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Addressing Griefing via PvE Mob Exploitation in Ashes of Creation

Subject: Addressing Griefing Issues with PvE Mob Exploitation in Ashes of Creation

Dear Intrepid Studios Development Team,

I would like to bring attention to a significant gameplay issue involving griefers exploiting PvE mechanics to disrupt other players. Specifically, players are pulling NPC mobs into groups fighting elites (like highwaymen) without being flagged for PvP or incurring corruption penalties. This tactic allows them to harass others while avoiding the consequences intended by the game's corruption system.

Problem Summary:
  • Griefers pull mobs into engaged groups to disrupt combat.
  • They avoid PvP flags and corruption penalties, exploiting the system.
  • Affected players risk heavy penalties if they retaliate.
  • Leads to a negative gameplay experience and potential loss of progress.

Proposed Solutions:

Adjust the Corruption and Flagging System for Self-Defense
- Suggestion: Modify the system to recognize self-defense situations. If a player is harassed by another pulling mobs onto them, they can engage in PvP combat without incurring corruption.
- Benefit: Empowers players to protect themselves, deterring griefers.

Revise Mob Aggro Mechanics to Prevent Griefing
- Suggestion:
- Implement a leash mechanism where mobs return to their spawn point if pulled too far or if the original aggro holder disengages.
- Ensure mobs retain aggro on the original player unless others actively engage.
- Limit the number of mobs that can be socially aggroed.
- Benefit: Reduces the effectiveness of using mobs to grief others.

Implement Anti-Griefing Mechanics
- Suggestion:
- Introduce detection algorithms for griefing behaviors (e.g., repeatedly leading mobs into others).
- Apply temporary debuffs or penalties to identified griefers.
- Provide automated warnings to discourage such behavior.
- Benefit: Proactively mitigates griefing without relying on player reports.

Enable Controlled PvP Zones or Events
- Suggestion:
- Designate areas around valuable PvE content as contested zones where PvP is allowed without penalties.
- Temporarily enable PvP in specific areas when disruptive actions are detected.
- Benefit: Allows players to address griefers directly in high-risk areas.

Enhance Group and Raid Protections
- Suggestion:
- Provide groups with protective buffs against unwanted aggro.
- Introduce abilities or items to disperse mobs without engaging in combat.
- Benefit: Helps organized groups defend against griefing tactics.

Introduce a Reputation System
- Suggestion:
- Implement a system that tracks player behavior over time, affecting their reputation.
- Negative actions lead to consequences like higher vendor prices or NPC hostility.
- Make reputation visible to other players.
- Benefit: Deters griefing through long-term social and in-game repercussions.

Server-Side Event Logging and Automated Penalties
- Suggestion:
- Use server logs to monitor griefing activities.
- Automatically apply penalties for repeated offenses.
- Benefit: Deters griefing without burdening players or moderators.

Conclusion:

By considering and implementing one or a combination of these solutions, Ashes of Creation can enhance the player experience by mitigating griefing tactics that exploit PvE mechanics. The goal is to foster a balanced and enjoyable environment for all players.

I appreciate your dedication to improving the game and hope these suggestions contribute positively to the development process.

Sincerely,
A Concerned Player

Comments

  • GoddessGoddess Member, Intrepid Pack, Alpha Two
    The problem you describe must be intended design. There have been countless discussions over the years warning that this, and other problems, would occur. Given Intrepid have not made any changes to the systems in all this time, one can only conclude this is what they want.
  • CROW3CROW3 Member, Alpha Two
    Goddess wrote: »
    The problem you describe must be intended design. There have been countless discussions over the years warning that this, and other problems, would occur. Given Intrepid have not made any changes to the systems in all this time, one can only conclude this is what they want.

    Only conclude? Yeah… well reasoned out. 🙄

    AoC+Dwarf+750v3.png
  • VeeshanVeeshan Member, Alpha Two
    edited November 2024
    or you can fix the problem urself and simple flag and root/slow/trip the guy trying to train mobs on you and watch them get murdered?
    you have the tools to solve the issues urself
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Early access not what some people are looking for🤔

    This is intended design from the start. Large open world dungeons with multiple groups.

    https://ashesofcreation.wiki/Dungeons
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • Hutchy1989Hutchy1989 Member, Alpha Two
    Veeshan wrote: »
    or you can fix the problem urself and simple flag and root/slow/trip the guy trying to train mobs on you and watch them get murdered?
    you have the tools to solve the issues urself

    CC doesn't work on green players
  • Its_MeIts_Me Member, Alpha Two
    Hutchy1989 wrote: »
    Veeshan wrote: »
    or you can fix the problem urself and simple flag and root/slow/trip the guy trying to train mobs on you and watch them get murdered?
    you have the tools to solve the issues urself

    CC doesn't work on green players

    Was this a recent change because prior to this weekend, it certainly did. Players would routinely flag up at grind spots to not only get non-combatants low in HP, they would successfully CC once they were low. I saw hours of this play out last weekend so is this a recent change?
  • FryarrFryarr Member, Alpha Two
    Mobs should not be able to be dumped on others who were in the "path" and did no damage to the mobs while the griefers who pulled them just keep running circles around you w/ no worries about the mobs attacking them.
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