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A solo-centric PVE game might be the most popular version of an MMO, but letβs face it, weβve got and are going to get plenty of those. If the MMO community wants to go for something different, Ashes of Creation is a great opportunity. But can a PVP/PVX game survive? Here are a few ways to smooth out the griefing problem.
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You need to stick to single player games.
Amazing Thumbnail! Well done
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80% of dungeons are open world. 20% of dungeons are instanced. (This is the entire dungeon not 20% of each dungeon).
Open world dungeons will have the best loot though.
I liked the video overall. In particular the idea of respawn location corresponding to node citizenship in the case of corruption could be a promising idea.
I am gonna have to call you out on pve servers though. First off, I'm going to play on a pvp server no matter what, so I dont actually care if they add pve servers. However, all of the vocal opponents to the idea of pve servers make the same shallow argument that you did here: "it wont work with the systems" and then no further explanation. Sorry, that's a dumb argument if you look at it even slightly critically.
A full pve server wouldn't work, no, but they could easily make a server where open world pvp was disabled. Sieges, guild wars, and caravan pvp would all still be present, so it would not affect the layers of systems you allude to. Some people then argue that it wouldn't work without instances, but you've played everquest. That game had no instances for years, and the vast majority of the population was on pve servers. Players either adapt to a culture of respecting "camps", or they kill steal by out dpsing. Pve servers have worked on non instanced games before, they could work again just fine.
Again, I'm not going to play on a pve server even if they add them, but if they decide they want to add them to appeal to a broader audience, they can do so easily. If you have a more compelling argument about why they wouldn't work, I'd be interested to hear it, but I've already had this argument on the forums with a bunch of people, and I havent heard a good argument yet.
Node guards make towns safer. While in a merchant menu you can't be attacked.
I play AA. As a pve player, I found that I really like group pvp, such as sieges, etc. Getting killed for packs, or by the other faction contesting content, makes sense.
My (almost) quit moments, have not come from being killed. Or even griefing. Rather it comes from watching a manipulative group of powerful players deny content and progression to any one not "loyal" to them. And the extreme bullying and harassment of players who fight back.
A mayor can declare a character (non-citizen) an enemy-of-the-state. If guilds try to control areas other guilds will declare war on them.
Yeah, I didn't really understand the perspective of the video. If you want a PVE MMORPG final fantasy already exists. I don't understand wanting to change core tenants of the design. We don't really need more of the same, I want a new experience, and I think that's what Steven is trying to provide.
Spawning a griefer far away or to a remote place sounds interesting, but hard to believe they could make a recording system to differentiate griefers from just pvp lovers.
I think people are totally ignoring the xp debt for going corrupted. If you kill someone that doesnβt fight back it could take you up to 6 hours to work off the xp debt depending on the circumstances. If thatβs the case then itβs hardly worth it to kill someone just for the sake of it. In A2 they will obviously test all these things and tweak them to which is best before launch, but they may actually have to lessen the corruption as I think it may be too harsh.