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Please make this game True PvX with multiple incentive.

haelinhaelin Member, Alpha Two
This is a suggestion/concern—please take it with a grain of salt.

I just want some closure to know that this game is actually going to be a true PvX experience. Recently, I’ve noticed more PvE and PvP events being separate, which worries me. I’ve played many games in development that advertised themselves as “PvX,” and they almost always conflate PvP + PvE separately as = PvX, which usually leads to the game’s demise. These games either cater too heavily to PvE players, turning into a “single-player” experience, or focus too much on PvP, becoming too toxic for casual players. I hope this won’t happen here.

I mention this in light of both recent and past changes.

I originally thought the game would offer a mostly harmless global experience with layers of micro-events that increase risk and reward on an individual basis. I still believe this is essential, but the world needs strong incentives across the map to encourage meaningful player-driven interactions.

Here are some examples of what I mean:

Gathering: PvE gathering is great and widely loved, but it could be made PvX without losing the PvE base. For instance, all gathering could remain PvE by default, but if a player procures an epic or legendary resource, they could become flagged for PvP. This would allow other players to attack and potentially take the rare items, while players could counter this through stealth or evasion skills. This creates a healthy PvX dynamic.

Another Gathering example: Instead of having people purely just go out and hit random trees and rocks expecting to find a high rarity, you can add a more skill-based approach to it involving the maturity of the tree, inspection of the tree, or even arcane pylons to add more depth to it. Anything that reaches more people rather than a solo casual experience 100%.

Lawless zones in POIs: These are a promising start for PvX, but incentives need improvement. Currently, about 80% of players in lawless zones simply coexist to gain mutual XP and luck benefits. You could implement systems where killing other players in lawless zones increases XP and loot rewards as long as the player stays in the zone, but loses those bonuses if they leave or die or even have it where your lucky increases the longer your group grinds without a single player death to incentivize a "skill" mechanic. Multi-layered systems like this would strengthen the PvX experience.

Caravans: Caravans are a perfect example of PvX, offering risk/reward choices that can lead to PvP conflicts. I think allowing caravans to run glint for money was a missed opportunity, as it’s a too-direct incentive. Instead, caravans could yield multiplicative amounts of resources, creating competition for guilds or players without simply being a money sink. This would encourage meaningful world interaction and risk/reward dynamics.

In short, I hope the game maintains its PvX vision, with layered systems that reward player choice, risk-taking, and interaction. Stronger incentives and multi-layered dynamics across gathering, lawless zones, and caravans could make this a truly unique experience.


I just want to preface too that I think Ashes is doing a great job in a player-driven world on a more macro scale with node systems, guild management, sieges, etc. But I think it needs to focus on a more individualistic PvX experience so there are healthy microcosms within the larger scale of macro-worldbuilding within Ashes. Leaderboards, individual conflicts, individual lost/gain, achievements involving players choices within the world for player identity etc. Citizenship can't be too forced so it doesn't feel contrived. Make sure these systems are communicated clearly to players, so they understand the risk/reward potential—otherwise, the mechanics may exist but not engage the community fully.

Comments

  • CawwCaww Member, Alpha Two
    a solid PvX is kinda the Holy Grail, we shall see if the vision is of joy or tears....
  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    I think it will be solid PvX.
    Keep in mind the penalties for flagging PvP have been tuned up to discourage PvP and encourage testing.

    Nearly every aspect of the game encourages some sort of competition.
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    This is my personal feedback, shared to help the game thrive in its niche.
  • REHOCREHOC Moderator, Member, Alpha Two
    I understand your concern, but Intrepid has been very clear from the start that Ashes is a true PvX game. Systems like nodes, caravans, sieges, corruption, and lawless areas are all designed so PvE and PvP naturally intersect. The team has shown again and again that risk versus reward is at the core of every mechanic.

    Ashes is absolutely on the right path to deliver the unique PvX experience we all want, and Intrepid continues to listen and refine based on community feedback. That is why I fully trust their vision.
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