ratbait wrote: » So true Redherring,these forums are just a narrowminded echo chamber for the hardcore PVPer,who will probably just leave after a few months of play and it has all burned to the ground.
Symbiosome wrote: » I agree with Steven that pvp should be for game political reasons, fight over resources, etc. But ... people who can grief will always exist and Ashes will NEVER be able to control it. Big Streamers will never be able to really cover the game and it will take revenue from the game. Casual players will not want to login for 30 min and deal with a griever. If you can not play the game the way you want people will leave. This will cause the game to be too niche. And I really really like playing Ashes ... this will be sad. Bottom line, consider the unconsentual pvp system the way it is now. Your current penalties will not stop grievers, and you can not police it.
redherring wrote: » Hmm.. I seem to read a lot of PvP opinions that miss the mark. However, I do see that Orym encapsulated a lot of the recent design principle updates Steve has shared. To those who want the "casuals" to go away. Uh... there are more "casuals" than "true PvPers" and "casuals" are what makes a game monetarily stable and successful. The "casuals" are the unwashed masses you need. That isn't to say this game doesn't feature PvP as a core principle. It is not too much unlike Albion. In Albion, you better believe that the "carebears" there are a large percentage of what makes the economy move. I do agree that having consequences and "weight" to actions and decisions seems to be the message being portrayed. Levels matter. Groups Matter. Crafting matters. Leveling up and each level matters. Being thoughtful when you are out gathering or doing solo content isn't inherently safe. The tension is a core game requirement. However, when I read "leave carebears" or "this game isnt' for you", I think there is a vocal minority of players that don't get that this game IS for all of us. Every day isn't "The Purge". There is a flagging system that will punish you for killing innocents. You should PvP for political reasons, but just killing indiscriminately isn't a design tenant. To those espousing "kill everyone" and "griefing is fine", you are welcome to leave as well as this game isn't for you.
Its_Me wrote: » ratbait wrote: » So true Redherring,these forums are just a narrowminded echo chamber for the hardcore PVPer,who will probably just leave after a few months of play and it has all burned to the ground. I see extreme statements on both sides of the fence, those saying PVE players don't matter and those saying PVP players don't matter. As far as I am concerned, it is the extremists on both sides that are the real issue.
mainedutch wrote: » Its_Me wrote: » ratbait wrote: » So true Redherring,these forums are just a narrowminded echo chamber for the hardcore PVPer,who will probably just leave after a few months of play and it has all burned to the ground. I see extreme statements on both sides of the fence, those saying PVE players don't matter and those saying PVP players don't matter. As far as I am concerned, it is the extremists on both sides that are the real issue. It's so refreshing to hear a voice of reason. I agree. I think corruption is fine if it gets tuned down and will prevent PvErs from getting ganked like they're afraid. I also believe there will be plenty of PvP events and areas for PvPers to get the combat they want. But to say there should be PvP toggles, PvE/PvP servers, or the removal of a barrier to PK (corruption) is crazy imo. The game is PvX and it needs to remain PvX. That was always its goal. I believe it will work out.
RedLeader1 wrote: » We are just testing the core PvE element, that would exist even if it was a purely PvP game or a purely PvE game, but I must say cracks are appearing. My optimism for a truly PvX game has taken a hit. I think a corruption system to balance the risk/reward for PvP players killing and disincentivizing players focused on PvE is necessary. But I would say that a bigger priority is incentivising those PvE players to play in the first place. I think the goal in a PvX game, is to create content gated behind PvE and PvP, so that a team comprised of both PvE focused players and PvP focused players, or all-rounders, is most successful. All I am seeing is a PvP focused game. Even the grinding in groups and zergs is very PvP oriented, because gathering and crafting is a solo operation. When artisanship is added, are all the mobs going to be rebalanced? Because I am too far behind now to do anything after 1 weekend. I cant rejoin the group grinding and I cant solo anywhere. Right now I don't think me dying repeatedly out in the wild, grinding to 10 for 3 days in the starter area, trying to compete for mobs in a level 9 group amongst the level 15 groups, or spamming LFG is helping test much. I think a more holistic design to the first 15 levels is required, because it is going to require a lot of rework to balance PvE leveling in with what we have at the moment.
ratbait wrote: » Casual crafters wont play a game like this,to spend 2 hours gathering just to have a guy roll up and kill you,lose half your stuff just isnt worth it.But hey lets incentivize the griefing by giving the killer 25% of your stuff for 1 seconds farming gatherers.
Andi wrote: » People really, really need to stop using "not for everybody".
Sigtyr wrote: » Steven has said many times that this game is not for everybody. There are core visions of this game that simply will not be changed, no matter how many times someone makes this thread.