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The State of PvP "petition" (Or lack of)

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Comments

  • LudulluLudullu Member, Alpha Two
    Aeacus wrote: »
    You kiss your mother with that mouth?
    So you're deciding to avoid answering my question, got it.

    View it this way. You're trying to give Intrepid your feedback. They are not playing their own game the same way you, supposedly, do, so they can't know whether your claims or perception of the game is correct or not.

    I'm giving you a chance to properly explain the reasoning behind what you're asking for. You refuse to explain yourself. This applies to Superthrive as well.

    Intrepid won't get anything out of this thread, no matter how many times you bump it, because no one here is trying to actually discuss the topic. Azherae's question was ignored. Several of my questions have been ignored.

    GL getting any results from this thread, considering your attitude towards anyone that's trying to help you make your own point better.
  • LudulluLudullu Member, Alpha Two
    Btw @Azherae , just to make it clearer for myself, were you comparing Instanced and Normal Open World stuff, in your question, or Instanced and Lawless Zone stuff?
  • PlagueOfGrapesPlagueOfGrapes Member, Alpha Two
    Couldn't have said it better myself Lincoln!
  • dolmardolmar Member, Alpha Two
    There is no game loops with out proper pvp. Game is crafting/gathering/running sim. Do better ashes and listen to Lincoln. Honest Abe knows the situation at a grass roots level.
  • SmileGurneySmileGurney Member, Alpha Two
    dolmar wrote: »
    There is no game loops
    You could end that sentence there, and it would hold true for Ashes currently. Grinding 1000s of mats for an item isn't a game loop, dear intrepid.
    My lungs taste the air of Time,
    Blown past falling sands…
  • AeacusAeacus Member, Alpha Two
    Ludullu wrote: »
    Aeacus wrote: »
    You kiss your mother with that mouth?
    So you're deciding to avoid answering my question, got it.

    View it this way. You're trying to give Intrepid your feedback. They are not playing their own game the same way you, supposedly, do, so they can't know whether your claims or perception of the game is correct or not.

    I'm giving you a chance to properly explain the reasoning behind what you're asking for. You refuse to explain yourself. This applies to Superthrive as well.

    Intrepid won't get anything out of this thread, no matter how many times you bump it, because no one here is trying to actually discuss the topic. Azherae's question was ignored. Several of my questions have been ignored.

    GL getting any results from this thread, considering your attitude towards anyone that's trying to help you make your own point better.


    Only ""You" think your opinion counts and I've attempted to share my ideas to help create solutions which you proceeded to crap on PvP community. I never spoke ill of PvEers..... in fact, I continually advocate they are mutually important and NOT mutually exclusive. Again, you are irrelevant, so keep playing Silksong and Rematch with your 14 family followers from your mother's basement. Once more.. thank you for he bump!
    vqzwfrvg5ui2.png
  • AszkalonAszkalon Member, Alpha Two
    I am just thankful for all that Participation here, not gonna lie.



    I think it will be exactly like it was and still is - in Planetside II. If you are not firmly in a Team you can play good with, welcome the fact that You will be an Underdog in PvP. It will always be an Uphill Battle.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • SuperthriveSuperthrive Member, Alpha Two
    Aszkalon wrote: »
    I am just thankful for all that Participation here, not gonna lie.



    I think it will be exactly like it was and still is - in Planetside II. If you are not firmly in a Team you can play good with, welcome the fact that You will be an Underdog in PvP. It will always be an Uphill Battle.

    That is a really fun system. I enjoyed that game immensely when it first came out. HUGE battles!

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Btw Azherae , just to make it clearer for myself, were you comparing Instanced and Normal Open World stuff, in your question, or Instanced and Lawless Zone stuff?

    I was leaving it open to whatever interpretation, since PvP players are a vast spectrum, except ofc in the eyes of those who devalue other PvP players for not being hardcore/serious enough.

