Noaani wrote: » Fiddlez wrote: » I don't think you've played MO or Mo2 if you think that it had slightly more PVP. I absolutely haven't played it, and wouldn't waste my time with the game (some may like it, I know it isn't for me). However, a brief look over the basics of the game told me what I needed to know to have a general idea of how often the games PvP would play out. That look over the basics made me assume that PvP in MO2 would happen a little more often than I expect to see it in Ashes. That said, taking this comment in to consideration; CROW3 wrote: » I liked MO2, but I think Ashes will promote an overall increase in player PvP and more meaningful open world PvP than MO2. Maybe I was wrong. May be Ashes will have more PvP than MO2. Don't go mistaking "full drop" to mean more PvP, or a more PvP focus. That seems to be what you were doing in your reply to this post.
Fiddlez wrote: » I don't think you've played MO or Mo2 if you think that it had slightly more PVP.
CROW3 wrote: » I liked MO2, but I think Ashes will promote an overall increase in player PvP and more meaningful open world PvP than MO2.
Raven016 wrote: » Noaani wrote: » Fiddlez wrote: » I don't think you've played MO or Mo2 if you think that it had slightly more PVP. I absolutely haven't played it, and wouldn't waste my time with the game (some may like it, I know it isn't for me). However, a brief look over the basics of the game told me what I needed to know to have a general idea of how often the games PvP would play out. That look over the basics made me assume that PvP in MO2 would happen a little more often than I expect to see it in Ashes. That said, taking this comment in to consideration; CROW3 wrote: » I liked MO2, but I think Ashes will promote an overall increase in player PvP and more meaningful open world PvP than MO2. Maybe I was wrong. May be Ashes will have more PvP than MO2. Don't go mistaking "full drop" to mean more PvP, or a more PvP focus. That seems to be what you were doing in your reply to this post. MO2 has one worldwide server with 1500 active players at peak time. Is losing players quite fast and is on sale discount often. AoC will have to try to attract more players.
Fiddlez wrote: » Raven016 wrote: » Noaani wrote: » Fiddlez wrote: » I don't think you've played MO or Mo2 if you think that it had slightly more PVP. I absolutely haven't played it, and wouldn't waste my time with the game (some may like it, I know it isn't for me). However, a brief look over the basics of the game told me what I needed to know to have a general idea of how often the games PvP would play out. That look over the basics made me assume that PvP in MO2 would happen a little more often than I expect to see it in Ashes. That said, taking this comment in to consideration; CROW3 wrote: » I liked MO2, but I think Ashes will promote an overall increase in player PvP and more meaningful open world PvP than MO2. Maybe I was wrong. May be Ashes will have more PvP than MO2. Don't go mistaking "full drop" to mean more PvP, or a more PvP focus. That seems to be what you were doing in your reply to this post. MO2 has one worldwide server with 1500 active players at peak time. Is losing players quite fast and is on sale discount often. AoC will have to try to attract more players. Yeah because the game is terrible
Fiddlez wrote: » Ok well the entire point of playing MO or Crowfall was to PVP
When you talk about PVP in ashes you are referring to Opt In PVP. Being a Combatant, Caravan, raids,Guild Wars are all things you choose to do.
Barab wrote: » I've played Crowfall and MO2 (I still play MO2). Both had struggles retaining player base but, in my opinion, it wasn't because of full loot pvp. It was other core issues. I will say MO2 is a beautiful open world true sandbox. Looking forward to seeing it on unreal 5+ as the milestone of Territory Control mechanics went live last week.
Noaani wrote: » Fiddlez wrote: » Ok well the entire point of playing MO or Crowfall was to PVP Yeah, and yet people would go out of their way to avoid it (in MO2 at least, I literally don't know anyone that played Crowfall while it was live so won't speak to how that game was actually played). When you talk about PVP in ashes you are referring to Opt In PVP. Being a Combatant, Caravan, raids,Guild Wars are all things you choose to do. None of this is sounding like a game that isn't best described by calling it a PvP MMORPG. Opt in or not really isn't the point - that is not what defines an MMORPG as being PvP or not - that said, referring to open world PvP in Ashes as opt in is just objectively wrong other than in the context that players opt to play the game (thus making all PvP in literally every game ever opt in). That isn't an argument I would make, so I am unsure why you would.
