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Node Guards should stop all PVP while within City Limits

It has been said many times that guilds "can't" control nodes. Steven even said nothing would be introduced to stop others from using certain node crafting stations. The guild I am in was selected to do this Thanksgiving fishing event against a popular hardcore pvp guild on our server. There is nothing wrong with that, I'm a level 13 who is solely focused on my crafting trade and never really goes out of the node much other than the trees around our city. However, I was standing in front of the nodes storage npc when all of a sudden I was killed in 3 shots by a member of the guild we were supposedly at war with.

I'm all fine with pvp in the open wild but I fail to see any reason why pvp is allowed in the city limits of a node. I was under the impression from all the monthly videos that nodes are natural in terms of guild issues and more focused on node versus node.

They just changed the guard's actions last week I believe to attack anyone flagged for PVP in the city, I don't see why they should allow for ANY type of PVP (other than maybe a citizen of a node that the node is currently at war with?).

Comments

  • BigRambleBigRamble Member, Alpha Two
    I get the frustration and went through feeling the same.

    I can easily see a large guild zerging into nodes they are not from and killing everyone in the crafting zone, especially if they identify an enemy players as crafting specialists who are likely being given mats to build with or travelled to a specific node to use their higher teir station. This NEEDS something as the only counter appears to be that the crafters have to ask thier guildmates to show up and play protective detail. There should not be only one counter or the risk vs reward is no risk to identify if the other guild is near.

    I'd really like to see that opportunists are not rewarded for such raids in the crafting area, such as you don't drop mats in death in town, even if you still lose some.

    But I'd take other options such as corruption for engaging PVPing a non flagged in a town, an option to 'hire a city guard' for a couple silver when in town and in a guild war, a criminal state for bounty hunting seperate to corruption for those committing crime in town, or even adding sniper guardsman on the roofs around the crafting station to give it some cost.
  • PyrololPyrolol Member, Alpha Two
    BigRamble wrote: »
    I get the frustration and went through feeling the same.

    I can easily see a large guild zerging into nodes they are not from and killing everyone in the crafting zone, especially if they identify an enemy players as crafting specialists who are likely being given mats to build with or travelled to a specific node to use their higher teir station. This NEEDS something as the only counter appears to be that the crafters have to ask thier guildmates to show up and play protective detail. There should not be only one counter or the risk vs reward is no risk to identify if the other guild is near.

    This is old school WoW nostalgia right there, good times
    I remember this happening in Stormwind and Orgrimmer Auction House areas and it definitely added some spice to the game

    Except back then we didn’t complain, we just hit back harder
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  • DezmerizingDezmerizing Member, Alpha Two
    edited November 2024
    Pyrolol wrote: »
    BigRamble wrote: »
    I get the frustration and went through feeling the same.

    I can easily see a large guild zerging into nodes they are not from and killing everyone in the crafting zone, especially if they identify an enemy players as crafting specialists who are likely being given mats to build with or travelled to a specific node to use their higher teir station. This NEEDS something as the only counter appears to be that the crafters have to ask thier guildmates to show up and play protective detail. There should not be only one counter or the risk vs reward is no risk to identify if the other guild is near.

    This is old school WoW nostalgia right there, good times
    I remember this happening in Stormwind and Orgrimmer Auction House areas and it definitely added some spice to the game

    Except back then we didn’t complain, we just hit back harder

    x'] Didn't complain? I think your nostalgia is clouding your memory hard, my guy. And how is this even comparable? In WoW you lose nothing at all upon dying - hardly even repairs hurt. Its just the seconds or
    minutes at most being wasted. In AoC you might lose a lot of very valuable materials just as you're about to go to the crafting station - it could be weeks worth of materials.

    I am with OP - unless there is a siege going on, towns should be safe. It just feels like such a boring mechanic to have people snipe away at crafting stations to reap materials from crafters, processors and gatherers. That exact kind of "risk vs reward" is what caravans are for, and the actual gathering out in the wild.
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  • wakkytabbakywakkytabbaky Member, Alpha Two
    guild war flagging should not supercede city pvp rules. the only time you should be able to be killed without a consquence inside a city is when the node is at war and you are a citizen of said node. fights in a city between guilds at war should still trigger the city guards
  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    Guilds wars or not, cities should be safe zones. Its too easy to abuse the current systems to farm gatherers, crafters and traders, on the top of the usual pvp.
    My lungs taste the air of Time,
    Blown past falling sands…
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