Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
Comments
Blown past falling sands…
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!
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.
✓ 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".
That is a really fun system. I enjoyed that game immensely when it first came out. HUGE battles!
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.
I KNOW !!!
✓ 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".
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.
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.
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.
That's a bug, you should test it and report it. If not a bug what's the point in PvP zones?
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.
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.
Yeah, probably a bug, and not fully implemented yet.
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.
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.
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.
Its not a bug. It's by design and it's horrible.
100000% agree with you!
Good feedback!
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!
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.
After the boss is killed, the zone is removed
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.
Rewards for PvP should be the materials they drop. Wouldn't that be a reason to PvP. Kill gathers to take their materials so you don't have to gather.
I'm not sure how you'd balance PvP skills and PvE skills. Maybe two different skill trees? One for PvP and one for PvE? How do you progress the PvP tree then? Any exp gain from PvP is easily exploitable. Even you did kills or caravan kills, or anything it's exploitable easily. Maybe some arena or something might work. Not against the idea, but not sure how to do it and keep it legit and fun.
DAoC, good memories.
Just like DAOC,,, Classes worked just fine in pve, but if you want the extra stuff you need to earn by pvp.. Stuff Being
Extra block for tanks, maybe a guard ability they can use to guard another player in PVP.
Increase magical resistance per pvp points spent,, 3percent, 5,7 10... Higher their more points you need to spend.
. Massive amount of proven effective ways, and skills for each class to earn via pvp without breaking the class in pve... See DAOC realm abilities, pretty darn cool .. Would fit like a glove in AOC..
To top it off your gear from pve and the time you spend PVP will both strengthen your toon,, NOT. JUST PVE, in a PVX game
Gw2 did it... there you would get a balance for each mode pve/pvp/wvw by stepping in the respective instance that is and then there were also the build templates/slots; here they need to do something different, well for once provide build slots/templates (equipment/skill tree) and/or i guess also provide to those builds distinguish sets (be it pve and the other pvp)
^ THIS
pve being obliged upon anyone been a pattern seen in most mmos unfortunately
"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"
Great Idea!
Exactly, and once again i gotta mention gw2, they introduced a way for pvpers get rewarded by doing what they enjoyed to do; in pvp and wvw by playing the game mode and gain sort of points/currency, which then could be spent over vendors to get weapons/gear/trinkets or even food and siege, Intrepid could introduce something similar, like in arenas and whenever there is siege/node wars even guild wars and lawless zones, maybe even caravans (i believe this would incentivise people to do them more often).
I think you hit at the heart of one of my big issues with the design so far. What does PvX mean? I think you have different expectations than I. It seems you expect PvX to be 50% PvE and 50% PvP. Which is a fair assumption. But I expect PvX to mean PvP in controlled settings that have an affect on the world and PvE content. So random PvP would hardly be worth the risk, but PvP in a controlled setting like a war, siege, world boss kill, dynamic zone, caravans, open sea, ect or something of that nature would be worth it.
The Wiki states.
A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and PvP changes the world.[8]
https://ashesofcreation.wiki/PvX
I'd like to know more about how PvE builds the world. I know Settlements leveling up will upgrade the area. But what else in PvE is building the world? Or do they mean that PvE is how they (the devs) are building the world? Also how does PvP shape the world? Are the wars shaping the world? So settlements rising and falling 'shaping' the world? It's as clear as mud to me. Shaping and building are very similar verbs.
I don't think the lack of PvP rewards is the cause of the lack of PvP right now. I think it's the punishment and the lack of reason to PvP. Rewards like materials, loot, skill points, or whatever are the cherry on the cake. The real reason to PvP is something generated in the story and lore that drives people to do it. It could be a mechanic driven event by the code or by the player base, even better if both. Then when the players actually engage in PvP the reward is victory and the spoils are are the bonus. There's no bigger joy for me than mindless PvP. I'm not going to fight over a hunting spot when there's 20 other, I'm not going to drag mobs on groups for the fun of it. I will drag mobs on a group of players if they're are part of settlement B when settlement B has been attacking my settlements caravans though. Oops here I am again talking about factions...