Raven016 wrote: » I think there are more PvE than PvP players on the market. And people leave games where they do not feel competent and others keep killing them. To bring PvEers into an environment they cannot survive will not retain them long. But they'll not join in the 1st place, especially if they hear the game is PvP or PvX.
Fiddlez wrote: » Raven016 wrote: » I think there are more PvE than PvP players on the market. And people leave games where they do not feel competent and others keep killing them. To bring PvEers into an environment they cannot survive will not retain them long. But they'll not join in the 1st place, especially if they hear the game is PvP or PvX. Yeah that's generally true. Things change though and I see lots of change in the market. That being said we've all been told that and game development has followed that line of thought for a long time. As far as AoC goes though, if you've played other Games with a corruption system it's not super active PVP. Players will try and bait but generally speaking they won't risk being red, that was with less penalty then AoC offers. Which is where my opinion comes from. I think it's only logical that I would expect less PVP with a harsher system. Just to be clear in L2. Going Red meant you got a death penalty, couldn't use town services and you could get a higher chance to drop items. In AoC Steven put a higher curb on this. x4 death penalty, loss of stats, no storage whatsoever, player guards, can't go near town or use NPCs,bounty hunter guilds with rewards, and multiple way to PVP outside of Open World. I am waiting for alpha 2 to see if the bounty hunter guilds will be almost irrelevant. With only a subscription as a barrier, I think alot of players will definitely give it a shot and just like Hardcore WoW and Tarkov, players will probably find they enjoy the higher risk. Hard to tell since nothing is being built on this level that offers anything close. Pretty confident T&L looks like it's dead on arrival.
Raven016 wrote: » Fiddlez wrote: » Raven016 wrote: » I think there are more PvE than PvP players on the market. And people leave games where they do not feel competent and others keep killing them. To bring PvEers into an environment they cannot survive will not retain them long. But they'll not join in the 1st place, especially if they hear the game is PvP or PvX. Yeah that's generally true. Things change though and I see lots of change in the market. That being said we've all been told that and game development has followed that line of thought for a long time. As far as AoC goes though, if you've played other Games with a corruption system it's not super active PVP. Players will try and bait but generally speaking they won't risk being red, that was with less penalty then AoC offers. Which is where my opinion comes from. I think it's only logical that I would expect less PVP with a harsher system. Just to be clear in L2. Going Red meant you got a death penalty, couldn't use town services and you could get a higher chance to drop items. In AoC Steven put a higher curb on this. x4 death penalty, loss of stats, no storage whatsoever, player guards, can't go near town or use NPCs,bounty hunter guilds with rewards, and multiple way to PVP outside of Open World. I am waiting for alpha 2 to see if the bounty hunter guilds will be almost irrelevant. With only a subscription as a barrier, I think alot of players will definitely give it a shot and just like Hardcore WoW and Tarkov, players will probably find they enjoy the higher risk. Hard to tell since nothing is being built on this level that offers anything close. Pretty confident T&L looks like it's dead on arrival. "x4 death penalty" is just relative to the "1x death penalty" To be able to estimate what impact onto the game has, we need to know real numbers, like how much time it takes to clear the corruption. If a gatherer roams the world 2 hours and in the end finds some very rare materials, if another player sees him, makes sense to decide to kill him, if the time to clear the corruption is 1 hour. Also the wiki states that: These ash piles are immediately lootable by any player.[89] Player flagging is not triggered by looting.[76] So if you have an alt or a friend nearby, you can immediately pass the items by letting him kill you. We could also consider that letting yourself killed by a friend is detrimental because your gear loses durability. But knowing that, the one dealing the killing blow has to use a normal gear, not something too expensive to repair. And in the process you will also remove some corruption. And you will also respawn in the vicinity, where you are protected by your friend. The only problem with this approach is that the two gankers have to share the loot. But maybe they do that for fun just like the gatherer likes to explore and search things. If the penalties are sever enough, players will see this activity as something they have to work for, and pay to have fun. Instead of having material gain, they will lose. But they gain the fun. They'll welcome the BH too. Anyway, things can be very different depending how many players are on the server, how often they meet other players while roaming... If there are many who prefer peaceful play then a few gankers will not have a big impact. Imagine a server where 10K players like Dygz join and normal PvP players have to stay in a queue to login... Getting a large number of PvE players will be possible with help from streamers, if they bring their large communities and if the PvE in AoC will be indeed good. But because the main focus of the game is on caravans and sieges, PvE will not be the main focus. I mean if PvE would be the main focus, Steven would not keep saying that the game is not for everyone. By PvX makes players alert and those who dig for the meaning, find out that they have to do both.
