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Make PvP Viable

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Comments

  • beretta7beretta7 Member, Alpha Two
    You simply cannot make pvp extremely accessible in the open world in a combat system that is mostly based on gear and level vs skill. If a new player could at least hold his own and have a chance if he is simply trying to gather then the risk reward makes sense. A level 25 sweaty player running around areas and ganking for free resources is what would happen if we make pvp less painful. They sealed this with their tab target gear based level based system. Sorry.
  • LudulluLudullu Member, Alpha Two
    beretta7 wrote: »
    You simply cannot make pvp extremely accessible in the open world in a combat system that is mostly based on gear and level vs skill. If a new player could at least hold his own and have a chance if he is simply trying to gather then the risk reward makes sense. A level 25 sweaty player running around areas and ganking for free resources is what would happen if we make pvp less painful. They sealed this with their tab target gear based level based system. Sorry.
    And none of that is the case with the corruption system. Higher lvl PKers get crazy amounts of corruption, so they'll be hunted to the ends of the world. Multiple PKs in a row also mean higher lvls of Blight, which means more corruption per kill, so it's the same situation as with the lowbies.

    The only reason we have high lvl players killing lowbies is the broken mob leashing and aggro design.
  • davenbdavenb Member, Alpha Two
    You thought wrong, the problem is that you cant contest mainly named mobs because going corrupt is not viable and never will be as long you risk losing your gear. The only way to contest is to dps race which is very bad design even world bosses where you have mechanics like killing flamelings for firebrand when he goes in the air phase and turmok when he puts down his mushroom and you have to kill those in order to not power/heal up but if you do you lose dmg uptime where other parties/raids can and will hit the boss in order to claim the loot via damage race
  • beretta7beretta7 Member, Alpha Two
    Ludullu wrote: »
    beretta7 wrote: »
    You simply cannot make pvp extremely accessible in the open world in a combat system that is mostly based on gear and level vs skill. If a new player could at least hold his own and have a chance if he is simply trying to gather then the risk reward makes sense. A level 25 sweaty player running around areas and ganking for free resources is what would happen if we make pvp less painful. They sealed this with their tab target gear based level based system. Sorry.
    And none of that is the case with the corruption system. Higher lvl PKers get crazy amounts of corruption, so they'll be hunted to the ends of the world. Multiple PKs in a row also mean higher lvls of Blight, which means more corruption per kill, so it's the same situation as with the lowbies.

    The only reason we have high lvl players killing lowbies is the broken mob leashing and aggro design.

    I agree with you in the current system but Im pretty sure the author was saying they wanted it less punishing for pvp which really cant happen unless they change their combat system totally. They could make small tweaks but it has to be pretty damn brutal to pvp with this current system otherwise the game would really never succeed imo. They could always have a bounty system and a totally consensual pvp system with areas that were totally open. Other games with low skill combat systems have done that and it was worked. I think a bounty system is a must in an open world. Bounty systems are almost always a lot of fun.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    davenb wrote: »
    You thought wrong, the problem is that you cant contest mainly named mobs because going corrupt is not viable and never will be as long you risk losing your gear. The only way to contest is to dps race which is very bad design even world bosses where you have mechanics like killing flamelings for firebrand when he goes in the air phase and turmok when he puts down his mushroom and you have to kill those in order to not power/heal up but if you do you lose dmg uptime where other parties/raids can and will hit the boss in order to claim the loot via damage race

    So, you are conflating a few things here.

    You are saying the DPS race is bad design, and then are citing encounter design specifics as your reasoning.

    I totally agree that the concept of a DPS race doesn't work well in conjunction with encounter design that requires something other than max DPS, if that mechanic other than DPS isnt applied to every grouo present equally. That doesn't mean a DPS race is bad design though.
  • davenbdavenb Member, Alpha Two
    Its one of the reason and yes it is a bad design
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