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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.
PVP mechanic in ashes are good but can be improved.
Deathwynd
Member, Alpha Two
PVP mechanics in Ashes are good but could be improved here are some ideas on how to do it.
1. AOE spells of all sorts should not have any effect between Combatants and non-Combatants.
The only way for a Combatant(purple) and a non-Combatant(white) to effect each other should be with targeted spells.
This obviates the problem of unwanted interactions occurring in either direction. Otherwise all the normal rules apply.
2. The above should not apply with Corrupted individuals, AOE spells of all sorts should treat them as enemies.
3. All death for Combatants should be significantly less punishing, little or no exp debt and much reduced item loss.
While I feel the penalties for non-Combatant death are stiff I think they are just about at the right level.
On the other hand if the death penalties for Combatants(purple) was greatly or entirely reduced it would make being flagged the preferable state.
Players could still remain non-Combatant(white) by choice and killing them willfully would still be met by the harsh penalties of corruption.
Thus promoting more pvp and making defending yourself the preferred choice but still allowing the die hard non-pvpers to feel safe.
4. Corruption is too punishing and too easy to end up with by accident, it should be a willful and painful choice.
As I stated above attacking a non-combatant should require using a directly targeted ability/attack and only then when the Combatant has forced the issue and purposely attacked and killed a non-combatant should corruption set in.
The penalties for corruption should be harsh but should be such that choosing it can be done with reason.
I suggest that instead of the increasingly bad debuff they should get a buff that makes them tougher and do more damage. Kind of playing into the idea of evil corruption vampire style. Non corrupt players should receive a damage buff when attacking the corrupt.
I also think they should receive experience for killing other players based on level differential and other players should get exp for killing them based on their corruption level.
The exp debt for dying corrupted should be steep and based on corruption level and they should be unable to loot their own ashes, which should be marked out plainly for other players with some extra effect like a pillar of light etc.
This would create a situation where there would be some enticement to being corrupt but in the long term most would avoid it like the plague.
I feel this would create an environment more conducive to emergent pvp and make pvp a lot less daunting to everyone.
1. AOE spells of all sorts should not have any effect between Combatants and non-Combatants.
The only way for a Combatant(purple) and a non-Combatant(white) to effect each other should be with targeted spells.
This obviates the problem of unwanted interactions occurring in either direction. Otherwise all the normal rules apply.
2. The above should not apply with Corrupted individuals, AOE spells of all sorts should treat them as enemies.
3. All death for Combatants should be significantly less punishing, little or no exp debt and much reduced item loss.
While I feel the penalties for non-Combatant death are stiff I think they are just about at the right level.
On the other hand if the death penalties for Combatants(purple) was greatly or entirely reduced it would make being flagged the preferable state.
Players could still remain non-Combatant(white) by choice and killing them willfully would still be met by the harsh penalties of corruption.
Thus promoting more pvp and making defending yourself the preferred choice but still allowing the die hard non-pvpers to feel safe.
4. Corruption is too punishing and too easy to end up with by accident, it should be a willful and painful choice.
As I stated above attacking a non-combatant should require using a directly targeted ability/attack and only then when the Combatant has forced the issue and purposely attacked and killed a non-combatant should corruption set in.
The penalties for corruption should be harsh but should be such that choosing it can be done with reason.
I suggest that instead of the increasingly bad debuff they should get a buff that makes them tougher and do more damage. Kind of playing into the idea of evil corruption vampire style. Non corrupt players should receive a damage buff when attacking the corrupt.
I also think they should receive experience for killing other players based on level differential and other players should get exp for killing them based on their corruption level.
The exp debt for dying corrupted should be steep and based on corruption level and they should be unable to loot their own ashes, which should be marked out plainly for other players with some extra effect like a pillar of light etc.
This would create a situation where there would be some enticement to being corrupt but in the long term most would avoid it like the plague.
I feel this would create an environment more conducive to emergent pvp and make pvp a lot less daunting to everyone.
0
Comments
2: the option only makes you not affect non-combatants with aoe so this is a thing already
3: Death penalty while a combatant is already planned to be halved. Don't know when this is coming online
4. Corruption is stronger now because alpha being temporary they don't want people to grief because who cares their characters are getting wiped