    But since that seems to be the trend of this thread, I'd say just ignore it, I don't need the answer after all, I'm not hardcore/serious enough to be a PvP player within the context of this discussion, since apparently you aren't.
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • AszkalonAszkalon Member, Alpha Two
    That is a really fun system. I enjoyed that game immensely when it first came out. HUGE battles!

    I KNOW !!! :mrgreen: it was especially good before "Lattice" turned everything into a more or less Meatgrinder. Sadly Players can not really get anywhere without Boosters for EXP and/or Cert Points. That is the Games great Weakness. The Pay to Win Aspect. :sweat_smile:
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".
  • VolgarisVolgaris Member, Alpha Two
    Aeacus wrote: »
    📜Petition: Rework Dynamic PvP Zones, Flagging, and Corruption to Retain PvP Players
    In early testing, guilds like “Polar” dominated zones like Oakbane, killing lowbies to control farming. While technically within PvP rules, it blurred the line between open-PvP and griefing/bullying.
    This is the nature of open world PvP, which is what the PvP zone is. Corruption would have no effect there, so the large more powerful group wins every time. This is a problem because it'll discourage others from the game. It'll just be large multi guild group vs large multi guild group in these zones, and eventually in the game until all the smaller guilds (prey) has left. Then they'll leave. Gotta keep the little guys interested even when they're getting their dingles stomped.

    Pseudo factions without governing mechanics will be a failure. Without factions there will be no meaningful PvX. The game can not be a PvX game without other mechanics to balance PvP. One of the biggest issues I've seen is Polar may be part of a Settlement and may be killing people their own Settlement with zero consequences. IS seems to be expecting players to police themselves, and that's going to fail. Killing someone from the same Settlement, Religion, and/or Guild should have consequences. I think the Guild can polices itself, but the Settlement and the Religion need to have in game mechanics to ensure factions even matter. Without that there is ONE faction, your Guild.
    Aeacus wrote: »
    At least back then there was reason for PvP. Now, there’s little purpose for players to engage in these zones.
    A knee jerk reaction, they went too far in one direction probably. Also hard to gauge this because so much is still missing from the game.
    Aeacus wrote: »
    Flagging Should Be Automatic in PvP Zones

    Entering a dynamic PvP zone should automatically flag players and mounts — no need to “flag up.”

    Manual flag toggling in these zones is redundant, clunky, and leads to awkward moments like using “Alt + F” just to function in a contested area. If it’s a PvP zone, then commit to it — flag everyone, period.
    I'd expect this to be automatic. I'd be nice to get some clarification on how some of these mechanics will work though. Something beyond the canned answers of "it's a work in progress", "it's alpha", "it's a placeholder", and so on.
    Aeacus wrote: »
    Corruption Punishes Legitimate PvP

    Killing a player and their mount inside a PvP zone triggered corruption in at least one reported case. This contradicts the purpose of dynamic PvP zones and punishes players for doing what the zone was designed to encourage.

    Corruption should not apply within designated PvP areas, especially when the combat is mutual and location-based.
    That's a bug, you should test it and report it. If not a bug what's the point in PvP zones?
    Aeacus wrote: »
    The Game is Drifting Toward PvE-Only

    With little PvP incentive or meaningful risk-reward in place, Ashes currently feels like PvE-Farmville — a game more about gathering and crafting than conflict.

    This design shift risks alienating PvP players who were drawn to Ashes for its promised conflict-driven world.
    What's the point in conflict without the PvE aspects of the game? Without PvE supporting PvP in an MMO there is no MMO. PvE content is king when it comes to MMOs if you count players. Not saying PvP has no place or it can't take a larger role. But without reason for the conflict it'll feel like a session play PvP game with a massive grind. Masses would flee that. Again I point towards to lack of faction rules that govern player actions that's causing some of this.
    Aeacus wrote: »
    More PvP Zones, Everywhere

