Ashes of Creation's PvP vs PvE Debate! | Vlhadus Reacts | #factor75partner



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7 thoughts on “Ashes of Creation's PvP vs PvE Debate! | Vlhadus Reacts | #factor75partner”

  1. Having NPCs and pvp in a dungeon means it's not a dungeon. That's flagged open world. The COMPROMISE, which is something pvpers don't like because they have been shit on by devs for so long, is to have non-pvp components. A dungeon boss with pvp is not a dungeon boss. It's a world boss. You MUST have locked raid boss rooms at minimum or you WILL have big negative population ramifications. It would then be a pvp game, NOT pvx.

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  2. Adding another comment on a second issue as I watched the rest of this. You say you want meaningful, challenging pve but then say you want end bosses to just drop meaningless junk like cosmetics, and even worse, they are rare and more likely to drop nothing? Potential for no boss drops or meaningless rewards like cosmetics would absolutely render dungeons meaningless and people will not spend much valuable time on them.

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  3. Give PvE only options to enjoy content (and also engages other systems for social play):
    What if there was an item that the Arcane Engineers that could craft that could create a "fog wall" during boss fights within dungeons (outside dungeons might be harder to accomplish this task)?

    Example of an idea: It is a buff on the user of the item and whenever that group initiates combat with an untagged boss, a fog wall appears and locks everyone in the room. If this group engages in helping another group or PvP'ing, the fog wall will not activate because it can only activate on a boss that is not actively engaged in a fight. If the raid is wiped, the fog wall immediately drops allowing other groups to gain access to the boss. If they still have a buff timer left and make it back to the boss and re-initiate a new fight and the fog wall appears. If the buff timer expires during the event, it would not matter. The fog wall creation is permanent during the entire length of the fight.

    This could possibly be abused should say a small group has found a way to abuse a boss fight and keep a fog wall up permanently, this is something that would have to be balanced and original idea altered.

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  4. Can't they do both have instanced and non instanced dungeons? I would assume its based on which nodes are unlocked etc. Think of all the people who aren't competitive and just want to chill, play the game and enjoy the world. You don't want these people to join the game? then the game might turn into a ghost town. I want ashes to be successful.

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  5. https://youtu.be/k3xWJFAXTYo?t=3376
    I am not for Stat Dampening at all. However, if it exists, I don't want it to exist in every manner. It sucks logging into a game, doing what you love to do and then you can't do it anymore because of dampening. To me, it's very close to the stupid phone games where they are like "You only have 50 stamina. Once you run out of stamina, you have to sit and wait to play the game again" I'm ignoring the Pay to Play aspect for this scenario, as it doesn't matter to my comment.

    It feels bad to say "Hey, I really enjoy PvP Arena's. I lost 3x in a row, and now I have to wait for stat dampening to wear off, I have to now go do 10x quests or grinding of mobs to reduce a level of stat dampening, and now do this 2x more times to be back to 100%. This means that 1 hour of PvP arena losses has turned into 4-5 hours of PvE grinding to go back in and do another 1 hour of PvP arenas"

    I have the same feeling on PvE Stat dampening too. However, i feel a little more okay with it because you are performing PvE tasks that give you stat dampening. You then continue to perform the PvE task you were wanting to do, which in turn actually lowers your stat dampening.

    Now if they implement a way to reduce stat dampening by doing PvP tasks, I might be okay with that more?

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  6. What I think the PvPers are going to have to wrap their head around, is that they are going to need PvE players to help them. The most successful nodes are going to need a split of players focusing mainly on PvE, and those focusing mainly on PvP. A guild focusing on either one alone, is going to be massacred, because at least some of a player's power is going to depend on the size of their node (sounds rude!).

    If that is the case. Then PvPers, if they want to get at PvEers are not going to get a free run at them. They will have to get through their PvPers first. This isn't going to be a PvPers vs PvEers game. It is going to be more like Age of Empires with the military units (PvPers), trying to defend the villagers (PvEers), who are gathering resources.

    You are not going to be able to walk into a foreign node city and repair your sword, or buy a new one, minutes after looting caravans from that same node. If your node is level 3, you are only going to be able to repair a simple iron sword, not your legendary sword of ultimate extermination.

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