Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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It's not about losing, it's about how losing feels.
Let me set the stage. My guild and I decide to take an 8-man to Forge today. No particular goal in mind, just exploring and getting some XP. Things are good for a while. We're clearing mobs and getting deeper into the dungeon. We get done with a fight and are taking a rest on our way down a staircase.
Suddenly I turn around and see about 14 players from a guild known for being hardcore PvPers about to come down the same stairs. I notify my party and boom! The PvP guild declares war on us. before I can say "ah shit" we're all dead. It felt like we had been smited by some mysterious force. There was no fight, no back and forth, just instant ash piles. Literally an entire 8-man party killed in probably less than 2 seconds.
I'll be the first to admit to not being good at PvP. It's never been my focus in MMO's. I don't mind losing. However, this kind of loss just feels bad. I worry that moments like this will turn too many players off of the game and lead hardcore PvP guilds being kings of a dying game.
Suggestions:
- TTK obviously still needs work and I know Intrepid is still looking at it.
- War declarations should come with a little bit of warning. I'm just talking about 5 minutes or so. Enough time for my party in this instance to either prepare ourselves (without having enough time to call for reinforcements) or decide to surrender to the dominant force and leave the area.
Suddenly I turn around and see about 14 players from a guild known for being hardcore PvPers about to come down the same stairs. I notify my party and boom! The PvP guild declares war on us. before I can say "ah shit" we're all dead. It felt like we had been smited by some mysterious force. There was no fight, no back and forth, just instant ash piles. Literally an entire 8-man party killed in probably less than 2 seconds.
I'll be the first to admit to not being good at PvP. It's never been my focus in MMO's. I don't mind losing. However, this kind of loss just feels bad. I worry that moments like this will turn too many players off of the game and lead hardcore PvP guilds being kings of a dying game.
Suggestions:
- TTK obviously still needs work and I know Intrepid is still looking at it.
- War declarations should come with a little bit of warning. I'm just talking about 5 minutes or so. Enough time for my party in this instance to either prepare ourselves (without having enough time to call for reinforcements) or decide to surrender to the dominant force and leave the area.
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Comments
Ideally it'd also be a thing that you gotta do at a node, but I'm sure that guilds would simply put the GL role on an alt and have it at a node, to circumvent this kind of rule, so it'll still ultimately come down to having proper costs on this stuff.
And I do believe those are planned, so we just gotta wait till Intrepid implement them.
This is absolutely what it's being used for, right now. And then you get these 30x8 "fights" cos the second guild were sucker-punched.
Needs to be at least a 12hr declaration period just to stop the ridiculously one-sided gank-fests.
No, there needs to be more than just this.
Guild Wars are supposed to be fights over in game guild assets. Obviously these aren't implemented yet. However, when they are implemented, a guild declaring a war such as in the OP's example may well find that they are putting those assets (things such as a guild hall) at risk for declaring a war over something so trivial.
However, even when these assets are at risk, there still needs to be a cost for declaring war on a guild - a cost that scales based on the over all power difference between the two guilds. Declaring war on an evenly matched or stronger guild should be fairly cheap, but declaring a war on a much less powerful guild should cost a substantial amount.
This is the second largest challenge the game faces. First being cheating. I wouldn't enjoy being on either side of that fight. There's no fun in zerging a smaller group/guild and no fun getting zerged. If the game tailors towards the hardcore pvp crowd without strict guardrails the game will fail. I can't think of any open world PvP mmorpgs that were successful. Last I tested and it seems still the game is just PvP not PvX.
Lots of good points and possible solutions brought too. I'd like to add I'd like to see some instanced dungeons. I like the controlled combat in dungeons, where a good group comp and team work matter. I would like to see instanced dungeons that would load other parties in. You could end up with a race condition to the bosses, conflict at cross roads in the dungeons, or decide to work together and clear it faster.
^This doesn't fix the war/corruption loophole that exists, but it gives the PvE leaning players content to enjoy. And PvP leaning players a place to go for fairer combat. I'd enjoy both.