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PVP in town, working as intended or exploit?

GardosienGardosien Member, Alpha Two
edited October 30 in General Discussion
To clarify : Guild dropping, to make a new, guild, and take advantage of the guild drop timer vs the wardec timer,, and farming crafters in town.... ..

Guys using current system to gank small crafters in town , repeatedly. Mind you none of these guys are roaming Caravans lookin for pvp, just ganking with no downside for attackers and next to zero risk. Is this working as intended.. Game breaking behavior,, for a testing environment, hope it is addressed soon.


Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Towns are not safe zones in Ashes of Creation, and 'betrayal' is an intended part of gameplay.

    My bet would be 'working as intended' in terms of the ability, maybe not in terms of the level of risk involved.

    The only thing they've ever implied was supposed to 'stop' this was the town guards. If the player can kill you quickly and escape the guards, last I heard that's Risk vs Reward.
    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.
  • GardosienGardosien Member, Alpha Two
    edited October 30
    To clarify : Guild dropping, to make a new, guild, and take advantage of the guild drop timer vs the wardec timer,, and farming crafters in town....

    "In addition I just stood at mail box in town at lev 18 and attacked multiple people with zero guard aggro.,.. In Winstead

    Not a big fan of total carebear style game play, but this seems a bit much....

    Maybe that needs to change since people will exploit systems to take advantage of people in town..... Should be some safe place for new players, and pure pvers.... Where they are safe from exploits related to PVP..
    As a PVPer I think this is system is crap and just leads to under skilled over geared players ganking people. Not good for the community as a whole.

    You do not need to "quickly escape the guards" , not much risk, next to zero as I said
  • kwankoonkwankoon Member, Alpha Two
    This is pure PvP type 2 Predator vs Prey. This is when the PvP process begins to break down the game player base into the faction of PvP or no PvP. This will get louder until one side, or the other can declare victory. The Pro PVP will dance and shout "no more Care bears", the other side will just leave. If the Con PvP wins, they will go about the realm, while the other side will BMC but will hang around for some guild war or city war action. If a decision isn't made soon (next six months) the word will go out across the net and AOC's reputation will be set good or bad PvP, PvPE or PvX it will be written in stone. PvP needs rules and structure without them, this will be a very large realm with a very small population. Luck to the developers, they will need it.
  • GardosienGardosien Member, Alpha Two
    edited October 30
    Can be more than just guild city wars,, map is big enough to fit both play styles... Just need to be safe areas for PVE players,... and area the are rewarding for PVP players to roam. If you do not want to pvp, than stay out of the those areas, If you do not care for PVE, than go to PVP area... In addition to all the other stuff =)
    DAOC did it, AOC can
    People just have to face the facts you do not get PVP rewards without pvpn, and you dont get pve rewards without pveing.... Issue comes when person wants all rewards but only wants to play one part of the game.
  • VolgarisVolgaris Member, Alpha Two
    Gardosien wrote: »
    To clarify : Guild dropping, to make a new, guild, and take advantage of the guild drop timer vs the wardec timer,, and farming crafters in town.... ..

    Guys using current system to gank small crafters in town , repeatedly. Mind you none of these guys are roaming Caravans lookin for pvp, just ganking with no downside for attackers and next to zero risk. Is this working as intended.. Game breaking behavior,, for a testing environment, hope it is addressed soon.

    This is why Settlements need a reputation system.. You should be able to become an outlaw to a settlement. I think PvP should be open everywhere, including town. No where is really safe. But Guards needs to aggro on the outlaws or criminals. A side corruption system, tied to your reputation with the settlement for that settlement only.

    If something like this isn't done, then towns will need to be PvE if not then people are going to quit. Ganking lowbies in town is a sure way to turn off 90% of all PvE focused players...

