bloodprophet wrote: » Why do people feel the need to to separate the 2 can't it just be a game we all play? Or am I one of the few that enjoys most of the play styles. I don't care for RP but I get it that others do. Just let people play without trying to segregate them.
Bricktop wrote: » The FIRST time you get PKed you immediately get into node chat and say "There's a red in the northwest part of the field of sorrows, near the demongoat spawns". I promise you there will immediately be 5+ people running straight there for the chance of getting free gear. People will want to protect their fellow citizens of the node. Other people are getting PKed by the same red and node chat starts exploding. People will petition the mayor to get the PKer on the "Enemy of the State" list and suddenly they are now Kill on Sight to every single citizen of the node free of consequences. Peoples reputation will follow them, their guilds reputation will reflect on them. They might have a difficult time getting PUGs for anything you can think of because their guild makes a lot of enemies.
You really shouldn't be getting PKed multiple times in a short time frame in this game. It shouldn't progress to the point where you are getting killed multiple times. It's gonna take extended lengths of time to even walk back to the area you were killed in. You will know that the particular area isn't safe and there's 4 other areas you could go to. If you are getting PKed multiple times chances are you have really angered somebody who is directly targeting and actively hunting you for a reason, or you are allowing yourself to be.
Jiraiya wrote: » It also makes me thing about anti pk'ing. Let's say a pvp'er rolls up on the wrong person and attempts to kill them. I wonder what the turn around would be for someone who gets attacked and holds their ground and kills the pvp'er. Thoughts?
mcstackerson wrote: » Can't really say until we have the fleshed out skill set. It is also dependent on what the two classes are. A rogue attacking a mage will go a little differently than if they attacked a tank. Usually, in these situations, the person being attacked wants to break a cc(because many people will open with one), apply their own if possibly, and start applying pressure. It's not just anti-pvpers that will be out farming, the pvpers will also be farming too. All resources come from the environment so they are going to need to do pve to progress.
Bricktop wrote: » Also I promise you there will be random PvP encounters just as much as structured ones like sieges and guild wars. The developers will introduce reasons to travel to and farm in the open world PvE hunting grounds/dungeons. Quest lines, tokens, item grinds, whatever. Groups who don't like each other will routinely run into each other and fight it out while they are doing these things. Groups that don't even know each other will challenge each other for the "good" grinding spots in the area. All the gear comes from the open world so they will need to be out there farming materials and moving caravans. You might be moving through a dungeon to get to the back rooms with your 15 man group and run into another 15-20 man group from an enemy guild who you hate who's farming spider goo, and now you got a random fight on your hands. This is going to be your day to day.
Jiraiya wrote: » Bricktop wrote: » Also I promise you there will be random PvP encounters just as much as structured ones like sieges and guild wars. The developers will introduce reasons to travel to and farm in the open world PvE hunting grounds/dungeons. Quest lines, tokens, item grinds, whatever. Groups who don't like each other will routinely run into each other and fight it out while they are doing these things. Groups that don't even know each other will challenge each other for the "good" grinding spots in the area. All the gear comes from the open world so they will need to be out there farming materials and moving caravans. You might be moving through a dungeon to get to the back rooms with your 15 man group and run into another 15-20 man group from an enemy guild who you hate who's farming spider goo, and now you got a random fight on your hands. This is going to be your day to day. This is a thought that popped in my mind forsure - there's almost no way for people to interact within a world with this many entities and not have random encounters like this. Do you think there is going to be a system to help prevent people who are just finished with a dungeon not get jumped by people waiting to attack when they are low on resources and full of loot etc? @Bricktop
Dygz wrote: » Bricktop wrote: » The FIRST time you get PKed you immediately get into node chat and say "There's a red in the northwest part of the field of sorrows, near the demongoat spawns". I promise you there will immediately be 5+ people running straight there for the chance of getting free gear. People will want to protect their fellow citizens of the node. Other people are getting PKed by the same red and node chat starts exploding. People will petition the mayor to get the PKer on the "Enemy of the State" list and suddenly they are now Kill on Sight to every single citizen of the node free of consequences. Peoples reputation will follow them, their guilds reputation will reflect on them. They might have a difficult time getting PUGs for anything you can think of because their guild makes a lot of enemies. Again...this is very much a PvPer suggestion. We got this a lot on the EQNext forums, too. PvPers see this as an excellent solution - but it tends to really not be helpful from the PvEr perspective. What I want is to not be attacked by another player when I'm not in the mood for PvP combat. I don't really care what happens to the player who attacked me after I've been forced into unwanted combat. My anger is going to be at a 10 if I get killed. My anger is going to be at a 9.5 if I enter the battle and win - because now I'm flagged for PvP when I don't want to be. My anger is probably not going to be at the player - it's going to be at the game for allowing this to be possible. 