Taleof2Cities wrote: » Where did you get the idea that you’re “on the downside” in every open world PvP encounter? Do you not have faith in your own skill set?
j3thr01 wrote: » I can't hit/defend against other players unless i flag up? Meaning I'm on the downside every time? Minding your own buisness and have somebody wait until you're low enough to get jumped? Kinda lame ngl.
EPMAN wrote: » The area with "flag" pvp should be limited to only a few zone, its better with some zones without pvp and carebear pvp(low tier) and some zones with full loot(high tier), then you don´t need this kind of **** "flag" system.
Roanator wrote: » Pvp in this game i faaaaaaaar from what t should be. At this moment its a joke. By the time you turn the flag on you indeed half way down...good balance...and then to think they had more then one meeting about this. We already seen players start to camp the spots where players return to after they got killed. pvp will be the reason players leave this game if it doesnt change.
judasalive wrote: » Roanator wrote: » Pvp in this game i faaaaaaaar from what t should be. At this moment its a joke. By the time you turn the flag on you indeed half way down...good balance...and then to think they had more then one meeting about this. We already seen players start to camp the spots where players return to after they got killed. pvp will be the reason players leave this game if it doesnt change. I must agree to this post. I am a totally PvP orientated player and I played for e.g. L2 for a long time, so I do know the fact of dropping some gear... actually I must say that in the current state of the game there is really no pvp in ashes of creation (my opinion) and there is a reason for it beside of missing content:Ashes statement on PvP:PvP in Ashes of Creation exists in both opt-in systems and events as well as open-world PvP with a flagging (and corruption) system.[6] In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[6] – Steven Sharif so here is my feedback on this (btw I am fine with the corruption mode if it works)Problem: - dying in pvp means loosing exp + materials + damaged equipment - manual flagging for pvp gives the attacker an advantage of timeResult: - getting punished for doing normal pvp (not corruption mode) in a pvp orientated game (in the case of death) - players will only go into the fights which they are certain of winning them... like 3:1 or higher vs lower level (this is a fact) - everyone will clean up his inventory before entering a pvp zone or mode (because noone wonna loose rare materials etc.) - there will be no other fights, because even if they are engaging in a fair fight, they will be punished for doing so=> players are getting punished for doing pvp in a pvp orientated game ?!?!? (and come on winning a fight and looting someone's materials is not really a reward to fight for...) => this is not risk vs rewardSuggestion for improvement: - completely remove the normal pvp death penalty - permanent auto flag players for pvp if they reached the max. level (alpha = level 25, endgame = level 50) - risk vs reward should rely on the open world mechanics only like node vs node, caravans, open dungeons etc., not for just having some normal fights best intentions & thx so far!
j3thr01 wrote: » Also having to manually flag up before you can defend with all that happening puts you down as well. Auto flag should be a thing. If a system is forcing PvP, it should be done right.