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Alpha Two Phase II testing is currently taking place five 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.
Towns need to be combat free
After a wave of guild war and node wars over the holidays it should now be self evident that combat in towns (village or high nodes) is never going to be a viable part of gameplay and that towns should be rendered a non-combat zone for all members of wars with the possible acception of a node siege war, which we have yet to see any implementation of.
The main reason pvp in town will never be good is because it will always be AFK bottom feeding, because towns by their nature are where people are performing the slow and tedious processing of materials, and or have their heads stuck into the games many shopping, storage, inventory, NPC etc menus and UI's. All of this town activity together constitutes a guaranteed place where players will be sitting ducks, and thus anyone engaging them is simply taking kills without comenserate risk or even a shred of sportsmanship for that matter.
Even if the more obvous exploits on guid/node wars are fixed, such as not being instant, no warning starts. Or being a grotequely simplistic and obvously griefer incentivized 'gank counter' based (and instead become some objective based system). We would still have the general pvp permission between opposing sides which would allow ganking in town so that needs to be explicityly prevented by changing the rules. That change could be just letting the guards stop all pvp flagged players or it could be preventing flagging itself within town boundries.
The main reason pvp in town will never be good is because it will always be AFK bottom feeding, because towns by their nature are where people are performing the slow and tedious processing of materials, and or have their heads stuck into the games many shopping, storage, inventory, NPC etc menus and UI's. All of this town activity together constitutes a guaranteed place where players will be sitting ducks, and thus anyone engaging them is simply taking kills without comenserate risk or even a shred of sportsmanship for that matter.
Even if the more obvous exploits on guid/node wars are fixed, such as not being instant, no warning starts. Or being a grotequely simplistic and obvously griefer incentivized 'gank counter' based (and instead become some objective based system). We would still have the general pvp permission between opposing sides which would allow ganking in town so that needs to be explicityly prevented by changing the rules. That change could be just letting the guards stop all pvp flagged players or it could be preventing flagging itself within town boundries.
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But when i was in a Guild a while ago, someone who i think was trying to smear "ASMONGOLD" from the US created a Guild which was also named []ASMONGOLD[] or so,
and that Guild "declared War" on the Guild i was in -> and killed even a few of my Guilds Members at the time.
Making me realise -> People can use this to avoid the Corruption System in Case Guilds at War are never going corrupt no matter how many People of the opposing Guild they kill and no matter how the Odd's are in Player Numbers and Player Levels, right ?
Of Course this is not necessarily a bad thing. It is actually a very exciting thing. It makes the Game more stunning. But i realise i can get ganked and murdered BETWEEN CITY GUARDS i think - and the Guards would never attack and fight my Gankers because these wouldn't get even get corrupt - right ?
✓ Occasional Roleplayer
✓ Maybe i look after a Guild sometime soon
Only way to counter that kinds of camping is if very powerful guards could create space around the node making it difficult for large zergs to linger around. Though most likely wouldnt work to tell vrs a guild that brings like over 200 people.
On the full other side, it would be cool to see servers and guilds band together for shifts of town guards haha
Who said they don’t
I absolutely loved ganking people running industry semi-afk in Ultima Online and completely stealing their stuff, this is very important for good gameplay. I also did industry in the city sometimes and it was a rush of adrenalin, UO in the 90's was when industry wasn't boring, thank you Sir!
Recently, in EVE Online there's a NPC store on space where there is no security at all, people are using the shop without whining about it, sometimes someone gets ganked, sometimes not, everybody is having fun with thrilling industry.
1 Why would you like this?
2 why would you suggest this? Have you ever done something like that? It's INSANLEY boring. Not to mention most of them would just AFK and watch porn.
now, there nothing stopping someone who's watching someone buy goods in the market, and just kill them to take their goods. crazy that they tell people to use menus, but then don't create a safe area for you to do so.
constructive....
This is my biggest fear in Ashes. That the PVE audience will put pressure on Intrepid and demand that PVP content be cut. But I think the Intrepids will endure all this.
can't have everything my way? what the hell are you even talking about? get your head out of your rear end, and start making sense.
what does xp debt mean, if you don't need it? nothing. so your bs about corruption is useless, as it is rendered moot.
all I said is that the safe zone should be tied to node progression, in an economic node.
lol you really think that's how it works? lol you think there's mobs of people writing letters to the studio? Who even writes letters now a days!
it isn't that at all. it is player count. games change when no one is playing them, but devs still work for the company.
take for instance this game. by the time the game launches. there is a real fear, that the people who talk like you will be the only ones left. which won't be enough to pay the bills. then what? turn off the servers? or adapt the game to bring in a new audience in. usually the last one wins. it has 0 to do with "pvp" and "pvx" crowd. some games goto pay to win. some games try, most games die.
game is good, but it will fail with how the market is setup. supply/demand will be it's downfall. which is why it is too funny, when people like to see the supply get hurt more due to pvp... it is what it is...
