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Another reason you should not drop stuff in PvE

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Comments

  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    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.

    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.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited December 18
    nanfoodle wrote: »
    CROW3 wrote: »
    No. Here's the necessary adjustment: Do not go AFK outside of a town in Ashes.

    Thats call greifing.

    Is it?

    It doesn't come close to my definition of griefing.

    Opportunistic behavior is not in itself griefing.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    nanfoodle wrote: »
    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.

    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.
  • Its_MeIts_Me Member, Alpha Two
    nanfoodle wrote: »
    I agree going afk is a risk but this is rewarding greafers.

    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.




  • SylverwolfSylverwolf Member, Alpha Two
    edited December 18
    A potential solution to the looting could be:

    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.
  • Its_MeIts_Me Member, Alpha Two
    Sylverwolf wrote: »
    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.

    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.

  • SylverwolfSylverwolf Member, Alpha Two
    Its_Me wrote: »
    Sylverwolf wrote: »
    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.

    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.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Its_Me wrote: »
    Sylverwolf wrote: »
    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.

    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.

    You can enter cities flagged(purple) but not corrupted (red).

    The game treats reds as mobs.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • Its_MeIts_Me Member, Alpha Two
    edited December 18
    Sylverwolf wrote: »
    Its_Me wrote: »
    Sylverwolf wrote: »
    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.

    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.

    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.
  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Sylverwolf wrote: »
    A potential solution to the looting could be:

    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.

    https://ashesofcreation.wiki/Black_markets

    Black markets for stolen goods is a planned thing.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • Its_MeIts_Me Member, Alpha Two

    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?

  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Its_Me wrote: »

    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.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • GizbanGizban Member, Braver of Worlds, Alpha One, 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.

    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.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    pyreal 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.

    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.
    GJjUGHx.gif
  • AgripinensiaAgripinensia Member, Alpha Two
    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.

    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?
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