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Another reason you should not drop stuff in PvE

nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
edited December 2024 in General Discussion
https://www.youtube.com/watch?v=tNlgGXjqpss

This jerk likes looking for people just going AFK. Drag mobs to them and get them killed so he can loot their glint. You flag purple for a few min, thats not long enough IMO. Please reconsider this or make it if you drag mobs you get a threat level that this is not possible. Thanks!
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Comments

  • CROW3CROW3 Member, Alpha Two
    No. Here's the necessary adjustment: Do not go AFK outside of a town in Ashes.
    AoC+Dwarf+750v3.png
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    No. Here's the necessary adjustment: Do not go AFK outside of a town in Ashes.

    Thats call greifing. In the video one guy climbed 1/2 up a mountain to go afk. Managed to drag mobs to him. IMO you should get a perma ban for doing this repeatedly.
  • CROW3CROW3 Member, Alpha Two
    Yes, mob training needs to be fixed, we know this. But I don't think players need to stay purple longer after looting another player, and killing an AFK player isn't the problem.
    AoC+Dwarf+750v3.png
  • ShoklenShoklen Member, Alpha Two
    I feel 1 minutes isn't nearly enough time to take revenge on someone looting your ashes. It can take, minimally, 5 minutes to get back to your pile; and if you are out in the woods, 10+. 1 minutes is a nothing slap on the wrist. Make it 10 minutes. Not that you 'have too' pvp them when you get back, but the option should be there (outside going corrupt).

    I was running by a mage fighting a 3 star and he was almost dead.. I tossed him a few heals and saved his life.. The npc popped me with a fireball and in instantly died. A few seconds later the mage's group appeared and they finished the fight. Another party member saw my ashes, ran over and looted me. Nice big pile of copper/zinc they got. My good deed cost me 25% of my metals, and a death (so 50%). Out in the middle of the forest, I never went back for the remaining metal. Moral of the story, don't help people out of party (outside the noob area). Not even a res from their cleric.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited December 2024
    CROW3 wrote: »
    Yes, mob training needs to be fixed, we know this. But I don't think players need to stay purple longer after looting another player, and killing an AFK player isn't the problem.

    He trains them to loot their courpes. He is taking advantage and flags purple so their can be consequences that's risks versus reward. If after a couple of minutes your purple flag drops then there's no risk the person doesn't have time to run back to where their body was by then. They don't get a change to take back what's theirs. That speaks to the systems that Steven said he wanted to impart in this game.
  • CROW3CROW3 Member, Alpha Two
    A few things - mainly predictions (but let’s see):
    - I don’t think Ashes will go live without a fix for mob training
    - I don’t think (but you can poke me if I’m wrong) that the end state of corruption will result in a player going red after killing one green

    So if these are true, then:
    - if you’re dead and are looted before you get back, you can try to find and kill the purple thief
    - If the purple thief is green, you can kill him
    - Get some buddies and KoS the thief
    - If the node is consistently too dangerous, find a group, go to a different node, or set a different batch size for how much you gather before you head back to town.

    But first rule of thumb - do NOT go AFK in the wilderness.
    AoC+Dwarf+750v3.png
  • Zapatos80Zapatos80 Member, Alpha Two
    Shoklen wrote: »
    I feel 1 minutes isn't nearly enough time to take revenge on someone looting your ashes. It can take, minimally, 5 minutes to get back to your pile; and if you are out in the woods, 10+. 1 minutes is a nothing slap on the wrist. Make it 10 minutes. Not that you 'have too' pvp them when you get back, but the option should be there (outside going corrupt).

    Big true, loot-combattant flag should be at least 5 minutes.

  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    CROW3 wrote: »
    A few things - mainly predictions (but let’s see):
    - I don’t think Ashes will go live without a fix for mob training
    - I don’t think (but you can poke me if I’m wrong) that the end state of corruption will result in a player going red after killing one green

    So if these are true, then:
    - if you’re dead and are looted before you get back, you can try to find and kill the purple thief
    - If the purple thief is green, you can kill him
    - Get some buddies and KoS the thief
    - If the node is consistently too dangerous, find a group, go to a different node, or set a different batch size for how much you gather before you head back to town.

    But first rule of thumb - do NOT go AFK in the wilderness.