Garrtok wrote: » It is very much a pvp game. Anyone who can not deal with pvp at all, shouldn't play aoc.
Dolyem wrote: » Raven016 wrote: » Fiddlez wrote: » Raven016 wrote: » I think there are more PvE than PvP players on the market. And people leave games where they do not feel competent and others keep killing them. To bring PvEers into an environment they cannot survive will not retain them long. But they'll not join in the 1st place, especially if they hear the game is PvP or PvX. Yeah that's generally true. Things change though and I see lots of change in the market. That being said we've all been told that and game development has followed that line of thought for a long time. As far as AoC goes though, if you've played other Games with a corruption system it's not super active PVP. Players will try and bait but generally speaking they won't risk being red, that was with less penalty then AoC offers. Which is where my opinion comes from. I think it's only logical that I would expect less PVP with a harsher system. Just to be clear in L2. Going Red meant you got a death penalty, couldn't use town services and you could get a higher chance to drop items. In AoC Steven put a higher curb on this. x4 death penalty, loss of stats, no storage whatsoever, player guards, can't go near town or use NPCs,bounty hunter guilds with rewards, and multiple way to PVP outside of Open World. I am waiting for alpha 2 to see if the bounty hunter guilds will be almost irrelevant. With only a subscription as a barrier, I think alot of players will definitely give it a shot and just like Hardcore WoW and Tarkov, players will probably find they enjoy the higher risk. Hard to tell since nothing is being built on this level that offers anything close. Pretty confident T&L looks like it's dead on arrival. "x4 death penalty" is just relative to the "1x death penalty" To be able to estimate what impact onto the game has, we need to know real numbers, like how much time it takes to clear the corruption. If a gatherer roams the world 2 hours and in the end finds some very rare materials, if another player sees him, makes sense to decide to kill him, if the time to clear the corruption is 1 hour. Also the wiki states that: These ash piles are immediately lootable by any player.[89] Player flagging is not triggered by looting.[76] So if you have an alt or a friend nearby, you can immediately pass the items by letting him kill you. We could also consider that letting yourself killed by a friend is detrimental because your gear loses durability. But knowing that, the one dealing the killing blow has to use a normal gear, not something too expensive to repair. And in the process you will also remove some corruption. And you will also respawn in the vicinity, where you are protected by your friend. The only problem with this approach is that the two gankers have to share the loot. But maybe they do that for fun just like the gatherer likes to explore and search things. If the penalties are sever enough, players will see this activity as something they have to work for, and pay to have fun. Instead of having material gain, they will lose. But they gain the fun. They'll welcome the BH too. Anyway, things can be very different depending how many players are on the server, how often they meet other players while roaming... If there are many who prefer peaceful play then a few gankers will not have a big impact. Imagine a server where 10K players like Dygz join and normal PvP players have to stay in a queue to login... Getting a large number of PvE players will be possible with help from streamers, if they bring their large communities and if the PvE in AoC will be indeed good. But because the main focus of the game is on caravans and sieges, PvE will not be the main focus. I mean if PvE would be the main focus, Steven would not keep saying that the game is not for everyone. By PvX makes players alert and those who dig for the meaning, find out that they have to do both. remember, if you satisfy the demand for non-griefing OWPvP while still deterring griefing in all aspects, the game will be better for it as a PvX focus. Prioritizing either PvE players or PvP players is the wrong mindset, the correct path of design as far as Ashes of Creation is designed is to encourage players to be both PvE players and PvP players at the same time, and fully prepare them to go into the game upon release knowing they will need to actively participate in both to progress to the highest content in the game.
Fiddlez wrote: » In Crowfall/MO2/Eve/Albion The PvE is filler for the PVP. It's just there to provide a gap filler and to be a form of RPG but if you go out there is basically 0 reasons not to PvP every player you see.
I have played plenty of both and AoC will play SUBSTANTIALLY different and judging by how the market is leading towards more genuine experiences it's especially important we describe this game properly to prevent confusion and MAKE them ask the question, What is PvX?
