Glorious Alpha Two Testers!
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.
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.
Drop the node guards, but fix the problem.

There are a few things I have loved about what Intrepid has done with this game, so many systems are in place not to give players content but to give players a vehicle for content. One such system is the absolute fun and enjoyment of the urban warfare for guild wars within nodes.
The current guard system seems to be a reactive response to the issue of guilds/players abusing systems in place such as: Declaring guild wars on multiple guilds to abuse the rewards of these (early on in phase 2) or to war dec on others to target easy material gathering (shortly after the rewards were disabled). Both of these player actions could be seen as exploitative behavior while not being particular exploits.
Current iteration of the guards don't make sense at all. Why are guards attacking their own citizens when citizens defend themselves in their own node? Why are guards allowing a warring node player to simply enter the node in the first place?
The same guilds and people who abused systems earlier on you can find atop buildings in nodes using guard blind spots.
If a tank were to use terrain to avoid damage in pve. This would be seen as an exploit, yet it's being permitted for nodes with the guard system. Citizens in nodes are not only being griefed by the exploitative behavior of other players but also being griefed by the system implemented to curb the same players who are killing them in nodes.
Exploitative players will continue to do the same thing they have done with all these previous systems until they are corrected for their actions. They will continue to force people out of systems or out of the test entirely. Several people could not renounce citizenship in fear of losing materials in their tabs yet couldn't move materials out of their tabs due to perpetual wars. The amount of citizens in the node is so sparse because they are being forced out of the system. Be clear with players who continue to abuse systems for the purpose of harassment, that this is not acceptable. And take out these guards that inhibit player to respond to pvp of players who are using terrain to avoid npc agro.
The current guard system seems to be a reactive response to the issue of guilds/players abusing systems in place such as: Declaring guild wars on multiple guilds to abuse the rewards of these (early on in phase 2) or to war dec on others to target easy material gathering (shortly after the rewards were disabled). Both of these player actions could be seen as exploitative behavior while not being particular exploits.
Current iteration of the guards don't make sense at all. Why are guards attacking their own citizens when citizens defend themselves in their own node? Why are guards allowing a warring node player to simply enter the node in the first place?
The same guilds and people who abused systems earlier on you can find atop buildings in nodes using guard blind spots.
If a tank were to use terrain to avoid damage in pve. This would be seen as an exploit, yet it's being permitted for nodes with the guard system. Citizens in nodes are not only being griefed by the exploitative behavior of other players but also being griefed by the system implemented to curb the same players who are killing them in nodes.
Exploitative players will continue to do the same thing they have done with all these previous systems until they are corrected for their actions. They will continue to force people out of systems or out of the test entirely. Several people could not renounce citizenship in fear of losing materials in their tabs yet couldn't move materials out of their tabs due to perpetual wars. The amount of citizens in the node is so sparse because they are being forced out of the system. Be clear with players who continue to abuse systems for the purpose of harassment, that this is not acceptable. And take out these guards that inhibit player to respond to pvp of players who are using terrain to avoid npc agro.
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Comments
This was one of the stupidiest changes they've done so far and now they're reaping "the rewards".
Might be misunderstanding here -> but do i get that right ? You no longer lose EXP but only your Gear loses Durability like in WoW ?
I am not really against it, though. Or do People still lose EXP when they die ?
✓ Occasional Roleplayer
✓ Maybe i look after a Guild sometime soon
Well no, I do think guards will be an advancement able to be chosen by a mayor, but at no point should a guard kill a citizen of that node, they should be for the protection of the citizen, but as it stands now you get griefed by those exploiting their blind spots/terrain and by the guards on top of it. A ranger can get merk'd by a guard for someone else attacking them with thorns on.
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Yeah, Ashes is already building something of a reputation for a toxic player-base, and it's not even nearing Launch.