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Grinding Spots

HiddenDaggerInnHiddenDaggerInn Member, Alpha One, Alpha Two, Early Alpha Two
Greetings Citizens, The current state of AoC when it comes to grinding locations like RoS, Steelbloom, Carphin and many more usually go like this. Your group finds a spot, and start farming. Another group tries to love in and ensues a DPS and Tag battle for dominance.
Now if the outcome doesn't please the losing group they for now( Soon to be fixed per Steven) resort to leashing mobs and trying to kill the other party.

The only other option is to flagged up, and show you would like to fight for the spot, however the current system dictates others will often not fight back in the hopes you go red and then attack.

I find this very annoying, and takes the fun out of what is supposed to be conflict. Going red is not the answer.

Do you believe these hot spot grinding areas should be flagged when you enter them allowing groups to fight for their spots or are you happy with the current system?

I know most would worry if part of these grind spots were flagged, then large guilds would enter and try to take over, this is a very real possibility and one I really don't have a solution for.

another possible solution would be to have a scribe create a scroll that would flag a area in a certain radius for a short period of time, anyone who came in that area to try and contest the grind spot would receive a warning that this spot is under contestation and will be flagged if they stay.

Just shooting idea's out here, but let me hear your thoughts about the current system, do you like it? if not how would you like to see it?

Thanks for reading!

Comments

  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    that's an interesting idea. I'm not currently playing the Alpha, so my feedback is not that valuable, but dungeon areas being flagged pvp areas makes sense considering the history of open world pvp mmos.
  • LudulluLudullu Member, Alpha Two
    Making an entire location ffa pvp usually leads to the strongest players absolutely dominating, because they can murder anyone for free.

    I think this issue should be addressed with wars, better corruption balancing, better respawn locations and implementation of BHs. If corruption can be cleared relatively quickly (depending on your PK count) - more people would be willing to risk it deep in a dungeon. If a deep dungeon is known to have a higher chance of PKers - BHs can patrol there in hopes of getting something juicy. If players know that getting PKed doesn't always mean "I get to come there and punish them big time" - they'd either have to give up the location or fight for it.

    For anything else - wars. I know Steven doesn't like the "war = just killing the other side until we're tired", but that design fits his supposed desire for player friction, so a middle ground has to be found. Also, wars would mean that neither side gains proper death penalties, so people would have to fight if they want to keep their farming spot.

    Ideally, we should also have abilities that lets us control mobs (to an extent), so that we can create proper PvX situaitons in farming locations. Summoner would probably be the perfect candidate for those kinds of abilities, but that's months away, so for now I think wars is the fastest way to address this.
  • So, if the spot becomes auto FFA then the stronger group who farmed more will simply dominate and keep farming more. There is no solution to this because AoC is following a game design from the 80s, there is a spot and mobs spawn there, the end,

    It would be fair splitting the xp among both groups, if group A did 70% dmg on the mob then give them 70% of the xp and group A would have a 70% chance of owning the loot. The end, thank you, sent the dollars to my bank accout for my great visiion.
    PvE means: A handful of coins and a bag of boredom.
  • PyrololPyrolol Member, Alpha Two
    edited January 16
    Maybe they should look into a tougher dungeon design, one where you progress forward into tougher mobs and better loot?
    That way the stronger group will push passed the lower content freeing that up for others, and also giving the other groups a chance to farm that content til they themselves can then progress forward and so on
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  • LudulluLudullu Member, Alpha Two
    Pyrolol wrote: »
    Maybe they should look into a tougher dungeon design, one where you progress forward into tougher mobs and better loot?
    That way the stronger group will push passed the lower content freeing that up for others, and also giving the other groups a chance to farm that content til they themselves can then progress forward and so on
    Fairly sure that's not only the plan, but is already implemented in Alpha. Not only at the scale of a dungeon, but the whole location too. Plain/1* mobs on the outskirts of a location, 2* and harder mobs deeper in and then 3* in the center, with groups of them in the most difficult spots.
  • PyrololPyrolol Member, Alpha Two
    Ludullu wrote: »
    Pyrolol wrote: »
    Maybe they should look into a tougher dungeon design, one where you progress forward into tougher mobs and better loot?
    That way the stronger group will push passed the lower content freeing that up for others, and also giving the other groups a chance to farm that content til they themselves can then progress forward and so on
    Fairly sure that's not only the plan, but is already implemented in Alpha. Not only at the scale of a dungeon, but the whole location too. Plain/1* mobs on the outskirts of a location, 2* and harder mobs deeper in and then 3* in the center, with groups of them in the most difficult spots.

