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.
Right now, end game has so much griefing it's almost impossible to enjoy end game pve content
Aurablast
Member, Alpha Two
I spent two days this last weekend grouping in Carphin Tower level 4 and the Steel Bloom sewers as a level 24 bard. This was in a guild group and in multiple pugs. There was so much grief training from certain people or even groups that it was impossible with experience debt to actually level. We might be able to get in a few pulls after we found a spot before being trained with multiple mobs from the zone. Even if you killed these people, they'd be back doing the same thing for hours. They're whole goal was just to grief people.
At one point I was so frustrated because I felt like I couldn't play that I decided to relax and work on my mining and herbalism. I kid you not. A bard and friends decided to follow me around. As I would start gathering, the bard would marionette (crowd control) me and take whatever gatherable I was trying to mine. They had nothing better to do than to try and ruin my game. There's no way I could beat them. I was so frustrated that I logged out of the game and haven't logged in for over 24 hours. I'll get over it, but it is what it is.
This is a great game, and I haven't been addicted like this in a long time. My concern is that at max level there are a few people who enjoy the aspect of griefing others. It's not about their love of pvp or trying to take over a camping spot. They genuinely just want to ruin the game for others and they will do it for hours because they find it enjoyable. There's very few consequences to discourage them from this behavior. If they are killed or die, they just come right back and start it all over again.
I know there is a fine balance in here somewhere, but right now griefers are in control. Are there any suggestions to discourage this type of behavior while still maintaining the integrity of the game?
At one point I was so frustrated because I felt like I couldn't play that I decided to relax and work on my mining and herbalism. I kid you not. A bard and friends decided to follow me around. As I would start gathering, the bard would marionette (crowd control) me and take whatever gatherable I was trying to mine. They had nothing better to do than to try and ruin my game. There's no way I could beat them. I was so frustrated that I logged out of the game and haven't logged in for over 24 hours. I'll get over it, but it is what it is.
This is a great game, and I haven't been addicted like this in a long time. My concern is that at max level there are a few people who enjoy the aspect of griefing others. It's not about their love of pvp or trying to take over a camping spot. They genuinely just want to ruin the game for others and they will do it for hours because they find it enjoyable. There's very few consequences to discourage them from this behavior. If they are killed or die, they just come right back and start it all over again.
I know there is a fine balance in here somewhere, but right now griefers are in control. Are there any suggestions to discourage this type of behavior while still maintaining the integrity of the game?
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Comments
Mob trains would be a funny thing for this game to die on. lmao.
I think it would help prevent quite a bit of drama.
There really should be some kind of mechanism to tone down the griefability of this even if that means something like lock in a resource spawn to a player, or if you've used a CC skill on a player, you're not able to gather for X seconds, or *something* to prevent this level of trolling. Or like, if you start gathering while PVP flagged, any CC you've cast breaks... Something to preserve the integrity of people being able to fight over resources without it being whoever happens to be playing the class with CC automatically wins.
Well I can tell you WoW had this problem early on. Priests and warlocks could mind control or fear people indefinitely. Their solution was to introduce diminishing returns for CC in PvP (specifically in the form of reducing the duration it lasts each subsequent cast and also increasing the chance it will fail to affect the target). Maybe Intrepid can do something similar?
Don't forget the Wiki for basic questions about the game, Pham.
"Griefing" has it's own dedicated page ...
If you're unsure whether a player's behavior falls into Intrepid's definition, simply report the player anyway and leave it for Support to sort out.
https://ashesofcreation.wiki/Definition:Griefing
Making enemy players dance also bugs them out so they dance after the effect should end and can't move correctly.
The whole pvp flagging system in general is terrible currently.
Alpha test, long way to go but its things like your gathering example that makes a combat design philosophy that doesn't aim to balance classes amongst one another, but by 8 player groups, problematic.
I've had a Bard flag up and Marionette me while I was mining a basalt ore in a field of them and steal the ore. Being forced to dance for a long period of time in pvp at this low level is pretty stupid in general design wise. Its something like 8-10 seconds. Needs to be drastically less effective (time duration) for pvp compared to pve. Alpha, its ok.
Imo the game must be fairly balanced amongst each class for launch as these griefer type players seek out the the builds that are uncounterable to choose to grief other players with. If allowed it will happen, so it can't be allowed that classes will be wildly imbalanced especially with long lasting hard cc, healing, and damage output to out sustain other classes.