akabear wrote: » Will dying at sea effect teleport to the nearest destination, creating fast travel?
WHIT3ROS3 wrote: » Objective-based, opt-in PvP combat for Caravans and Sieges. Corruption as the compromise for random, non-consensual PvP combat in the open world. That's what has been stated for the 5 years the game has been in development. Which is still the case. The world is large, no need to have 100% of it dedicated to what you consider to be optimal. Seems a bit extreme to approach it as "Yeah, the entirety of the land mass is how I want it, but the fact that it isn't 100% of the game is a dealbreaker for me" that doesn't seem reasonable. In fact, it comes across as pretty petulant considering we haven't even seen a single piece of Naval gameplay as of yet. But you do you.
insomnia wrote: » I guess i'll avoid the open sea as much as possible. so, the open sea is going to be a shitzone. Full Pvp are often for a-holes. People that likes to corpse camp others, so they have no option but to log off. If they really liked Pvp, why not do arenas or battlegrounds. Because they proberly aren't that good at pvp. They need all the advangates they can get. Being higher level. Being more people. Attacking someone in the back. Attacking them while the opponent is fighting a mob. etc
George_Black wrote: » insomnia wrote: » I guess i'll avoid the open sea as much as possible. so, the open sea is going to be a shitzone. Full Pvp are often for a-holes. People that likes to corpse camp others, so they have no option but to log off. If they really liked Pvp, why not do arenas or battlegrounds. Because they proberly aren't that good at pvp. They need all the advangates they can get. Being higher level. Being more people. Attacking someone in the back. Attacking them while the opponent is fighting a mob. etc What a sore loser.
Iffithy wrote: » I’m going to have to agree with Dygz on this one. It’s a disappointing change. Not because I am against the pvp but because it changes the balance that I was hoping for in a pvx game. But the thing I really don’t understand is why do this? I mean the vast majority of people traveling across the ocean would likely be caravans, which are mobile pvp zones already. So what does this accomplish other than discourage exploration?
JamesSunderland wrote: » If Steven is intending to go for the "Archeage style"(as i believe he is) I expect that the Sea will be the place with possible the highest rewards in the game, considering Archeage's golden age as a base, Across the Sea trading would have the most valuable trading routes; Fishing, seafloor gathering and deep dive treasure hunting possible some of the most rewarding professions and Sea World Bosses to be some of the most rewarding . It's all about the Higher Risk for the Higher Reward.
Dygz wrote: » LMFAO It's a dealbreaker. Like EvE and ArcheAge, that's too PvP-centric for me. I won't be playing. Unless we can use the Divine Gateways to port to starting areas on other continents.
mfckingjoker wrote: » Dygz wrote: » LMFAO It's a dealbreaker. Like EvE and ArcheAge, that's too PvP-centric for me. I won't be playing. Unless we can use the Divine Gateways to port to starting areas on other continents. Just move on man. I've seen you complaining many many times in this forums. This game is not for you.
Bearheart wrote: » How this pans out will largely depend on how its balanced from a design point of view, in addition to how the community rallies around this. So I'm looking forward to how this will look in Alpha 2 play testing. I'm still skeptical. But there are too many variables for me to have a real opinion.
Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[7] – Steven Sharif
[...] the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[11] – Steven Sharif
One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with;... [99] – Steven Sharif
[...] Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[100]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. [...] It is a comfortable balance between player agency and grief and basically removing player agency for other players.[65] – Steven Sharif
Reward without risk is meaningless. Corruption is just another word for risk.[138] – Steven Sharif
mfckingjoker wrote: » Just move on man. I've seen you complaining many many times in this forums. This game is not for you.