    At the moment it’s not in, could be coming later down the track in the Alpha, but level 3 carph is all the exact same loot and the curator boss spawns every hour and it’s just down to which ever group grips him. I meant more of a track style instead of big open area where everyone picks a spot to afk farm at. Just an idea anyway

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  • LudulluLudullu Member, Alpha Two
    Pyrolol wrote: »
    At the moment it’s not in, could be coming later down the track in the Alpha, but level 3 carph is all the exact same loot and the curator boss spawns every hour and it’s just down to which ever group grips him. I meant more of a track style instead of big open area where everyone picks a spot to afk farm at. Just an idea anyway
    Ah, you mean wow-like instanced bs (even if you might not want it instanced). Yeah, at best, that's gonna come with storyarcs, but even then I highly doubt it.

    Ashes is not really that kind of game. Though we will have instances that will tell the game's story and will most likely have a proper one-time progression through them.

    Having a "you need to progress through this dungeon every time you wanna farm it" design w/o instancing would simply lead to camping, especially if the reward is only good at the very end (which this kind of design always implies). And then people will complain that they spend a ton of time going through a dungeon, but they always get killed at the last boss.
  • PyrololPyrolol Member, Alpha Two
    edited January 17
    Ludullu wrote: »
    Pyrolol wrote: »
    At the moment it’s not in, could be coming later down the track in the Alpha, but level 3 carph is all the exact same loot and the curator boss spawns every hour and it’s just down to which ever group grips him. I meant more of a track style instead of big open area where everyone picks a spot to afk farm at. Just an idea anyway
    Ah, you mean wow-like instanced bs (even if you might not want it instanced). Yeah, at best, that's gonna come with storyarcs, but even then I highly doubt it.

    Ashes is not really that kind of game. Though we will have instances that will tell the game's story and will most likely have a proper one-time progression through them.

    Having a "you need to progress through this dungeon every time you wanna farm it" design w/o instancing would simply lead to camping, especially if the reward is only good at the very end (which this kind of design always implies). And then people will complain that they spend a ton of time going through a dungeon, but they always get killed at the last boss.

    Not at all hinting at WoW, more like Forge actually (the only one OP didn’t mention), but didn’t know if that’s a different style raid. Forge in Ashes where you keep moving forward to different areas. Bit unfair to assume was at all about WoW. The only thing i want taken from that stupid sell out of a game is 3v3 and 5v5 ranked arena. Everything else that game destroyed can stay with it
    rvid9f6vp7vl.png
  • LudulluLudullu Member, Alpha Two
    Pyrolol wrote: »
    Not at all hinting at WoW, more like Forge actually (the only one OP didn’t mention), but didn’t know if that’s a different style raid. Forge in Ashes where you keep moving forward to different areas. Bit unfair to assume was at all about WoW. The only thing i want taken from that stupid sell out of a game is 3v3 and 5v5 ranked arena. Everything else that game destroyed can stay with it
    I'm confused now. Now you say that Ashes does have the dungeons with progression, even though you claimed they weren't in when I said they were.

    And I said WoW because that's the usual go-to for any "you clear this dungeon by progressing through it" examples. Pretty much any other game with that design is really similar to wow, so it's just an easier game to point to.
  • PyrololPyrolol Member, Alpha Two
    Ludullu wrote: »
    Pyrolol wrote: »
    Not at all hinting at WoW, more like Forge actually (the only one OP didn’t mention), but didn’t know if that’s a different style raid. Forge in Ashes where you keep moving forward to different areas. Bit unfair to assume was at all about WoW. The only thing i want taken from that stupid sell out of a game is 3v3 and 5v5 ranked arena. Everything else that game destroyed can stay with it
    I'm confused now. Now you say that Ashes does have the dungeons with progression, even though you claimed they weren't in when I said they were.

    And I said WoW because that's the usual go-to for any "you clear this dungeon by progressing through it" examples. Pretty much any other game with that design is really similar to wow, so it's just an easier game to point to.