    I agree going afk is a risk but this is rewarding greafers. If they train someone to get loot from them. At minimum they need to be taking a risk. There is none now with this situation. I'm 100% positive IS will come up with something fair.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    One thing that could put an end to mob training is allowing non-combatants to be CCed by players. Just root them and watch the mobs melt them. Only flip side to this is you could just as easily CC someone close to death while theyre fighting a mob and not suffer consequences.
    GJjUGHx.gif
  • DrazardDrazard Member, Alpha Two
    a fix for this could be a significant reduction to threat modifier to members outside of the party of whomever generates initial threat of a mob. so pulling threat from someone outside of your party becomes much harder
      PROJECT ANVIL - Forge Your Legacy [OCE/Hardcore/PvX]
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    • VeeshanVeeshan Member, Alpha Two
      edited December 2024
      just make corruption less punishing so we can just solve the problem ourselfs in game :P

      tbh if they fix instant relog it kinda solves the issues, if they cant drop agro by logging off one of 3 things happens
      1 - they log off and die to the mobs getting death penalty on ur group so the mobs then agro the group
      2- they try and run the mob off and pray it runs through u and agro when it resetting
      3 - run through ur group hoping u hit them with an aoe to pull agro off them

      all these are un reliable and high chance of killing the person trying to train

      if your going afk in the world there always a risk with it and thats the player choiuce cause they could just log if thye need 2 in a hurry and relog when there back from afk if they wanted easily enough
    • jszesnatjszesnat Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
      I think if done on purpose you need some sort of punishment besides being flagged.

      I remember the days in everquest it was in Qeynos hills maybe.. There was a dungeon where you could sit at the top and shoot an arrow down and train the whole dungeon on the way out. Fun times!
    • britabrita Member, Alpha Two
      If you need to go AFK, you can always just exit the game and sign back in.
    • wakkytabbakywakkytabbaky Member, Alpha Two
      as brita said if you know you are gonna be awhile just log out and in , only times queues really happen is launch day in the starter areas, theres no downside to logging out if needing to go afk as since everyone knows your character does not stay in the world at all
    • DolyemDolyem Member, Alpha Two, Early Alpha Two
      Another argument that killing AFK players shouldnt be considered griefing is because you utilize the exact same technique to deal with bots. So just dont go afk expecting to be safe.
      GJjUGHx.gif
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      Dolyem wrote: »
      Another argument that killing AFK players shouldnt be considered griefing is because you utilize the exact same technique to deal with bots. So just dont go afk expecting to be safe.

      There is nothing wrong with going afk. People need to pee and help the kids. Your missing the point :P
    • DolyemDolyem Member, Alpha Two, Early Alpha Two
      nanfoodle wrote: »
      Dolyem wrote: »
      Another argument that killing AFK players shouldnt be considered griefing is because you utilize the exact same technique to deal with bots. So just dont go afk expecting to be safe.

      There is nothing wrong with going afk. People need to pee and help the kids. Your missing the point :P

      Sure, then find a spot to log out or have your friends guard you. Its an MMORPG. Just because you stop doesnt mean other players and the world of the game stops.
      GJjUGHx.gif
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      Another argument that killing AFK players shouldnt be considered griefing is because you utilize the exact same technique to deal with bots. So just dont go afk expecting to be safe.

      There is nothing wrong with going afk. People need to pee and help the kids. Your missing the point :P

      Sure, then find a spot to log out or have your friends guard you. Its an MMORPG. Just because you stop doesnt mean other players and the world of the game stops.

      In the video one guy went 1/2 up a mountain. Was no where near anything. The people going afk are not the problem.
    • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      Another argument that killing AFK players shouldnt be considered griefing is because you utilize the exact same technique to deal with bots. So just dont go afk expecting to be safe.

      There is nothing wrong with going afk. People need to pee and help the kids. Your missing the point :P

      Sure, then find a spot to log out or have your friends guard you. Its an MMORPG. Just because you stop doesnt mean other players and the world of the game stops.

      In the video one guy went 1/2 up a mountain. Was no where near anything. The people going afk are not the problem.

      You could definitely just log out in the time it would take you to climb up the mountain for 'safety'.

      There's a lot of nuance we could discuss about how to improve the 'feel' of the world of Verra relative to how we drop things and what we drop, but the overhaul they'd need for 'Ok you just don't drop anything on PvE death' probably shouldn't happen yet even if it was somehow a fitting idea for the game.
      Y'all know how Jamberry Roll.
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      Yes let's keep pointing at the people not greafing as the problem. Lol
    • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      No, we seem to be having two different discussions.

      I don't care what Intrepid chooses to do about someone who does what was done to Xeeg in that video.

