Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Again not a reason to remove loot drop and stuff that will be fixed as we move forward.
Logging out will have a timer even alt+f4.
Is it?
It doesn't come close to my definition of griefing.
Opportunistic behavior is not in itself griefing.
When the proper system is put in place in regards to this, that player will log back in to find the saves dead, and their corpse looted.
It just isn't implemented yet.
Is it rewarding griefers or training players not to go afk? 🤔
Loot should drop but I would like to see at least a 3 min (or more) pvp timer for picking up loot. Currently, players often cannot even get back to their death marker before the person that looted is back to non-combatant status.
When you loot a corpse, it gives you a warning that you will be looting "stolen" goods. If you still loot the corpse, anything that you looted is flagged as "stolen".
Anytime you have "stolen" items in your inventory, you are automatically flagged as a combatant and remain that way until the goods are removed (sold, laundered, or deleted). It can't be traded to another player.
To change items from "stolen" to normal, you must visit a black-market vendor to either sell or launder the goods.
This may help solve some of the issues with people finding ways to get another player killed without getting corrupted and then looting the player's stuff without consequences (as often by the time the killed player gets back, the looter is already a non-combatant). This way, the looter would be flagged as a combatant until they got rid of the stolen goods, which means they have to travel to a black-market vendor and risk getting killed on the way.
Training mobs on others is still an issue and once resolved, someone will probably find another way to get another player killed so they can loot the player, so the above solution should help resolve some of the looting by providing a risk of looting anyone, no matter how they died.
It will be a little difficult for players to sell items as the cannot access nodes when flagged without triggering guards.
There was a point when players could freely loot without flagging so the change is, they just need a little longer timer to allow players to get back to their body to try to find the flagged player that picked up their loot.
In one of the games I play, you can access the black-market from an external location outside the city (cave or sewer entrance, etc.). It could be something like that, or perhaps a few scattered locations throughout the regions.
Unless I'm missing something, it's hard to find the person that stole your items right now. I was lucky yesterday as I died about 15 seconds from an Emberspring and I was almost back when I saw someone running away from my tombstone and was flagged, so I was able to catch them. If I had been minutes away, they would have been long gone.
The solution above won't solve them getting away from me, but they'd have to avoid others tracking them down at least, and maybe it would curb others from looting in the first place, knowing that there would be more risk for them stealing from others, and yet it would still give them the option.
You can enter cities flagged(purple) but not corrupted (red).
The game treats reds as mobs.
I am not suggesting that it is impossible to vendor stolen items, I was simply mentioning that they would not have full reign over nodes when flagged.
The fact that they went from looting not resulting in a flag to it now resulting in a flag is enough for me. It would be nice to see a longer flagged time on looting death piles but not at the top of my priorities right now for needed changes.
https://ashesofcreation.wiki/Black_markets
Black markets for stolen goods is a planned thing.
Pretty sure the vendor in Winstead where we get the Ebon mount is a black market vendor right?
Maybe.
I am out saving the world right now. If your in run over there and check the dialogue prompts. But I think you are correct.
That doesn't work when lvl 25 players are dragging lvl 12 mobs.
Have to think of the whole picture.
My pov is they need to change leashing.
It needs to be rather sticky, or something.
Shorter leash; resets if original aggro doesn't cause DMG after x seconds.
Don't care how, just remove the avenue for these 'lol pvp' losers are using.
Leashing could definitely get tweaked. But I'd also say to call in high level friends to deal with high level opponents. But I'd also argue that if level 25s were really training mobs on lowbies, that case would be considered griefing, just as a high level killing a lowbie is considered griefing since there's no gain for that player with the exception of maybe hunting mobs.
Regardless, removing player loot drops isn't the fix.
And people doing it need to be punished - how is this not exploiting (the currently bad AI/Aggro-system) and griefing? Both bannable offences - at least ban the people boasting about it?