3 times in a short time span would cause me to ragequit. I guess because Corruption would not be living up to the hype. I am not at all interested in having other players "protect" me. Having other players in combat or supposedly "protecting me", knowing that I'm not going to do anything to help them in combat feels pretty shitty. That is not something I would ever do. It's not really a viable solution, I think. But, PvPers like that idea because it gives the PvPers more PvP stuff to do. On the EQNext forums, this kind of suggestion would result in several PvErs getting temporary bans. I haven't paid enough attention, here, in the past year to know - maybe a lot of PvErs on the Ashes forums will think it's a great solution. You really shouldn't be getting PKed multiple times in a short time frame in this game. It shouldn't progress to the point where you are getting killed multiple times. It's gonna take extended lengths of time to even walk back to the area you were killed in. You will know that the particular area isn't safe and there's 4 other areas you could go to. If you are getting PKed multiple times chances are you have really angered somebody who is directly targeting and actively hunting you for a reason, or you are allowing yourself to be. The hope is that people won't be forced into unwanted PvP multiple times in a short time. That's the whole point of Corruption. We have to see how well it actually works once we get into Beta.
bloodprophet wrote: » Dygz wrote: » Bricktop wrote: » The FIRST time you get PKed you immediately get into node chat and say "There's a red in the northwest part of the field of sorrows, near the demongoat spawns". I promise you there will immediately be 5+ people running straight there for the chance of getting free gear. People will want to protect their fellow citizens of the node. Other people are getting PKed by the same red and node chat starts exploding. People will petition the mayor to get the PKer on the "Enemy of the State" list and suddenly they are now Kill on Sight to every single citizen of the node free of consequences. Peoples reputation will follow them, their guilds reputation will reflect on them. They might have a difficult time getting PUGs for anything you can think of because their guild makes a lot of enemies. Again...this is very much a PvPer suggestion. We got this a lot on the EQNext forums, too. PvPers see this as an excellent solution - but it tends to really not be helpful from the PvEr perspective. What I want is to not be attacked by another player when I'm not in the mood for PvP combat. I don't really care what happens to the player who attacked me after I've been forced into unwanted combat. My anger is going to be at a 10 if I get killed. My anger is going to be at a 9.5 if I enter the battle and win - because now I'm flagged for PvP when I don't want to be. My anger is probably not going to be at the player - it's going to be at the game for allowing this to be possible. 3 times in a short time span would cause me to ragequit. I guess because Corruption would not be living up to the hype. I am not at all interested in having other players "protect" me. Having other players in combat or supposedly "protecting me", knowing that I'm not going to do anything to help them in combat feels pretty shitty. That is not something I would ever do. It's not really a viable solution, I think. But, PvPers like that idea because it gives the PvPers more PvP stuff to do. On the EQNext forums, this kind of suggestion would result in several PvErs getting temporary bans. I haven't paid enough attention, here, in the past year to know - maybe a lot of PvErs on the Ashes forums will think it's a great solution. You really shouldn't be getting PKed multiple times in a short time frame in this game. It shouldn't progress to the point where you are getting killed multiple times. It's gonna take extended lengths of time to even walk back to the area you were killed in. You will know that the particular area isn't safe and there's 4 other areas you could go to. If you are getting PKed multiple times chances are you have really angered somebody who is directly targeting and actively hunting you for a reason, or you are allowing yourself to be. The hope is that people won't be forced into unwanted PvP multiple times in a short time. That's the whole point of Corruption. We have to see how well it actually works once we get into Beta. This actually works though. Last night playing classic wow on a pvp server. Some high level Alliance players came to Tarren Mill and started ganking lowbies. Chat lit up and a few minutes later some high level Horde players showed up and fixed it. The community should look out for each other in this way.