    This problem blows my mind. If they want this type of game play the game is doomed.
  • GardosienGardosien Member, Alpha Two
    edited October 30
    This is why Settlements need a reputation system,, account based, I like it! So you can have have one home, but reps in different Settlements.. PKing will make you an outlaw, with no chance to return, unflagged.. So gankers can not freely roam areas of safety without having risk... But if items are not BOP, I will just have one account for PVE, another account to for PVP town ganking. Let my PVE account feed my PVP account gear ect.. Easy work around.
  • VolgarisVolgaris Member, Alpha Two
    It's a solid idea with the limited knowledge we have the planned systems. It's solve so many probably we see currently. I don't think it'd have to be account based. I think the consequence is enough to make it rarely happen.
  • LudulluLudullu Member, Alpha Two
    Gardosien wrote: »
    DAOC did it, AOC can
    They can't, because they don't have the D for it B)
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    This does work, but in my projection (and you could say experience based on how a certain really specific thing works in Elite Dangerous) you would need it to be that a person with low Reputation in a settlement is immediately flagged as a Combatant when they enter it, not that they are insta-attacked, treated as Red if they have worked off corruption, etc.

    Just 'the moment you enter this Settlement's ZoI if you have low rep in the Settlement, you flag Purple'.

    The residents will then do whatever., the Guards can follow the person maybe, but even that is abusable (maybe they can move toward certain areas or something).

    A bunch of people would probably see this as a solution to some of their 'lack of PvP' issues too, maybe.
    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.
  • VolgarisVolgaris Member, Alpha Two
    Ludullu wrote: »
    Gardosien wrote: »
    DAOC did it, AOC can
    They can't, because they don't have the D for it B)

    I laughed. Dork.
  • VolgarisVolgaris Member, Alpha Two
    Azherae wrote: »
    This does work, but in my projection (and you could say experience based on how a certain really specific thing works in Elite Dangerous) you would need it to be that a person with low Reputation in a settlement is immediately flagged as a Combatant when they enter it, not that they are insta-attacked, treated as Red if they have worked off corruption, etc.

    Just 'the moment you enter this Settlement's ZoI if you have low rep in the Settlement, you flag Purple'.

    The residents will then do whatever., the Guards can follow the person maybe, but even that is abusable (maybe they can move toward certain areas or something).

    A bunch of people would probably see this as a solution to some of their 'lack of PvP' issues too, maybe.

    Rep starts at 0 or neutral with all settlements.
    1. you kill an unflagged player from settlement a, in settlement a's zoi.
    a. you suffer rep loss with settlement a and gain a wanted status 2.
    b. you suffer global corruption as normal.
    2. you kill a flagged player from settlement a, in settlement a's zoi.
    a. you suffer rep loss with settlement a and gain a wanted status 1.
    (apply the same to caravans, packs, ect within the zoi)
    3. you run a caravan/pack from settlement a to settlement b
    a. you gain rep with both a and b.
    4. you protect or attack a caravan from settlement a to settlement b.
    b. you gain or lose repo, if attacking then you get a wanted status 1 (if in either zoi).

    Wanted status would have stages.
    1. Wanted 1 is a fine and a cool down to use settlement services.
    2. Wanted 2 higher fine, longer cool down to use services and now guards are hostel.
    3. Wanted 3 even higher fine, even longer cool down for services, and guards are more aggressive.
    4. Wanted status can change to 'enemy of the state' status.

    Reputation affects access to settlement services.
    2. 0 or neutral rep is baseline, costs/sell prices are normal.
    3. good rep is better costs/sell prices better.
    4. bad rep is more cost/sell prices prices worse.
    5. Can scale to X number of stages each direction of 0 or have it incremental.
    6. services are only locked out when wanted.

    Wanted status goes away after time, or rep is increased via some 'outcast' quests that can be accessed outside town. Like a task board, only usable if you have negative rep.

    If you have a positive rep and murder someone (unflagged) from your own settlement you get lose all rep and become wanted 2.
    If you have positive rep and murder someone (flagged) from your own settlement you lose 50% rep and become wanted 1.
    If you continue to do so you can lose your citizenship.
    (The hole point is to limited the PvP of people within the settlement pseudo faction)

    Special tags like murder, bandit, and pirate can be used in the nameplate to identify the player for that settlement when in that settlement zoi. It'd have to be a dynamic nameplate to do that. This will help with problem of identifying friend vs foe.


