no fucking sense for low level areas to be PVP in my opinion, people start the game trying to learn the mechanics, and level so later they try the PVP, what happened to Asmongold just infantize that we need safe zones in low level areas, same should be applied on the Nodes, there shouldn't be allowed PVP in nodes
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