Dolyem wrote: » Convoluted system idea. From what I gathered, OP is suggesting to make exclusively PVE players buffed over players who choose to PVP. Nah man, everyone is a PVX player in this game whether they want to be or not. Level playing field all around. Test the current system, on paper its already strict enough for pvp.
Asraiel wrote: » Dolyem wrote: » Convoluted system idea. From what I gathered, OP is suggesting to make exclusively PVE players buffed over players who choose to PVP. Nah man, everyone is a PVX player in this game whether they want to be or not. Level playing field all around. Test the current system, on paper its already strict enough for pvp. pvp is fun when all participants want it. everthing else cant be called pvp its not buffing the poor pve players. its rather not punish them who wanna be pve player
Dolyem wrote: » How are they being punished? Also it has been explained that this game is PVX, which requires both PVE and PVP. You have to participate in both to progress in the game.
Dolyem wrote: » If that doesn't sound appealing, then the games design is not ideal for your playstyle.
Asraiel wrote: » Dolyem wrote: » How are they being punished? Also it has been explained that this game is PVX, which requires both PVE and PVP. You have to participate in both to progress in the game. If that doesn't sound appealing, then the games design is not ideal for your playstyle. befor a player gets attacked he is flagged as non combatant if he fights back he becomes combatant and will if he dies and get lootet he may only loose 50% of gahereble as well as money he carrys atm. if he stays non combatant he doesnt get that protection however the killer get flagged as corrupt.
Dolyem wrote: » How are they being punished? Also it has been explained that this game is PVX, which requires both PVE and PVP. You have to participate in both to progress in the game. If that doesn't sound appealing, then the games design is not ideal for your playstyle.
Dolyem wrote: » And yes, those features tie into the whole risk vs reward design.
Asraiel wrote: » even if this topic may not bring the answer it should be known the planed system has to much potential to scare off potential players.
Neurath wrote: » The trend in games is not positive at the moment. All games have lost 90 to 95% of players in less than a year in recent years - even Elden Ring and Minecraft. Thus, Ashes has an uphill battle already. We can't change the corruption system substantially because there are too many factions that all want different changes - therefore, no changes can occur because all other changes would have to be side-lined or implemented too and that means a total overhaul of the corruption system. The idea to put in a buffer is the same argument some people used to have of making Streamers immune. It simply is not fair for anyone except those who directly benefit. Thus, it won't or can't be implemented.
Neurath wrote: PvE players would be even less inclined to fight back.
"Taleof2Cities wrote: If you want to farm players in peace without risk of consequences ... Ashes isn't going to quench that thirst either.
Dygz wrote: » They have to die at some point.
Asraiel wrote: » So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing and the system instantly flags the attacked player as combatant the moment he starts defending and fighting back or cc. And so a kill won't mark the attacker as a red or corrupt player.
Asraiel wrote: » This would not alter the planned flagging system but opts in a little extra safety and protection to those that will primarily play the game in pve and protects partly from the primarily instinctive biological reaction to protect against attacks. and not getting to feel the hard punishment if getting killed and so getting the feel of depression.
The current planned flagging system is at least something however i don't believe that it will lead to many players getting red flagged. Normal human behavior is upon being attacked you instinctively protect and fight back. This doesn't only apply to Real Life it also goes into Virtual World behavior. So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing and the system instantly flags the attacked player as combatant the moment he starts defending and fighting back or cc. And so a kill won't mark the attacker as a red or corrupt player.
BasKa13 wrote: I chuckled with the "this would not alter the planned flagging system", it's like lying to yourself. You want safety for some players in a game that, from the very start, is not safe and will, hopefully, never be safe. More recently New World showed why anything with "opt-in" in its name is a bad idea, but it wasn't the first game to do it (and fail at it). I honestly laughed with the "punishment if (of) getting killed and getting the feel of depression". It's like playing a PvP game like CSGO and crying when you get killed by someone. If you feel depressed because you died in an online game and lost stuff, you should either not play a PvP game with loot on death or look for professional help. Sometimes I get the feeling that people who literally never played a game where dying isn't safe now want to play a game where there is loot on death, but instead of facing it or not playing the game, they want the game to change for them. Ludicrous.TL;DR: Stop trying to create excuses and blaming imaginary reasons for your dislike of not being safe anywhere from being killed and dropping some loot. You might think you are a "PvX" player, but unfortunately you are not. You only want to PvP when you want to PvP, which by definition, is a PvE player. In Ashes, there's no such thing as consensual PvP, and there never will be.