Ashes Of Creation Debates | Voices Of Verra 32



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Discussing recent topics within the community and especially the pvp caravan debate.

0:00 INTRO
4:47 Community Topic
9:13 Features Scope Creep
11:51 Dungeon PvP Marketing
18:40 Caravan Discussion 1
26:50 Factionless MMO

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9 thoughts on “Ashes Of Creation Debates | Voices Of Verra 32”

  1. Classic pvp-vias brains, there’s a reason you were given the clown tag.

    Jokes aside, it’s not about stopping pvp from happening, nor about giving the attackers the exactly the same risk.

    This is about punishing the attackers for failing, so forming pugs or even trying to solo/lowman attack a caravan doesn’t become the default.

    With no risk on loss why would you not attack a caravan? You can’t expect everyone to care about their social position in nodes, this will not be enough.

    As I said in discord, stolen goods need to drop on death and take room in the material storage.

    The last factor of risk attackers need is punishment on defeat, for this involving the bounty hunter system would be the best option: if you die as an attacker during a caravan assault you get a bounty in the near nodes, the if you die to a bounty hunter you get some kind of penalty.

    I think these solutions are great not only to add the risk factor missing on the bandits but also to give more importance to the bunty hunter system that as far as we know works only on corruption.

    ~Ren~

    Reply
  2. What if some of the attackers risk is built into the "Caravan Attacker" progression tree? Perhaps it makes Corruption more powerful, or increases death penalties during caravan events. There are tons of ways Intrepid could do. Steven is building 'dials' in so he can control things as he sees fit. He has been thinking about this game for a very long time.

    Reply
  3. I feel like maybe right at the starte when we dont know the nodes types yet everybody will be an enemy but as soon as we know about node types nodes that cooperate in a certain way will benefit from working together 100% the game is just designed like that. Certain nodes will probably attract different player types to an extend.
    For example :
    Militarry nodes will attract pvp players more then the other nodes sure there will be pvp players in other nodes and not every citizen of a martial node will be a hardcore pvp player but on average pvpers will probably hang around more in castles and martial nodes then other player types.

    Traders will probably be the main player base in trading nodes.

    Im not super sure yet about pve players but maybe religious nodes will be more inhabited by pvers (fighting corruption in the name of religion).

    Gatherers maybe into scientific nodes (for example the fast travel would rly help them have less risk when gathering and bringing the mats home.

    But every player type directly or indirectly benefits from another playerbase and thus every node(type) will directly or indirectly benefit from cooperating with a close node of another type. Ofc this will ingame depend on where your node is at and how much you like the ppl in surrounding nodes etc.
    Examples:
    Lets set an exampl of 4 nodes that are close to oneanother. 1 Node from each type populations made up how i said it before and lets act like they are somewhat competent players coordinating.
    The pvpers from the martial node will 1. be the local anti griefing force -> this makes gathering safer allowing the gatherers to gather more effectivly thus make more money selling the mats in the marketplace of the trading node (because trading nodes have more potentialll buyers then non trading nodes) but also this will provide more materias for the crafters in area as well as more things a trader can flip by caravaning it into the right node and selling it for x times the price -> these caravans then can be protected more effectivly by the pvpers for a share of th cut allowing traders from that area to be more sucessfull then other tarders also they would ofc bring rare mats from the other node back into the trading node so now theres new rare materials that crafters can use to craft better or different gear wich benefits the pvp and pvers.
    Pvers on the other hand controle the corruption. Letting it spread in areas where its good because the corrupted mats are needed or beating it back where its too much or you want the uncorrupted materials -> this directly helps gatherrers and crafters and inirectly traders and with gear options pvpers and pvers aswell. Also pvers will be the ones beating these difficult high level dungeon bosses wich then allow the gatherers access to new rare materials wich then again benefits crafters and pvpe/pvers as well as traders.
    Therefor i think cooperationg will really be the most effective thing to do in theory. In practise it depends on the actual players in your surrounding nodes.

    Reply
  4. I like how people constantly compare AoC, a game that has hours and hours of actual realistic looking gameplay and a very public development, to games that have 1-2 marketing trailers and a small team. Its just a bad faith comparison. I'll be curious to see how the goal posts shift once A2 comes out, because people nowadays will just dig their heels into the ground and hold their bad takes no matter what happens.

    Reply

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