hleV wrote: » No, the danger should come from both PvE and PvP. PvX game, remember? You can't just push the PvP part away whenever you feel like it.
Morg7x7 wrote: » How is anybody going to down a world boss when the healers cant stay alive for more than 2 seconds? It'll be a tit-for-tat gankfest that benefits nobody except griefers. The danger should come from the boss itself and the challenge should come from winning the dps race against other partys.
Morg7x7 wrote: » Yes you can, its called corruption, remember?
Biccus wrote: » Dygz wrote: » Open Seas are high PvP - not high risk. Open Seas are reduced risk in order to encourage a higher occurrence of PvP. Would you not having the protection of the corruption system increase your risk of getting killed and losing your gatherables and ship?
Dygz wrote: » Open Seas are high PvP - not high risk. Open Seas are reduced risk in order to encourage a higher occurrence of PvP.
Liniker wrote: » Sorry @Dygz .. but Steven is the one making the game, and he says it's high risk, plus, I think he knows the game he is making better and has more experience in game design than you, so you can stop saying that in every single post you can find because you are wrong.
Liniker wrote: » It is high risk and theres nothing to say about it. Open PvP with no corruption means higher PVP occurrence which translates to higher chances of dying which translates to More Risk due to the death penalties being. Even if your (not confirmed) scenario with 50% of the penalties is real, the risk is still higher.
Liniker wrote: » Now, can you find me a quote where it says we will take Reduced penalties on the open sea? you can't, because that's just your assumption. Steven only said we would be flagged for PvP, and that does not mean everyone will be combatant or purple, we were also flagged for PvP during castle sieges in A1 and that had nothing to do with the green-purple-red flagging system, the rule set can be different, we don't know. Even with you creating scenarios and assumptions to validate your dislike for the change, you are still incorrect.
Raids contain intricate combat mechanics
There are many reasons to engage in open world PvP in Ashes of Creation.[7] Scarce resources.[7] Hunting grounds.[7] Caravans.[7] Sieges.[7] Guild wars.[7]
Hunting grounds refer to killing monsters or NPCs in the open-world.[2][3] This also refers to contesting resources.[4]
The Node system facilitates the generation of new PvE content such as Quests, Dungeons, Raids and Monster coins.
A single digit percentage of the population will be capable of defeating certain content.[9]
ClintHardwood wrote: » The real fun comes in once you get over your 'gear fear', or in AoC's case, resource fear. Die. Lose your stuff. Murder other people. Take their stuff. Get better at the game. Now that's a gameplay loop.
Dygz wrote: » ClintHardwood wrote: » The real fun comes in once you get over your 'gear fear', or in AoC's case, resource fear. Die. Lose your stuff. Murder other people. Take their stuff. Get better at the game. Now that's a gameplay loop. Yep. That's an awesome gameplay loop for people who love to do that. I don't play RPGs to murder people and take their stuff - I play RPGs to experience similar stories as what I read of heroic fantasy novels. While some killing is common, murdering and stealing people's stuff typically is not a thing in those stories. So, murdering people and stealing their stuff is not fun to me. But, it is fun for lots of gamers. And it's cool to have games that cater to those gamers. Looks like Ashes will join that list.
NiKr wrote: » I'd personally prefer the push for guild/node wars rather than just a ffa around bosses. There's a boss in your node but some randoes from another node constantly farm it? Declare a war on their node. There's a bodd your guild is trying to contest against another guild? War! Wars keep the ffa nature of pvp around a boss w/o including literally the whole server in the action (though they kinda do cause you'd be flagged, but still). This would obviously require the guild wars to be forced (so that the target of the declaration can't just deny it) and the cost for the war would have to be appropriate. But if the boss is worth it - you pay the higher price to dec the contesting guild.
Strevi wrote: » What happens if I cast a spell toward the boss and a player from another team gets in-between? I get flagged? And the other team can kill me?
Strevi wrote: » I have the strange feeling that - either everybody knows Raids to allow PvP and the wiki is not complete - or everybody assumes Raids to allow PvP while it was never the case
Strevi wrote: » Can it be that PvE players are actually safe from being attacked by other players? If not, then as @Morg7x7 said, chances are 0% to defeat them.
Mag7spy wrote: » You are taking my lines >:(
Strevi wrote: » On one of the links I posted above is writtenAshes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[20][21][22] It is unlikely that a player could purely focus on just PvP or just PvE.[22] The quote sends back to 2017.
Dygz wrote: » Strevi wrote: » On one of the links I posted above is writtenAshes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[20][21][22] It is unlikely that a player could purely focus on just PvP or just PvE.[22] The quote sends back to 2017. Yes. I am, of course, aware of that quote. And...?
Dygz wrote: » Doesn't seem to be that you just declare a Guild War for any reason just so you can attack another Guild anywhere they are across the map whenever you feel like it. I'm not sure what a boss being "worth it' can truly mean in that context.