I think you hit at the heart of one of my big issues with the design so far. What does PvX mean? I think you have different expectations than I. It seems you expect PvX to be 50% PvE and 50% PvP. Which is a fair assumption. But I expect PvX to mean PvP in controlled settings that have an affect on the world and PvE content. So random PvP would hardly be worth the risk, but PvP in a controlled setting like a war, siege, world boss kill, dynamic zone, caravans, open sea, ect or something of that nature would be worth it.
The Wiki states.
A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and PvP changes the world.[8]
https://ashesofcreation.wiki/PvX
I'd like to know more about how PvE builds the world. I know Settlements leveling up will upgrade the area. But what else in PvE is building the world? Or do they mean that PvE is how they (the devs) are building the world? Also how does PvP shape the world? Are the wars shaping the world? So settlements rising and falling 'shaping' the world? It's as clear as mud to me. Shaping and building are very similar verbs.
I don't think the lack of PvP rewards is the cause of the lack of PvP right now. I think it's the punishment and the lack of reason to PvP. Rewards like materials, loot, skill points, or whatever are the cherry on the cake. The real reason to PvP is something generated in the story and lore that drives people to do it. It could be a mechanic driven event by the code or by the player base, even better if both. Then when the players actually engage in PvP the reward is victory and the spoils are are the bonus. There's no bigger joy for me than mindless PvP. I'm not going to fight over a hunting spot when there's 20 other, I'm not going to drag mobs on groups for the fun of it. I will drag mobs on a group of players if they're are part of settlement B when settlement B has been attacking my settlements caravans though. Oops here I am again talking about factions...
For someone (me) who pretty much all it did was mass pvp for years, be it fighting players and taking/defending objectives; i kinda disagree with that... rewards are very much incentives to keep on doing pvp and thats the issue of such lack of pvp, there is not much of incentives at all. Rewards is part of the reason you keep on doing pvp, not only but never the less part of it. Story and lore? yeaaaah never heard a pvper saying he enjoyed doing pvp because of the story or lore... Now events, driven pvp/x events now we talking; still we need incentives for/keep on doing them so, which usually is getting rewarded by doing it not just by thin air.
Dynamic Resource Warzones – Bringing Shadowbane’s Spirit to Ashes of Creation
Old titles like Shadowbane got large-scale PvP right — players clashing over mines, quarries, and lumbermills that actually mattered. The thrill wasn’t just in the fighting, but in owning something that fueled your guild’s power.
Ashes of Creation could take that legacy further with Dynamic Resource Warzones — temporary, rotating PvP zones that pit guilds against each other for meaningful economic control and high-risk, high-reward gameplay.
Core Concept
Rotating Resource Zones:
Every few days, multiple resource zones (mines, quarries, lumbermills, farms, etc.) become contested overlays on existing regions.
Each overlay remains active for a limited window (e.g., 2–4 hours).
Having several zones live at once forces large guilds to divide their strength and encourages mid-sized guilds to rise.
Guild-Bound Ownership:
Once captured, the zone stays under guild control for a fixed period (e.g., 2–3 days). The owning guild chooses one resource type (iron, stone, timber, gold, etc.) that the zone produces during their ownership.
Caravan Integration:
To actually profit, the guild must transport harvested goods via caravans or pack mules to their settlement or node.
This creates natural PvP conflict around ambushes, escorts, and territory control.
Enhanced Mechanics & Suggestions
Progressive Upgrades:
Longer occupation improves local defenses — guards, fortifications, or harvest rates — but losing control resets progress, forcing tough choices between holding and expanding.
Guild Participation Caps (10–25 Players):
Each guild can field only 10–25 members per contested zone, ensuring smaller guilds can compete and forcing larger ones to strategize instead of zerg-rolling every fight.
Alliance & Betrayal Options:
Temporary event-specific alliances can be declared but dissolve once the overlay ends. This promotes short-term diplomacy, opportunism, and dramatic betrayals.
Dynamic Reward Scaling:
Rewards scale with zone rarity, defense streaks, and successful caravan deliveries.
Participants earn both guild resources and personal war tokens for unique PvP cosmetics or gear progression.
Environmental Modifiers:
Each overlay may feature random conditions — fog, storms, corrupted creature spawns, or limited vision — ensuring no two wars play out the same.
Server-Wide Broadcasts:
Capture and defense announcements display globally, giving guilds reputation and recognition across the server.
This helps build rivalry, pride, and community storytelling.
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