    ^^ That's PvX to me. Without some kind of system or feature guards it's going to be a chaotic free for all. It's a chicken noodle sandwich. You don't know who's an enemy who's a friend. There's hardly any meaningful PvP right now, or ever since the start of A2. And corruption isn't going to fix this issue.
  • GardosienGardosien Member, Alpha Two
    edited October 30
    The time and energy it takes to Exploit system to gank lower level or geared people.. Use that same time to set up duels or do caravans to find a fights
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    @Volgaris I'm pretty sure Intrepid knows how to do it, yes, unless they just ask for feedback and then ignore it...

    I've provided some equivalents of https://elite-dangerous.fandom.com/wiki/Reputation before, though I might have moreso 'explained it instead of linking it' at the time, and I believe other posters also have brought it up.

    If it matters to them, we'll probably see something like it, since Steven has implied some love for EVE Online. Probably just not in yet.
    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.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 30
    Gardosien wrote: »
    The time and energy it takes to Exploit system to gank lower level or geared people.. Use that same time to set up duels or do caravans to find a fights

    That wouldn't make sense though.

    Exploiting the system to gank Crafters has a direct benefit, any material drops you can escape with, or whatever you cause them to lose.

    Duels don't have a comparable benefit, and Caravans' benefit is most powerful when there is no fighting.

    Ganking people in town and escaping is probably the most beneficial possible activity for someone who has built up their character to quickly kill others in PvP.
    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.
  • GardosienGardosien Member, Alpha Two
    edited October 30
    To clarify : Guild dropping, to make a new, guild, and take advantage of the guild drop timer vs the wardec timer,, and farming crafters in town.... ..,,.
    NOTHING RIGHT, about this how ever you want to swing it


    And I can avoid Guards in Winstead after flagging up and attacking people at the mail box. With a lev 17 toon... Took me a whole 5 mins time learning how to do it.. Guards are not an issue, if you play smart... So again next to zero risk for attacker, as they exploit on top of it.


    Some pvpers would think it is most beneficial to have a great fight. Or to pull out a 2 v1 on people with close to the equal gear.. Different types of PVPers,, Others just want to out gear, overlevel Gank people ,, and that makes them feel good.. We all understand. Still no need to exploit ..

    Typically these folks atm just looking to grief and exploit,, not Looking for a challenging fight despite being geared to the teeth.. So sad... ,
  • lamina5432lamina5432 Member, Alpha Two
    The guard AI needs work. I think a while ago there was a post about mayor' customizing and suiting up the settlement gaurds. But a little push on management style game systems to improve gaurds ability to protect in town seems like a good idea. Also rep system would fit Ashes pretty solidly.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Working as intended.

    Towns in Ashes have always been stated as not being safe areas - you have no greater protection in them than you do out in the wild.

    This is both by intent and by design.

    People like those the OP is talking about is why straight up open PvP MMORPG's don't work.
  • GardosienGardosien Member, Alpha Two
    edited 12:00AM
    Working as intended"
    To clarify : Guild dropping, to make a new, guild, and take advantage of the guild drop timer vs the wardec timer,, and farming crafters in town.... .


    ."Towns in Ashes have always been stated as not being safe areas - you have no greater protection in them than you do out in the wild.
    This is both by intent and by design

    Where you getting your info from?

    As a pvper I would have to agree full open world PVP, is just a gank box.... Need PVP areas with rewards. Full zones and towns... IMO.. If you do not want to PVP , just do not go, can still enjoy all the pve


  • VolgarisVolgaris Member, Alpha Two
    Even if this is working as intended, I don't see it staying around. It'll hurt the game.
    I do not think the guild drop to make a new guild is intended. These are the type of bugs (unintended effects of clashing feature) alpha and beta are met to address.

    There's no positive value to keep it as it is. It's jank. If IS intends for the players to police themselves for things like this then it won't be a fun game. Games like that just fail because the player base eats itself until there's no one left to feed on, then dies. There needs to be freedom to things like in town murder and open would pvp. But the consequences have to go beyond corruption(and bounty hunters) and player policing. Neither of those will be stable or reliable enough to create a structured system of risk, reward, and consequence.

    All NPC AI needs work, I can understand how it's not a focus at the moment, but starting with the guard behavior would be a good place to start.
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