Terranigma1 wrote: » If you want non-toxic players you have to motivate and foster non-toxic behaviour; in its current iteration, Ashes does the opposite, and part of that isn't due to the game being in alpha but it's by design. So it would disgree: players do what you allow them to do and what benefits them. That PvP-centric and heavily competitive games attract more toxic people than other games isn't a coincidence. If you want more cooperation and social behaviour you need systems that encourage this.
sciffer2014 wrote: » For example, different server types could cater to various player preferences:
Taleof2Cities wrote: » sciffer2014 wrote: » For example, different server types could cater to various player preferences: Playstyle-specific servers aren’t happening due to a myriad of reasons, sciffer2014 … which has already been discussed in numerous prior Forums threads. I’ll highlight a couple of the main barriers for you: (a) Specific servers fragment (split) the playerbase into too many subsections … with each subsection unable to support the gameplay population that’s needed for the activities Ashes intends to include. (b) It also goes against the “risk versus reward” pillar of the game. For example, PvE servers don’t foster any meaningful conflict … there would be no point to caravans and node sieges. Bottom Line: A PvX playstyle is a core tenet to the game. The sooner you decide whether that’s a playstyle is for you … the sooner you will know whether Ashes is worthwhile investing your time (and money) in.
Azherae wrote: » Ashes needs PvX philosophy so that it slows down this effect. Other games work despite this because they don't have nodes, but a player driven PvP game of this type can't afford to rely entirely on event-based PvP, it would falter within 3 months after the first and second 'casual guild reshuffles'.
sciffer2014 wrote: » Azherae wrote: » Ashes needs PvX philosophy so that it slows down this effect. Other games work despite this because they don't have nodes, but a player driven PvP game of this type can't afford to rely entirely on event-based PvP, it would falter within 3 months after the first and second 'casual guild reshuffles'. Realistically, this will likely happen anyway. With PVX, top guilds will dominate most world bosses and are also likely to control key resource-gathering areas through PvP. As the game world evolves, countermeasures will become increasingly scarce because the economy, hunting grounds, and key resources will be controlled by these dominant guilds. This could escalate to the point where access to certain parts of the map is entirely restricted, with strongholds becoming the primary hubs for those guild to interact with NPCs. The only real constraint for this system is travel time or if pvp status become account-wide and that those are awful like you don't kill anyone three day before a raid type of thing.
DvalinTTV wrote: » The looting system, where the first person to tag a mob gets the loot, really contributes to a toxic environment. People will go to great lengths to get you killed if you tag their mob first. This could easily be fixed with a shared loot system.
Lucascp92 wrote: » Eve fantasy online ?
Terranigma1 wrote: » I work as a teacher and I'd say: behaviour is the result of (amongst other things) education. Currently, the design of Ashes as in its current state fosters antisocial behaviour and urges people to be competitive about even the most basic gameplay loop, e.g. killing mobs. Because there isn't any meaningful way to progress aside from grinding and because the game allows antisocial behaviour - others might call that "meaningful conflict" - people do just that. If you want non-toxic players you have to motivate and foster non-toxic behaviour; in its current iteration, Ashes does the opposite, and part of that isn't due to the game being in alpha but it's by design. So it would disgree: players do what you allow them to do and what benefits them. That PvP-centric and heavily competitive games attract more toxic people than other games isn't a coincidence. If you want more cooperation and social behaviour you need systems that encourage this.
Azherae wrote: » sciffer2014 wrote: » Azherae wrote: » Ashes needs PvX philosophy so that it slows down this effect. Other games work despite this because they don't have nodes, but a player driven PvP game of this type can't afford to rely entirely on event-based PvP, it would falter within 3 months after the first and second 'casual guild reshuffles'. Realistically, this will likely happen anyway. With PVX, top guilds will dominate most world bosses and are also likely to control key resource-gathering areas through PvP. As the game world evolves, countermeasures will become increasingly scarce because the economy, hunting grounds, and key resources will be controlled by these dominant guilds. This could escalate to the point where access to certain parts of the map is entirely restricted, with strongholds becoming the primary hubs for those guild to interact with NPCs. The only real constraint for this system is travel time or if pvp status become account-wide and that those are awful like you don't kill anyone three day before a raid type of thing. Well, I did say 'slow down'. Also I'm not sure what you meant by 'awful like me' in this case. I assume that you presumed something about my PvP tendencies or something, but just in case that wasn't it, if it's relevant somehow, lmk what it was you were referring to.