      I just don't agree that 'we should not drop things in PvE' is related because:

      1. It doesn't stop someone doing that to an afk player
      2. I believe most players who want to afk have other safer options, yes
      3. The game has some balance levers that are connected to the droprate from PvE death

      If Intrepid says 'MPK is griefing', that has nothing to do with the generality of 'dropping items when you get in over your head in PvE stuff' and I don't think the two should be related to each other right now.
      Y'all know how Jamberry Roll.
    • DolyemDolyem Member, Alpha Two, Early Alpha Two
      edited December 2024
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      And as for training mobs, you could fix this with many other options. Not just getting rid of player PVE drops

      and if you dont drop anything, youre not risking enough for rewards
      GJjUGHx.gif
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      Dolyem wrote: »
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?
    • DolyemDolyem Member, Alpha Two, Early Alpha Two
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?

      Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue.
      GJjUGHx.gif
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      edited December 2024
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?

      Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue.

      You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guild team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is.
    • DolyemDolyem Member, Alpha Two, Early Alpha Two
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?

      Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue.

      You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guold team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is.

      Like I said. It be as simple as being able to slow or stun the player making the attempt. Then you watch them die to those mobs.

      You could also propose to lock damage away similar to how AOEs work with players when your not a combatant. So if another player aggros something they cant train it through your AOEs.

      Either way. Taking away the concept of dropping materials upon death takes away from the core pillar of design for Risk vs Reward.

      And if people training really is that big of an issue, hit them and get them down to the last 25% of their HP so they can potentially die to the mobs. But that also goes to my point on corruption in other posts where they utilize the threat of causing corruption as a shield to prevent players from committing to the kill due to overly severe punishments. But thats an entirely different discussion.


      Either way, when it comes to the issue of AFK deaths, thats an easily avoidable issue.

      When it comes to active players dealing with mob training, that should be able to be resolved through killing those players.
      GJjUGHx.gif
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?

      Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue.

      You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guold team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is.

      Like I said. It be as simple as being able to slow or stun the player making the attempt. Then you watch them die to those mobs.

      You could also propose to lock damage away similar to how AOEs work with players when your not a combatant. So if another player aggros something they cant train it through your AOEs.

      Either way. Taking away the concept of dropping materials upon death takes away from the core pillar of design for Risk vs Reward.

      And if people training really is that big of an issue, hit them and get them down to the last 25% of their HP so they can potentially die to the mobs. But that also goes to my point on corruption in other posts where they utilize the threat of causing corruption as a shield to prevent players from committing to the kill due to overly severe punishments. But thats an entirely different discussion.


      Either way, when it comes to the issue of AFK deaths, thats an easily avoidable issue.

      When it comes to active players dealing with mob training, that should be able to be resolved through killing those players.

      The exploit these Griefers are using is bypassing the risk versus reward. There is only reward no risk with this LOL
    • DolyemDolyem Member, Alpha Two, Early Alpha Two
      edited December 2024
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Dolyem wrote: »
      nanfoodle wrote: »
      Yes let's keep pointing at the people not greafing as the problem. Lol

      Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.

      Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?

      Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue.

      You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guold team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is.

      Like I said. It be as simple as being able to slow or stun the player making the attempt. Then you watch them die to those mobs.

      You could also propose to lock damage away similar to how AOEs work with players when your not a combatant. So if another player aggros something they cant train it through your AOEs.

      Either way. Taking away the concept of dropping materials upon death takes away from the core pillar of design for Risk vs Reward.

      And if people training really is that big of an issue, hit them and get them down to the last 25% of their HP so they can potentially die to the mobs. But that also goes to my point on corruption in other posts where they utilize the threat of causing corruption as a shield to prevent players from committing to the kill due to overly severe punishments. But thats an entirely different discussion.


      Either way, when it comes to the issue of AFK deaths, thats an easily avoidable issue.

      When it comes to active players dealing with mob training, that should be able to be resolved through killing those players.

      The exploit these Griefers are using is bypassing the risk versus reward. There is only reward no risk with this LOL

      And taking away more risk vs reward via removing drops is also not a solution to this. And like I said, they are exploiters, not griefers. Griefers would mean they are explicitly doing it to ruin your gameplay as opposed to specifically exploiting something to gain an advantage or resource. By Stevens very own definition.
      GJjUGHx.gif
    • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
      All this so far and I still don't see a reason to remove loot drop.

      Mobs changing targets is probably a bug at this point. I think they will change it as we move forward.
      Most people never listen. They are just waiting on you to quit making noise so they can.
    • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
      All this so far and I still don't see a reason to remove loot drop.

      Mobs changing targets is probably a bug at this point. I think they will change it as we move forward.

      It's not just switching targets that is a problem. I have seen someone pull a room train mobs on the team, Alt F4 and log back in to loot the teams courpes.
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