Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
PvP Flagging
NiTro23
Member, Alpha Two
Hey everyone, just wanted to drop some thoughts on the current PvP flagging system and what could be done to improve it. Right now, it feels too easy to toggle PvP on or off whenever you want, which takes away some of the excitement and risk factor. One idea would be to allow players to flag up anywhere, but can only unflag when they’re near a town—this would make going PvP feel a lot more meaningful, rather than something you can switch off fairly quickly after you’re done fighting.
On top of that, there should really be stronger incentives for flagging. A small XP boost or a slightly higher drop rate in POIs would help encourage people to actually stay flagged for longer. And I think it’d be really interesting if all dungeons turned into forced PvP zones at night. It’d add some tension and create a fun sense of competition or cooperation depending on who you run into.
Right now, it seems like most players only flag up to loot someone, and the payoff is pretty minimal. It would be awesome to see more reasons to jump into PvP and stick with it—something that makes it worth the added risk. Anyway, let me know what you guys think about these ideas, or if you’ve got suggestions of your own.
On top of that, there should really be stronger incentives for flagging. A small XP boost or a slightly higher drop rate in POIs would help encourage people to actually stay flagged for longer. And I think it’d be really interesting if all dungeons turned into forced PvP zones at night. It’d add some tension and create a fun sense of competition or cooperation depending on who you run into.
Right now, it seems like most players only flag up to loot someone, and the payoff is pretty minimal. It would be awesome to see more reasons to jump into PvP and stick with it—something that makes it worth the added risk. Anyway, let me know what you guys think about these ideas, or if you’ve got suggestions of your own.
0
Comments
The concept of having a pvp toggle has been debated here for many years. I’m still ambivalent about what’s “best.” I think for A2, most of the ideas are responses to what’s implemented versus the intended design. I’m holding off with any real judgement on the flagging design until corruption has been fully adjusted.
Alt F toggles you in Ashes between purple and green.
Ah - thx. I didn’t realize. Was this one of the short term things Intrepid put in while corruption is broken in A2?
My ashes were looted and I attacked the purple (after a longer than expected trip back).
I killed them quickly (we were both sub lvl 10) but it seems their flag dropped right before the killing blow because I went red.
Lost my boots
That is maddening. The travel is so lame that its rarely likely you will bet back to your body to even see who took your stuff