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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Options
A simple fix for contested grind spots.
Each hour at a contested grind spot it becomes open world pvp that lasts 5 minutes with a flag that whomever controls when the 5 minute timer is up gets the spot for the remainder of the hour. This might or might not come with 5-15 minutes of protection from PvP. (As a note, I would have other contested areas nearby on different timers so the groups that lost could then run there to get a chance at another contested spot ex: 0n the hour, on the :15, on the :30, and on the :45)
The only question I have for players is whether after that 5 minutes a group can still come in and engage in PvP. I think, yes, this would be good at generating conflict (or avoiding it is you are a guild that doesn't want that kind of conflict. In this way more casuals will play the game, which the game will desperately need to be a GRAND success.) You would have guilds that honor the results or guilds that don't. Guilds can choose not to honor it if they are in rivalry, war, etc against the winner or just a guild that doesn't want to honor the results for anyone.
The second option is that you can't attack to contest it until the next hour. I think this doesn't work for the game base.
Please write whether this is a good idea or what you would change about it Thank you.
Dr. Burns, can you propose this or ask about the possibility of this when you interview Steven.
The only question I have for players is whether after that 5 minutes a group can still come in and engage in PvP. I think, yes, this would be good at generating conflict (or avoiding it is you are a guild that doesn't want that kind of conflict. In this way more casuals will play the game, which the game will desperately need to be a GRAND success.) You would have guilds that honor the results or guilds that don't. Guilds can choose not to honor it if they are in rivalry, war, etc against the winner or just a guild that doesn't want to honor the results for anyone.
The second option is that you can't attack to contest it until the next hour. I think this doesn't work for the game base.
Please write whether this is a good idea or what you would change about it Thank you.
Dr. Burns, can you propose this or ask about the possibility of this when you interview Steven.
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Comments
If these timers are known and pre-set, zergs will just roll over the spots, take the flag by murdering anyone within that 5min window and then move onto the next spot. Rinse repeat forever.
No lawless zone will ever work out. It will just lead to zergs overpowering everyone, because they could not wish for anything more than having a ffa genocide that allows them to progress ever further.
The 30m night PvP in TL is set up similarly in many ways and while it absolutely could and did get zerged, as soon as there were more places to go, it settled into something closer to a pecking order.
If you also add in the idea that other groups can still enter and PvP, but for whatever reason the first party is still protected, it could work, creating a situation where if you were in the dungeon at the beginning of the timer and no one challenged you, you wouldn't have to worry about it (you'd channel the protection unopposed) and even if PvP came later you could just not be involved.
I'm not saying this is a 'good' idea, that it fits Ashes, or even that I like it, just adding experience that implies it would not automatically fail, in a big enough/'real' enough gameworld.
A few years back I suggested a mechanic where a party could get "locked in" the room with the pve they wanted to do, at least for a while. Ultimately it would achieve the same goal, but it would also protect them from mob trains and, what's more important, would let Intrepid spawn some harder mobs with cooler mechanics.
I feel like that kind of protection would accomplish more and would also allow for anti-zerg mechanics to happen within the enclosed space, so that zergs couldn't just overrun this system as well.
Too many questions with this one sided solution. This only benefits the larger groups and the pvp focused groups. And the game already over rewards them. This just leads the game down the path of Open World PvP, just with timers.
POIs, bosses, and grind spots can be contested. All of these have current methods to drive people out. DPS race, flag, kill, go corrupt, train mobs, ect. Your solution is just a way to by pass corruption... just go corrupt if you want it. Get a secondary group or alts to go corrupt and take the spot. Have a murder squad in your guild or alt guild to do the dirty work.
Also there's more to come with the dynamic lawless zones. This might be enough to balance things out enough for you. I get the frustration of wanting to take a spot, especially when you know you can overwhelm the others. But this isn't a PvP game. If you really want it take the corruption hit.