    Fair enough, but i meant why couldn’t the tower of carph be similar instead of just standing in the same spot for hours if that makes sense? Anyways, like I said earlier was just an idea. If you go into the tower of carph there’s so much good detail and mobs in there, but they all get skipped to just go to farming spots
    rvid9f6vp7vl.png
  • LudulluLudullu Member, Alpha Two
    Pyrolol wrote: »
    Fair enough, but i meant why couldn’t the tower of carph be similar instead of just standing in the same spot for hours if that makes sense? Anyways, like I said earlier was just an idea. If you go into the tower of carph there’s so much good detail and mobs in there, but they all get skipped to just go to farming spots
    Again though, how do you see this working in an open world environment?

    Say there's 10 groups that want to clear the dungeon all at the same time.

    Do you want 9 of them to wait outside, while 1 is clearing the entire tower behind close doors?

    Do you think the remaining 9 groups won't just run right to the end and wait for the juciest drops w/o any effort, if the doors are not closed?

    Also, if you have a closed door after each encounter until it's beaten - how exactly would those 10 groups clear it w/o either killing each other or, at the very least, messing up each other's farm all throughout the dungeon?

    Not a single one of those groups will get to experience a full walkthrough of the dungeon. They might be present while some other group clears it, but they themselves will not clear all the points along the way.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Best places will be contested but I am hoping there will be plenty of locations by virtue of quite expansive lands. Want the best location, you will have to compete. Want a peaceful existence, go live in the country side or side with a strong guild!
  • daveywaveydaveywavey Member, Alpha Two
    Arya_Yeshe wrote: »
    It would be fair splitting the xp among both groups, if group A did 70% dmg on the mob then give them 70% of the xp and group A would have a 70% chance of owning the loot. The end, thank you, sent the dollars to my bank accout for my great visiion.

    I actually really like that idea.
    This link may help you: https://ashesofcreation.wiki/


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  • Chuck ZittoChuck Zitto Member, Alpha One, Alpha Two, Early Alpha Two
    I second this idea points of interest should be pvp flagged. I am so sick and tired of the only thing I can do to compete for a mob spawn is go red. Its even worse when I am trying to farm something in my node an there is a non citizen in my way that I cant do anything about but go red.
  • VolgarisVolgaris Member, Alpha Two
    Leashing should be fixed as of the last patch.

    If that fix is good, then it should either be a DPS race or a PvP fight. Right now it's just not working as intended (I think, I'm not sure what's intended... does anyone? Does Steven?!?). I will say FFA PvP sucks, and sucks even more with exp loss. It's so fn confusing... I'm pugging with citizens of other Nodes who want to go to war with the Node I'm a citizen of, who get in a pissing match with a group of people who are citizens of my Node. It sucks as it is. Avoid being a citizen, the Node time sink sucks, Avoid pvp the exp loss sucks, go grind mobs (yay) get mob trained (..yay...), go grind materials get ganked (...ya..y..).. The problems is much bigger than just the grind areas.
  • OtrOtr Member, Alpha Two
    Do you believe these hot spot grinding areas should be flagged when you enter them allowing groups to fight for their spots or are you happy with the current system?

    I know most would worry if part of these grind spots were flagged, then large guilds would enter and try to take over, this is a very real possibility and one I really don't have a solution for.

    I would like PiSo to ask Steven in his interview how will Steven make this game fun for all players populating 85 nodes on (maybe) more servers.

    In my opinion, in a PvP game, players should compete for resources, not for XP.
    And there should be ways to steal resources too or find them without direct confrontation but sneaking into enemy territory and looting or hunting / harvesting there.

    If I would have to make a change, I would let players to mark one character as the "main" and that one to have max level from the very beginning, to let them start fighting for whatever we are supposed to fight for.
    Deleting and creating a new main character should have a 30 day cool down.

    After all this game is supposed to have no "end game". That means it should be fun also when starting with a max level character.

    Then leveling alts could be an alternative activity.
    Sadly there is no reason in AoC to have characters frozen at certain intermediate levels.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited January 17
    What if a Mayor had ability to turn on or off pvp various hot spots within their own node?
    Decide the wrong balance, players leave the zone.. Get it right players stay or come!
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