Ashes Talk: Open-World PvP Debate. What's Good & Bad? [Ashes of Creation]



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Join us for the next Ashes Talk on the Open-World PvP Debate for Ashes of Creation. What’s Good & Bad? Where do you stand? What are the best practices for Open-World PvP? Let’s discuss them. As always if you like the video drop a like and maybe think about subscribing. Support is always appreciated.

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5 thoughts on “Ashes Talk: Open-World PvP Debate. What's Good & Bad? [Ashes of Creation]”

  1. Honestly as long as your intent isn't doing something purely to annoy someone, you aren't griefing. The materials you're gathering aren't YOURS, and maybe that character is defending a boss fight from being interfered with.

    Basically, if they killed you with a goal in mind, they aren't griefing you, you just got killed.

    Reply
  2. The bounty hunter system making players ok with Open World PVP is going to strangely come down to how good the game is at telling you about it. So like every time you die twice to the same PC you get a hint popup for posting bounties. Corruption being explained well before you get it will also be important. I look forward to how they decide to deal with these factors. I strongly suggest they have PVP in zones adjacent to spawns be discourage by Epic NPCs, it seems like the most effective deterrent I've seen implemented short of just shutting it off there. Shutting off pvp might feel a bit much. Talking about these in vacuum feels like its akin to talking about crafting legendary items with out the context of what you have to do to get the materials to do so, which is common when people say Open world PVP bad.

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  3. I'm happy with open world PvP outside of the formal PvP activities. For me, it depends on the magnitude of the consequence for the attacker and defender.
    As an attacker (murder bunny!) I need to decide if I am happy to gain corruption to gain X% of gatherables.
    As a defender I need to decide whether I want my opponent(s) to gain corruption, more gatherables and for me to gain a bigger death penalty or…. fight back risking less gatherables and death penalties, but giving no corruption.
    I will make those decisions when I fully understand the consequences in detail… I may factually incorrect in the above, I haven't gemmed up on the proposed corruption system for a while.
    There should be good guidance coming out of later playtesting.

    Of course, if you are 20+% dead before you choose to fight back then your chances of survival are lower, so the issue becomes about personal loss vs. relative losses for the two sides and whether you have abilities that would help you evade the combat.

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