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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.
Ashes of Creation Large Scale PvP Design Suggestion [Raid]
eclipskingsky
Member, Alpha Two
Ashes of Creation Large Scale PvP Design Suggestion [Raid]
PvP being a core aspect of the Ashes, macro PvP systems are required to bring structure to
large scale conflict. Without structure, gameplay will likely reduce to marauding bands
murdering everything with little recourse and likely decreasing player engagement and appeal.
Macro PvP System: [Raid] (Sub-Node)
Take what you can and give nothing back!
Flee the for your life?! Or stand strong and defend!
Local and Contained PvP option used by Nodes to overwhelm a Point of Interest (POI) and or
weaken a Node. Does not require prior announcement to initiate. Forced Flag Combat is
localized to a Sub Node region.
Aggressor Advantages:
Pre-initiation Coordination (Heavy Advantage)
Defender Advantages:
Fewer kills for Win Condition
Initiation:
Mayor
Small-Moderate number of Gold/Resources.
Negligible or No Count Down to Event Flagging
Node Pannel MapUI: Display Selectable Sub-Node region(s) to select for [Raid]. [Raid] limited
to 1 Sub-Node (more should exponentially increase in cost to initiate). Once selected display
cost for Raid and Start Button to Initiate.
Player MapUI: On [Raid] Initiation, display color change and or icon to denote what sub-node
point of interest is being raided.
Conflict and Win Conditions:
Due to the heavy aggressor advantage of preparation and coordination and defender inverse
disadvantages, Non-Static Win Conditions are required for player engagement. A feasible
defender win condition is required to incentivize player retention and engagement to the event (Fleeing Villagers).
While the Aggressor Win condition needs to be obtainable else a stale, static world.
Player Kills as score; Choose your “Node MMR” rating or Process Control Feedback System here.
Aggressor
Kill X Players (Significantly Less than Y; Use Feedback logics to determine) or retain
lead until end of [Raid] timer
Defenders
Kill Y Players (Significantly Less than X; Use Feedback logics to determine)
Rewards:
Aggressor Victory
Node Gold/Resources
Small Player Reward (Gold)
Marauder Buff - Minor Player Xp Buff in/near [Raid] POI (1.10 modifier)
Defender Victory
No/Minor Node Gold/Resources (The region was just devastated by conflict)
Moderate Player Reward (Gold)
Significant Node Xp
Valent Defender Buff – Major Player Xp Buff withing Node (1.2-1.5 modifier)
Non-Citizen of Node Rewarded with Significant Xp/Gold
Defender Loss
Affected Sub Node does not provide Node Resources/ XP
Post Conflict – Aggressor Victory:
Sub Node become Lawless Zone for Time (3 days? Dynamic?)
***Other Macro PvP Conflict Systems. ***
The larger the impacted area, the longer the lead time warning must be. Event must be declared ahead of time (24hrs +++) and needs to be communicated to players by the in-game UI to allow for understanding and coordination.
Previously Announced Examples?:
Macro PvP System: [Node War] (Node Wide)
Macro PvP System: [Node Siege] (Node Wide)
Macro PvP System: [Total War] (Global Wide)
PvP being a core aspect of the Ashes, macro PvP systems are required to bring structure to
large scale conflict. Without structure, gameplay will likely reduce to marauding bands
murdering everything with little recourse and likely decreasing player engagement and appeal.
Macro PvP System: [Raid] (Sub-Node)
Take what you can and give nothing back!
Flee the for your life?! Or stand strong and defend!
Local and Contained PvP option used by Nodes to overwhelm a Point of Interest (POI) and or
weaken a Node. Does not require prior announcement to initiate. Forced Flag Combat is
localized to a Sub Node region.
Aggressor Advantages:
Pre-initiation Coordination (Heavy Advantage)
Defender Advantages:
Fewer kills for Win Condition
Initiation:
Mayor
Small-Moderate number of Gold/Resources.
Negligible or No Count Down to Event Flagging
Node Pannel MapUI: Display Selectable Sub-Node region(s) to select for [Raid]. [Raid] limited
to 1 Sub-Node (more should exponentially increase in cost to initiate). Once selected display
cost for Raid and Start Button to Initiate.
Player MapUI: On [Raid] Initiation, display color change and or icon to denote what sub-node
point of interest is being raided.
Conflict and Win Conditions:
Due to the heavy aggressor advantage of preparation and coordination and defender inverse
disadvantages, Non-Static Win Conditions are required for player engagement. A feasible
defender win condition is required to incentivize player retention and engagement to the event (Fleeing Villagers).
While the Aggressor Win condition needs to be obtainable else a stale, static world.
Player Kills as score; Choose your “Node MMR” rating or Process Control Feedback System here.
Aggressor
Kill X Players (Significantly Less than Y; Use Feedback logics to determine) or retain
lead until end of [Raid] timer
Defenders
Kill Y Players (Significantly Less than X; Use Feedback logics to determine)
Rewards:
Aggressor Victory
Node Gold/Resources
Small Player Reward (Gold)
Marauder Buff - Minor Player Xp Buff in/near [Raid] POI (1.10 modifier)
Defender Victory
No/Minor Node Gold/Resources (The region was just devastated by conflict)
Moderate Player Reward (Gold)
Significant Node Xp
Valent Defender Buff – Major Player Xp Buff withing Node (1.2-1.5 modifier)
Non-Citizen of Node Rewarded with Significant Xp/Gold
Defender Loss
Affected Sub Node does not provide Node Resources/ XP
Post Conflict – Aggressor Victory:
Sub Node become Lawless Zone for Time (3 days? Dynamic?)
***Other Macro PvP Conflict Systems. ***
The larger the impacted area, the longer the lead time warning must be. Event must be declared ahead of time (24hrs +++) and needs to be communicated to players by the in-game UI to allow for understanding and coordination.
Previously Announced Examples?:
Macro PvP System: [Node War] (Node Wide)
Macro PvP System: [Node Siege] (Node Wide)
Macro PvP System: [Total War] (Global Wide)
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Comments
While it would be good for me/my group personally if Ashes leaned in the direction TL is succeeding in, I'm not sure it would be good for Intrepid, because this aspect of it would only pull the sort of player who doesn't like TL combat now.
I definitely feel like I've seen more players saying that they dislike the way TL's PvP structure works, on these forums, than the opposite (but that might be because those people have been around longer).
That's still meaningful to me, though. People who have less information about Ashes, who just experience it and think 'I would like this if it were more structured and balanced' are probably looking at the wrong game.
Taking away from the fans who enjoy that unstructured, superdynamic macro-PvP would just cause a rift in the fanbase.
Let them have their L2+WoW please, everyone's happier that way. Leave 'matchmaking' to MOBAs and TL Boonstone battles.