Jiraiya wrote: » @Bricktop Scenario: Let's say there is one way into a a particular dungeon - it might be beneficial for some guilds to camp outside of these dungeons to jump the party coming out of it, regardless of corruption. Honestly this is an exciting idea, even being a pve'er for the most part it adds another element of getting out of there alive. I can see a lot of different strategies popping up like leaving people outside and such!
Marcet wrote: » The game is not gonna be a ganking fest or any kind of bloddbath where you get griefed every 2 min. I played games with LESS restrictions for killing and people turns out to be pretty decent, in this game we even have bounty hunters tracking down the "griefers" after they get lowered stats and all that bad stuff (maybe too harsh). The important thing here is that trust is heavily magnified when someone has the option to kill but chooses not to do it. This make relationships and loyalty very valuable between players, really knowing who you are surrounded with.
Bricktop wrote: » Jiraiya wrote: » @Bricktop Scenario: Let's say there is one way into a a particular dungeon - it might be beneficial for some guilds to camp outside of these dungeons to jump the party coming out of it, regardless of corruption. Honestly this is an exciting idea, even being a pve'er for the most part it adds another element of getting out of there alive. I can see a lot of different strategies popping up like leaving people outside and such! @Jiraiya Exactly, in Lineage 2 people would have untagged alts near the entrance of the dungeon to see if there was an enemy gank squad about to run through. There was an instance on my server in L2 of a alliance locking down the entrance of Antharas' lair (Massive open world dungeon) for a few weeks and charging people money to go inside until the entire server got pissed to the point where they did something about it. However, since we know for a fact that open world dungeons and PvE hunting grounds will be massive areas that can facilitate many different sized groups inside, I feel that it's also safe to assume that there is a very real possibility of having multiple entrances/exits out of a dungeon. I personally never played runescape so I'm unsure of how that system works. In Ashes when you attack somebody your name will turn people and anybody else can involve themselves and attack you if they are around and see that you are in a purple state. The best I can do is show you a video from L2 that is basically exactly how a mass PvP fight can unfold with the flagging system.https://youtu.be/EcdOzpUmwEA?t=613 Start it at 10:13 for the fight I will reference, it's a bit different because of L2s clan war system which is what the pink symbols denote over the names of the enemy blob. It's also kind of hard to see because this is an old old video thats been ripped and reuploaded like 20 times probably, but if you are on a PC screen you can figure it out. You can see that everybodys name turns purple fairly quickly into the fight and after they take care of everyone who is flagging or who they are at war with, they start going red on untagged buffers towards the end just to make them feel special. Clan wars in L2 bypassed the corruption system, so that's the only reason you may see people killing people with white names and not going red.
Patsold wrote: » I believe that Pve players naturally want their peace . In Eve online I found out that many PvE players simply don't dare to venture into dangerous areas because it is too exhausting for them to take care of themselves and prefer to collect materials with relish. and from my point of view that is completely ok. In archeage most PvE players prefer to stand on their farms and only use safe methods to earn gold. If these PvE players dare to enter PvP areas then only if they cannot get something safely. They support the PvP players with material for their equipment and have fun working indirectly in PvP I have made the same experience in Albion online, Conan exiles, Conquest blade ect. In summary, PvE players do not want to do PvP, and if they want to do it, only instanced PvP players can make friends with PvE. Because of this, there aren't many "full pvp" games. However, Ashes is different: 1. Punishing pvp through corruption. A player is taking a significant risk when spawningcamping someone, perma pk 2. Fast travel offers a certain protection against too much PvP. You will always see the same people, that gives them something personal, a reputation. This makes it harder for players with a bad reputation in their area. 3. a pvp player has to guess how much he gets by killing a pve player. he cannot look into your inventory. Its stupid when he ganks 3 people and doesn't get anything, but can lose his equipment as a result. Players who put on weak equipment in order not to lose their valuable equipment are accordingly weaker thats why ashes will become a good game for pve gamers in my opinion. Sure, pve players no longer have their peace , but that's how an online game works. Risk vs reward for both sides, pvp and pve