    Every biome should have multiple dynamic PvP zones accessible at all times, giving players a choice in where to engage — not just a single hotspot or POI.
    Might not be needed, there should be more caravans which are roving PvP zones. You can literally create your own PvP zone just about anywhere. Yeah caravans are bit meh right now, but you have to keep in mind all the other reasons to PvP, not just the dynamic PvP zones. You can't just adjust the PvP zone without these other things in mind.
    Aeacus wrote: »
    Automatic Flagging
    All players and mounts should be auto-flagged upon entering any dynamic PvP zone.
    Remove manual flagging in these zones entirely. If you enter, you’re in.
    Yeah, probably a bug, and not fully implemented yet.
    Aeacus wrote: »
    Reward Meaningful PvP Participation
    Increased XP for PvE inside PvP zones (mob grinding should help leveling at a faster rate).
    Improved drop rates — not a minor bump like 10%, but a significant increase (e.g., 50%) to loot luck for white and green gear tiers.
    Farmed gear should be lootable, but:
    Looted whites/greens from PvP zones should not be temperable or ascendable.
    This preserves the value of crafted gear (heroic, epic, legendary), while letting PvPers gear up efficiently within their own risk-reward system.
    Gathering Incentives in PvP Zones
    All materials gathered in PvP zones should always drop with color-graded tiers — no more trash-tier gathering.
    This makes dynamic PvP zones the go-to destination for players seeking rare or high-quality materials, creating natural conflict.
    Yeah those are some good ideas. Increasing the incentive to go to a PvP zone will yield good results. I've been saying remove the XP debt if killed in PvP. PvPing while leveling is just a waste of time, some of these ideas might make it worth it. Otherwise I'll skip PvP until I'm maxed and there will need to be a compelling reason for me to PvP still. I wouldn't want to think about a full bar of XP debt at lvl 50 lol.

  • SuperthriveSuperthrive Member, Alpha Two
    edited October 20
    Volgaris wrote: »
    This is the nature of open world PvP, which is what the PvP zone is. Corruption would have no effect there, so the large more powerful group wins every time. This is a problem because it'll discourage others from the game. It'll just be large multi guild group vs large multi guild group in these zones, and eventually in the game until all the smaller guilds (prey) has left. Then they'll leave. Gotta keep the little guys interested even when they're getting their dingles stomped.

    I can agree with that. It's why I would like to see more random PvP zones with higher reward inside them. The zergs cant be everywhere, especially with such a large map. Put pocket dungeons on random timers, Carph, Steelbloom, Church, Oakenbane all on timers. Along with small pockets in all of the biomes. I think it would give smaller groups the ability to flex around to try to avoid the larger groups and still have a shot at higher rewards. I really liked the dungeons in Throne and Liberty going PvP hot at night and the doors lock so once you die, you're out. Not perfect but it could be fun for some pocket dungeons or even the large ones on occasion. I'm a firm believer in options. The more the better the game will do.
    Volgaris wrote: »
    Might not be needed, there should be more caravans which are roving PvP zones. You can literally create your own PvP zone just about anywhere. Yeah caravans are bit meh right now, but you have to keep in mind all the other reasons to PvP, not just the dynamic PvP zones. You can't just adjust the PvP zone without these other things in mind.

    Maybe, but as is, the risk for running a caravan isn't worth it. Every Tom, Dick and Harry is able to destroy it with zero risk themselves. As discussed only the Zergs benefit. I understand it's a work in progress though. Lets hope it gets figured out. The more options the better so I love his idea.

    Aeacus wrote: »
    Automatic Flagging
    All players and mounts should be auto-flagged upon entering any dynamic PvP zone.
    Remove manual flagging in these zones entirely. If you enter, you’re in.
    Volgaris wrote: »
    Yeah, probably a bug, and not fully implemented yet.

    Its not a bug. It's by design and it's horrible.
    Volgaris wrote: »
    I've been saying remove the XP debt if killed in PvP.
    100000% agree with you!

    Good feedback!