This doesn't make any sense.
Developers don't change games based on forum posts.
Listen mate. I have had a 40 page argument with Noaani. I have never met you before but opening with insults get no actual results. Furthermore, what makes an economic node require an immunity bubble? Do you have Hogwarts besieged by death eaters? Perhaps you think fat merchants would have a safe house at home so in game it means immunity? Either way, no immunity was given for streamers and no immunity will be given fir 1/5th of the combat nodes.
You are a little misinformed here.
Experience debt is the name of a debuff. That debuff gives you a penalty to your combat efficacy, lowers drop rates on mobs you kill, and is only removed via paying it off with gaining experience.
So, what "xp debt means if you don't need it (it being experience)", is it means being less effective in both PvP and PvE, and it also means getting lower drop rates for you and your group.
I bet you thought it was a pointless argument at the time.
Now it's the highlight of your forum resume!
There 100% needs to be safe areas not zones. IMO banks and crafting stations. Also starting areas IMO. FFA is really not what the PvX gane is about.
I think that changing it so that it's more like a 'raid' by making it so that any player who attacks another in a town and then gets killed but not rezd, respawns in their Home-Citizenship Node, at a specific Freehold, or in Lionhold, is good enough.
Strongish guards is also good, ofc, but if we somehow don't want Guards to defend the Node itself during a Node War, then at least give players the 'home turf bonus' and send the marauding hordes all the way back across the map to make it more like 'you actually died in battle' and not 'you were mildly inconvenienced catching back up with your army currently pillaging Winstead'.
"For what...?"
"Just about everything, really."
You do the same waiting at crafting/processing benches in town and blast them while they are at the bench. it doesnt matter how good they think their guards are, unless guards teleport to the person the second damage is done and instantly kill them, this is what will happen in towns. And if guards DO teleport/oneshot.... Why the F should we have them in the first place? just make it a combat free zone at that point.
loads, trade routes are protected in real life. trade should be protected in verra. it isn't rocket science. (factual)
it's a video game, the same thing that brings you back to life (which is why it is funny that you want a story line for trade merchants, for realism lol) has been found by a trade merchants, which is located in merchant towns. boom there's your story line you can build off of. it isn't rocket science here.
the game tells you to go into menus, so what? clowns can kill people actually trying to play the game. gank boxes always fail, you know it, i know it, we all know it. when your told to go into a menu and buy something, and are told to be left in a weak position. the game will turn into a gank box inevitably, and player count will dwindle. it will happen in this game just like it has in every game that does this type of markets.
players like your self, just can't help taking advantage of weaker players. so punishments need to be way harsher (like actual level loss), or safe zones need to be implemented, to prevent clowns ruining the game. (it already happened with asmoundgold trying to play the game for the 1st time and everyone kills him, clowns just can't help themselves)
it isn't me who thinks this. mister market is way stronger than your opinion.
personally, don't care about your long winded arguments. 40 pages to try and prove a point doesn't mean you win lol.
ahaha I didn't know what to think. am I to be impressed that it took him 40 pages to prove his point? to me that just shows he's stubborn.
Hmm. For someone unfamiliar with any solid facts you can't hold water. The issue is not 'players like me' the issue is 'consumers like you'. Asmongold is an absolute joke and the fact you are a fan trying to change the whole game concepts yet again from the scarlet pimpernel knowm as the balding warrior. I do not need to waste time in explaining that fair play in competition is vital. Unless you want no ability to declare Guild war and no ability to declare node war all because you need to be wrapped in cotton wool.
now you are adding in something, that is player driven like a node war. then hell yeah!! all protections drop between warring factions and have at it!! there's no stopping wars. but that's not every minute of every day. so that's not what is being talked about. but nice try.
I don't mind good PVE. I'm for crafting, good economy. I would also like there to be content for solo players.
But I am against the fact that open world pvp, sieges, open pvp at sea suffer under the cry of pve players. I don’t understand at all why people come to this game knowing in advance what it’s about and what games inspired this game.
But as I said above, I’m also for solo content for players, high-level PVE content as crafting, gearing and economy. And not a purely pvp game, where there is zero PVE.