sciffer2014 wrote: » Azherae wrote: » sciffer2014 wrote: » Azherae wrote: » Ashes needs PvX philosophy so that it slows down this effect. Other games work despite this because they don't have nodes, but a player driven PvP game of this type can't afford to rely entirely on event-based PvP, it would falter within 3 months after the first and second 'casual guild reshuffles'. Realistically, this will likely happen anyway. With PVX, top guilds will dominate most world bosses and are also likely to control key resource-gathering areas through PvP. As the game world evolves, countermeasures will become increasingly scarce because the economy, hunting grounds, and key resources will be controlled by these dominant guilds. This could escalate to the point where access to certain parts of the map is entirely restricted, with strongholds becoming the primary hubs for those guild to interact with NPCs. The only real constraint for this system is travel time or if pvp status become account-wide and that those are awful like you don't kill anyone three day before a raid type of thing. Well, I did say 'slow down'. Also I'm not sure what you meant by 'awful like me' in this case. I assume that you presumed something about my PvP tendencies or something, but just in case that wasn't it, if it's relevant somehow, lmk what it was you were referring to. Nan I'm sorry if it felt like I was attacking you, I meant the pvp status would need to be awfully long and painstaking. Like you got to have the corrupt debuff for a week or something - in order to help lower the overall impact of PVX.
Kalnazzar wrote: » The modern gaming landscape often prioritizes speed and efficiency over the journey itself. Many players now focus on maximizing gains in the shortest amount of time, abandoning the slow and steady approach that fosters deeper engagement.
Kalnazzar wrote: » The idea that everyone should receive rewards just for participation, like sharing loot from a mob regardless of their effort, diminishes the sense of achievement. Why not try again, take another run, and work for the reward? That’s what builds meaningful progress.
Mahes wrote: » Almost nobody is going to initiate PvP until they are level capped at the very least, because most people do not like going into a PvP situation with a disadvantage.
Terranigma1 wrote: » Kalnazzar wrote: » The modern gaming landscape often prioritizes speed and efficiency over the journey itself. Many players now focus on maximizing gains in the shortest amount of time, abandoning the slow and steady approach that fosters deeper engagement. That was however not the issue stated in the discussion of this thread. The discussion was about toxic behaviour, e.g. griefing and various other forms of antisocial behaviour. You wrote about a mentality that is focused on reaching the end of progression systems as fast as possible. I don't really see how that relates to the OP's point of discussion, because it doesn't concern my gaming experience if other people reach the max. level months before I do. The only part of your post that I think addresses the original claim by the OP is this one here: Kalnazzar wrote: » The idea that everyone should receive rewards just for participation, like sharing loot from a mob regardless of their effort, diminishes the sense of achievement. Why not try again, take another run, and work for the reward? That’s what builds meaningful progress. Here I can't understand your perspective, because killing a mob in an MMO isn't any achievement of any sort. It usually comes down to clicking the same buttons again and again. That is, if we talk about normal mobs and not about boss encounters, or the sort. Personally, I don't feel any sort of achievement when I kill a white mob in Ashes or any other MMO. There's no effort behind it, it's a mere time sink. So if a player attacks the same mob as I do and he gets a little reward for doing so, how does that concern me or dimish my enjoyment of the game? Worst case, it doesn't do anything. Best case, it is a slight nudge towards prosocial behaviour because you actually get small rewards for giving a helping hand to others, even though you're not in the same group. So far, Ashes has lots of systems that actively encourage antisocial behaviour but hardly any systems that actively encourage prosocial behaviour, so I'm not suprised that you end up with many players doing just that what the systems (i) allow them to do and (ii) nudges them to do. That's a matter of game design. Games that allow griefing and toxic behaviour appeal to people who do that; and that's typical of free-for-all PvP games. Even PvP-centric games such as DaoC - or later WAR:O - organized their PvP-system around factions, so that you have prosocial behaviour within your own faction. Mahes wrote: » Almost nobody is going to initiate PvP until they are level capped at the very least, because most people do not like going into a PvP situation with a disadvantage. Especially if the cost of dying are so grave as they're right now. The current systems encourage you to fight unfair and/or from a strong position, because loosing costs you dearly.