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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.
My PvP/Combat/Loot issues so far
Deuce1986
Member, Alpha Two
Hello here is my 2 cents so far from playing.
PvP: Obviously a work in progress but what happened to me is this, we were pulling mobs just doing some straight forward grinding and a griefer kept pulling mobs over to us to try get us killed and also was looting our bags, problem is because they were a citizen to same node as us and had a blue name as result of this we could not engage in pvp with them, we could with other members of the griefers guild that had white names but not these particular ones and as far as I can tell is because of the node citizenship, so they could just grief away, if this is an intended mechanic this needs to change otherwise you are simply grouping up too many guilds and ppl preventing pvp. If I'm flagged for pvp, they are also flagged and not in my party or guild I should be able to hit them.
Combat: I was hoping for more of a dark souls combat system that's more slower paced and realistic, where you for example have to aim a bow to hit an enemy at range instead of typical modern MMO zerg fest but here we are, zerging is caused by tab targeting/auto locking at range and being able to fire ranged abilities through targets such as allies or enemies this ends up with a zerg of ranged combat where players just hit target nearest enemy and start firing away, to stop this you just need to limit the range on enemy locking making it so you need to actually aim and free fire long shots and make it so you need line of sight then you would see more realistic play where range would need the high ground so they can shoot over their allies or would have to flank instead of a bunch of bunny hoppers just running around auto locking, which brings me to bunny hopping I would like if there could be a 1sec timer or Stam cost to jumping to stop this, just looks unrealistic.
Looting: Uses the need, greed, pass system which is fine however this is what happened to me, I won a roll but we were attacked before I could grab it, I ran, not far so I didn't die then came back and it was gone so I never got my loot which was annoying because it was a really good Armor piece for me, essentially the system is, you roll, then you have around 10seconds to grab it or it becomes public or vanishes, other MMOs either put it straight into your inventory or if you don't collect your loot it gets mailed to you in game so you don't loose it if you die, crash or don't pick it up for whatever reason. Maybe when the mail system is working they could implement this.
PvP: Obviously a work in progress but what happened to me is this, we were pulling mobs just doing some straight forward grinding and a griefer kept pulling mobs over to us to try get us killed and also was looting our bags, problem is because they were a citizen to same node as us and had a blue name as result of this we could not engage in pvp with them, we could with other members of the griefers guild that had white names but not these particular ones and as far as I can tell is because of the node citizenship, so they could just grief away, if this is an intended mechanic this needs to change otherwise you are simply grouping up too many guilds and ppl preventing pvp. If I'm flagged for pvp, they are also flagged and not in my party or guild I should be able to hit them.
Combat: I was hoping for more of a dark souls combat system that's more slower paced and realistic, where you for example have to aim a bow to hit an enemy at range instead of typical modern MMO zerg fest but here we are, zerging is caused by tab targeting/auto locking at range and being able to fire ranged abilities through targets such as allies or enemies this ends up with a zerg of ranged combat where players just hit target nearest enemy and start firing away, to stop this you just need to limit the range on enemy locking making it so you need to actually aim and free fire long shots and make it so you need line of sight then you would see more realistic play where range would need the high ground so they can shoot over their allies or would have to flank instead of a bunch of bunny hoppers just running around auto locking, which brings me to bunny hopping I would like if there could be a 1sec timer or Stam cost to jumping to stop this, just looks unrealistic.
Looting: Uses the need, greed, pass system which is fine however this is what happened to me, I won a roll but we were attacked before I could grab it, I ran, not far so I didn't die then came back and it was gone so I never got my loot which was annoying because it was a really good Armor piece for me, essentially the system is, you roll, then you have around 10seconds to grab it or it becomes public or vanishes, other MMOs either put it straight into your inventory or if you don't collect your loot it gets mailed to you in game so you don't loose it if you die, crash or don't pick it up for whatever reason. Maybe when the mail system is working they could implement this.
1
Comments
Since the recent patch, anyone looting a body bag goes straight to a purple combatant status from what I have seen so are you suggesting that the griefers pulling mobs and looting did not become flagged when looting death piles?
Also, just to clarify, you are hitting ALT+F and are not able to do a force attack on players with the teal names?
Sounds like a bug. From what I understand, if you ALT+F, you should be able to attack anyone with a direct hit (aoe settings default to not hitting non-combatants as I understand it) both combatants and non-combatants. I know you cannot hit a teammate (raid or party) nor a guildie so if you are seeing something different, I would report it as a bug.
I cannot tell where you are but if you are near an emberspring and this person rezz'd there, there is now a 1 min pvp protection in place. If you know this is not the case and you could not attack with a direct (not aoe) attack, I would report this under bugs.
From what I saw, the teal name occurred when someone attacked and the person did not fight back. However, it did not prevent people from attacking and killing these players so I am not certain why you could not target.