  • rayfrograyfrog Member, Alpha Two
    edited October 20
    . Please for the love of God, stop forcing pve on pvp players at a unbalanced rate. Should be rewards you get via pvp and only pvp. Since you have to pve to get stuff, you should have to pvp to get stuff. Balance please... or an honest effort PVX, GAME Can start with pvp only rewards, that are are good for pvp and pve. Forcing pvp players to pve to get what they want for pvp,, why should pve playerd not have to do some pvp to improve their toon.. Additional stats or skill you only get via PVP , would be nice... So people do not have to PVP, they will just not have those stats or skills. Ie improved blocking for tanks, Uninterrupted casting for healers for 5secs on 5 min cool down, ,,,all kinds of good ideas.... See DAOC realm abilities for ideas
  • SuperthriveSuperthrive Member, Alpha Two
    rayfrog wrote: »
    . Please for the love of God, stop forcing pve on pvp players at a unbalanced rate. Should be rewards you get via pvp and only pvp. Since you have to pve to get stuff, you should have to pvp to get stuff. Balance please... or an honest effort PVX, GAME Can start with pvp only rewards, that are are good for pvp and pve. Forcing pvp players to pve to get what they want for pvp,, why should pve playerd not have to do some pvp to improve their toon.. Additional stats or skill you only get via PVP , would be nice... So people do not have to PVP, they will just not have those stats or skills. Ie improved blocking for tanks, Uninterrupted casting for healers for 5secs on 5 min cool down, ,,,all kinds of good ideas.... See DAOC realm abilities for ideas

    That's a damn good point!

    PvE players shouldn't care about extra buffs or skills since they don't want to PvP anyway. They aren't mandatory to fight boss mobs, but a benefit to PvP'ers. I like it!
  • GithalGithal Member
    edited 11:58AM
    I think they just need to add something like this to lawless zones:

    Add 1 Great chest somewhere in the zone that is marked on the map and everyone knows where it is, and also add dozen of small chests that are not marked on the map in the lawless zone.

    Obviously the great chest reward will be better than the small chests, and this will give the best groups option to contest the big chest, and smaller/weaker groups to explore the zone in search of the smaller chests.

    The first group to open the chest splits the reward between the whole group, and the chest has like 10-15 seconds loot timer where if you take dmg you are interupted.


    They can even separate it so those chests drop materials needed to craft PVP items only. That give stats that are active only when fighting other players, but buff you more than any other item in pvp scenarios.
  • GithalGithal Member
    edited 11:56AM
    Also my opinion is that EVERY boss encounter in the world should have area around him that is lawless zone. So the game is PVX, and not dps check.

    After the boss is killed, the zone is removed
  • kwankoonkwankoon Member, Alpha Two
    It's always back to the same puzzle for developers. PvP or PvE or PvX it will always be a mess for the following reasons. First and for most PvP'ers will number crunch, grind , and seek every advantage they can get, their goal is to dominate and be the top dog on the realm. PvP'er rarely go after another PvP'er unless they know they will win. So PvP comes down to two definitions of PvP. One is a contest, between near equally leveled and geared opponents, this can be GvG, RvR, or in ashes case CvC (city vs city). The rules developer's try to control means they will end up in a mod cycle. this is due to the fact you will have a few thousand players looking for the loophole and a few dozen developers trying to close it. The developers lose most of the time. In a structured contest TTK should be at 1 to 1.25 minutes. this is a test to see who has the best strategy or is truly skill based (better keyboard warrior)

    The second version of PvP is Predator vs Prey, no rules no safe zones, complete grief and gank. There will be the five level limit of course, but if you're in a PvP zone your toast. From the two- and three-man rogue teams, to the standard tank, dps, healer triad, if you're not in a guild you're done. The bigger guilds dominate and will carve up the realm into fiefdoms and will have alliances so in the end the big guilds just watch each other. BDO, Eve online, and others where the big gamming guilds don;t fight each other because they really don't like to lose. TTK is 10 to 15 seconds basically no strategy just who sees who first and gets in the first shot.

    Of the two types of PvP the first is the more viable for the whole realm. If you want to PvP, it needs to be structured and be a meaningful contest to test builds and tactics. The problem will be the players who will wreck any structure to get an advantage over another player. In the end it will be a struggle. I wish the developer's luck.
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