Raven016 wrote: » Dolyem wrote: » Raven016 wrote: » Fiddlez wrote: » Raven016 wrote: » I think there are more PvE than PvP players on the market. And people leave games where they do not feel competent and others keep killing them. To bring PvEers into an environment they cannot survive will not retain them long. But they'll not join in the 1st place, especially if they hear the game is PvP or PvX. Yeah that's generally true. Things change though and I see lots of change in the market. That being said we've all been told that and game development has followed that line of thought for a long time. As far as AoC goes though, if you've played other Games with a corruption system it's not super active PVP. Players will try and bait but generally speaking they won't risk being red, that was with less penalty then AoC offers. Which is where my opinion comes from. I think it's only logical that I would expect less PVP with a harsher system. Just to be clear in L2. Going Red meant you got a death penalty, couldn't use town services and you could get a higher chance to drop items. In AoC Steven put a higher curb on this. x4 death penalty, loss of stats, no storage whatsoever, player guards, can't go near town or use NPCs,bounty hunter guilds with rewards, and multiple way to PVP outside of Open World. I am waiting for alpha 2 to see if the bounty hunter guilds will be almost irrelevant. With only a subscription as a barrier, I think alot of players will definitely give it a shot and just like Hardcore WoW and Tarkov, players will probably find they enjoy the higher risk. Hard to tell since nothing is being built on this level that offers anything close. Pretty confident T&L looks like it's dead on arrival. "x4 death penalty" is just relative to the "1x death penalty" To be able to estimate what impact onto the game has, we need to know real numbers, like how much time it takes to clear the corruption. If a gatherer roams the world 2 hours and in the end finds some very rare materials, if another player sees him, makes sense to decide to kill him, if the time to clear the corruption is 1 hour. Also the wiki states that: These ash piles are immediately lootable by any player.[89] Player flagging is not triggered by looting.[76] So if you have an alt or a friend nearby, you can immediately pass the items by letting him kill you. We could also consider that letting yourself killed by a friend is detrimental because your gear loses durability. But knowing that, the one dealing the killing blow has to use a normal gear, not something too expensive to repair. And in the process you will also remove some corruption. And you will also respawn in the vicinity, where you are protected by your friend. The only problem with this approach is that the two gankers have to share the loot. But maybe they do that for fun just like the gatherer likes to explore and search things. If the penalties are sever enough, players will see this activity as something they have to work for, and pay to have fun. Instead of having material gain, they will lose. But they gain the fun. They'll welcome the BH too. Anyway, things can be very different depending how many players are on the server, how often they meet other players while roaming... If there are many who prefer peaceful play then a few gankers will not have a big impact. Imagine a server where 10K players like Dygz join and normal PvP players have to stay in a queue to login... Getting a large number of PvE players will be possible with help from streamers, if they bring their large communities and if the PvE in AoC will be indeed good. But because the main focus of the game is on caravans and sieges, PvE will not be the main focus. I mean if PvE would be the main focus, Steven would not keep saying that the game is not for everyone. By PvX makes players alert and those who dig for the meaning, find out that they have to do both. remember, if you satisfy the demand for non-griefing OWPvP while still deterring griefing in all aspects, the game will be better for it as a PvX focus. Prioritizing either PvE players or PvP players is the wrong mindset, the correct path of design as far as Ashes of Creation is designed is to encourage players to be both PvE players and PvP players at the same time, and fully prepare them to go into the game upon release knowing they will need to actively participate in both to progress to the highest content in the game. Anything Steven (will) says is intended, is not griefing. If he says is OK to kill 5 greens before you become visible to bounty hunters and your chance to drop items is significantly increased, then killing 5 is not griefing but killing 6 it is. That's why I do not like the word griefing when analyzing concrete cases. First should be analyzed and after that to decide if are griefing or not. Steven wants to make a themebox rather than a sandbox. Killing greens fits more to sandbox games while the caravans to his themebox approach. Is like legalizing crime and calling it a good thing to do.
Barab wrote: » On a side note I keep reading and hearing that Steven's AoC vision has changed to 24/7 "adrenaline rush" forced pvp everywhere. I dont recall him saying something like this repeatedly every time he speaks or posts something. AS in any game some actions, even pve, can create a rush for the player.
Fiddlez wrote: » I don't think you will really get any meaningful open world PVP minus the Caravans,Guild Wars or Sieges in AoC.
Fiddlez wrote: » I doubt the line is as simple as PVP players or PVE players. Even Dygz was a considering playing this game and he seems to me to be very PVE oriented.
Fiddlez wrote: » It's also a chance for PVEs to play in a world where big PVP events happen. While you might not partake, it will still be a lot more interesting.