Dygz wrote: » Nope. Just don't fight back and give your PKers Corruption. Has nothing to do with how many other people are involved in PvP combat - with you or against you. It's about not wanting to participate in PvP at all when PvP is the last thing you want to be doing in the game at that time. And, yeah, in Ashes, even when you are adventuring or harvesting completely solo, you are still contributing to changing the world and the community of Verra.
Vaccine wrote: » I'm still reading about the PvP rules myself. How does it work if you DO fight back, do they not go up in corruption? I would assume the ACT of attacking someone gains you corruption, not per se if they fight back or not.
Sengarden wrote: » I mean... You're definitely an easier target if you're just by yourself. If being killed from time to time is inevitable, and an event OP seems to want to avoid as often as possible, they might as well make it happen less often by making themselves a less attractive target, yes? I'm not so much suggesting they get involved in group PvP as an alternative to solo PvP, merely suggesting that an organized group is less likely to attract rogue murderers than one person out in the world alone.
Sengarden wrote: » I think I see where you're coming from though, in that by joining a large group instead of being alone, you're also theoretically "signing up" for group PvP at some point, which is a whole other can of worms apart from being ganked in the woods, and can potentially be more of a delay than just being ganked and walking back to your spot. But the loss of goods is manageable if you and a group of people put some effort into being attacked less often and choosing to be stronger together than you each are alone.
Sengarden wrote: » Either way, yes, corruption will limit the amount of unsolicited open world PvP going on at any point in time, and your impact on the world will still carry weight whether you choose to pursue PvE-centric activities alone or with others.
NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption.
Azherae wrote: » But did the weak people drop 25-50% of their stuff?
SirChancelot wrote: » NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption. With how crafting oriented ashes is going to be won't the lower levels still be with someone if you steal a chunk of mats?
Dygz wrote: » And, in an RPG, Strength is not the only attribute available for us to rely on to avoid being attacked.
SirChancelot wrote: » With how crafting oriented ashes is going to be won't the lower levels still be worth something if you steal a chunk of mats?
Azherae wrote: » I also disagree with this perspective NiKr, because it's lowkey saying something very negative for the game, I think. It is pretty hard to find a logical path that doesn't end up at: "People who are lower level or weaker in PvP skills will have less of an impact on the game individually." It's the only way I can see 'not having valuable resources' to be true, even with resource tiers. And since, for example, you never really know if that person on a shore is a high level Fisherperson , your incentive, particularly if you have an aquatic mount, is to hit-and-run them. Coastal fishing is going to be extremely interesting because of this, from both the attacker and defender sides... or alternately 'people who aren't great at PvP/high enough level won't really get to fish much'. That's fine, risk vs reward, and fishing communities are among the easiest to protect, rather than attack, but... yeah.
NiKr wrote: » SirChancelot wrote: » With how crafting oriented ashes is going to be won't the lower levels still be worth something if you steal a chunk of mats? Azherae wrote: » I also disagree with this perspective NiKr, because it's lowkey saying something very negative for the game, I think. It is pretty hard to find a logical path that doesn't end up at: "People who are lower level or weaker in PvP skills will have less of an impact on the game individually." It's the only way I can see 'not having valuable resources' to be true, even with resource tiers. And since, for example, you never really know if that person on a shore is a high level Fisherperson , your incentive, particularly if you have an aquatic mount, is to hit-and-run them. Coastal fishing is going to be extremely interesting because of this, from both the attacker and defender sides... or alternately 'people who aren't great at PvP/high enough level won't really get to fish much'. That's fine, risk vs reward, and fishing communities are among the easiest to protect, rather than attack, but... yeah. Ok, I see your points. I should've worded it more correctly around my own pov on pvping. I will not be pvping around locations where low lvl adventurers would be present. And even if I did, some small fraction of their resources will be nothing for me, because I'll have time to just farm those resources myself on an alt. And that is why, to me, their death would be of low value. Risking losing my gear over some 10 wood or some shit like that is nothing, when I could just go to my alt and get the same amount of wood in a few minutes. And if that low lvl player was farming some deep high lvl location - they're most likely protected by high lvl players, so I wouldn't even try attacking them if I was alone.
Azherae wrote: » tl;dr kill unsanctioned fisherfolk near your coastal node! Support your local fishers!
Orobahn wrote: » My question is, will pvp\pve be separated? Or will this be a forced pvp game? From some of the videos I have been watching, it looks like you will have to pvp to maintain your housing. Is this the case or will there also be pve housing that is just where you go for some buildcraft? Is the game open world pvp too, or can you choose to do some immersive questing or relaxing gathering without being ganked? Sometimes I like the intensity of pvp but I am a much bigger fan of immersive content
NiKr wrote: » Azherae wrote: » tl;dr kill unsanctioned fisherfolk near your coastal node! Support your local fishers! I'm planning on being a mayor of a divine node (cause I got time to do quests) and will just "enemy of the state" such bastards. Outside of that, pvp for me is usually purely fighting. In L2 that pure fighting mainly happened around farming spots just because you spent the most time there, so most pvp could be seen as a "fighting for you spot" action, and it definitely was that sometimes, but to me it was just "I'm farming. Someone came to farm and decided to fight me for it. I fight back." So the economy part of pvping in Ashes won't matter to me that much. Though I guess I should clarify further. OWPVP won't be economical. I will obviously attack caravans/node enemies/other nodes mainly because that's an economical attack. But all the other random pvp encounters will mainly be just "fight for fight's sake". Though all of this, for me, is in my biased context of "I spend 10+h a day in one location farming mobs". Intrepid allege that this won't be a thing in Ashes, so there's a chance that most of my pvp will be economical just because I'll be fighting wars and caravans.
Azherae wrote: » SirChancelot wrote: » NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption. With how crafting oriented ashes is going to be won't the lower levels still be with someone if you steal a chunk of mats? I also disagree with this perspective @NiKr, because it's lowkey saying something very negative for the game, I think. It is pretty hard to find a logical path that doesn't end up at: "People who are lower level or weaker in PvP skills will have less of an impact on the game individually." It's the only way I can see 'not having valuable resources' to be true, even with resource tiers. And since, for example, you never really know if that person on a shore is a high level Fisherperson , your incentive, particularly if you have an aquatic mount, is to hit-and-run them. Coastal fishing is going to be extremely interesting because of this, from both the attacker and defender sides... or alternately 'people who aren't great at PvP/high enough level won't really get to fish much'. That's fine, risk vs reward, and fishing communities are among the easiest to protect, rather than attack, but... yeah.
Azherae wrote: » 'Drop up to half your gathered resources and certificates on death' is a BIG incentive for me. In a game without this, where the player suffers something else or is slightly inconvenienced, I would play more like you because the 'benefit to PvP' would be the fight itself or 'getting to keep the farm', and there would be no calculation to do.
SirChancelot wrote: » NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption. With how crafting oriented ashes is going to be won't the lower levels still be worth something if you steal a chunk of mats?
NiKr wrote: » Azherae wrote: » 'Drop up to half your gathered resources and certificates on death' is a BIG incentive for me. In a game without this, where the player suffers something else or is slightly inconvenienced, I would play more like you because the 'benefit to PvP' would be the fight itself or 'getting to keep the farm', and there would be no calculation to do. Do we have any concrete word on the "up to half" part? I think I've always heard "a fraction". If it is truly up to half their inventory of gatherables, my pov might change, but so far I've been operating on a "no more than 20%, if even that". Cause as I see it, if people can drop 50% of their shit from a gank - Ashes in a much more dangerous place than I thought.