The biggest problems with Ashes of Creation right now



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0:00 – Intro
0:35 – The PvP Flagging and Corruption System
4:38 – The Corruption System punishes the wrong people
7:20 – My own experience getting screwed over by the Corruption System
8:56 – The Corruption System will cause “quit” moments
10:59 – I don’t care about nodes at all
12:22 – Time to Kill in PvP is STUPIDLY FAST – Getting ahead of the problem
17:03 – Additional smaller problems that will be fixed

Talking about in what in my opinion are the biggest problems in Ashes of Creation right now primarily from an endgame perspective.

#ashesofcreation #mmorpg #mmo #pvp

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37 thoughts on “The biggest problems with Ashes of Creation right now”

  1. Please follow me on other platforms as YouTube is unreliable!

    https://linktr.ee/zybaktv

    0:00 – Intro

    0:35 – The PvP Flagging and Corruption System

    4:38 – The Corruption System punishes the wrong people

    7:20 – My own experience getting screwed over by the Corruption System

    8:56 – The Corruption System will cause "quit" moments

    10:59 – I don't care about nodes at all

    12:22 – Time to Kill in PvP is STUPIDLY FAST – Getting ahead of the problem

    17:03 – Additional smaller problems that will be fixed

    Reply
  2. you argue mage 2 shot player and i am wondering if it apply both ways as i saw a mage not able to kill a cleric
    i like the idea that every class has a weakness to others so that there is no meta
    something like fighter is weak to mage whom is weak to tank -> cleric-> ranger->rogue and so on
    to me this sound like you are scared of mage for a real reason and contribute to exciting gameplay cuz you say danger and was fast enough to dodge it
    i see that as a possitive outcome
    if mage have no weakness that would be something wrong for the mage and not the fighter in my reguard

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  3. I've never flagged up because I literally can't figure out how. So far every system I've encountered in this test has been needlessly convoluted, time consuming busy work, coma inducing travel time, or doesn't actually work. So far you are the only person to fully discuss how the corruption system simply doesn't work as it's been pushed as working. TTK and skill expression is a big deal. The skills are seriously meh. You don't live long enough to learn anything. Boring.

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  4. I've been having a blast on AoC ganking crafters in town and PvPing but the Corruption system is overtuned for sure, they say it's just for Alpha but Alpha will be going for a while.
    I don't see why red players should risk their gear when blue players don't. Their items tab would be a better tradeoff maybe. Or make the risk for reward better for red players. It should only be for extreme corruption levels like level 5. Also not to mention Blight is permanent like.. what? If you PVP for a while then you'll instantly just go level 5 every time. Being punished for trying to experience a part of the game is awful since part of the appeal was the PvP aspect.

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  5. "I don't care about the node system at all" – yeah, no shit. You're literally running around with out a SINGLE extra inventory bag. You care when you gather and craft – clearly, these are game systems you don't care about in the slightest.

    I'm not posting this as a critique to your playstyle, do your thing, but as a way to inform viewers who may not be familiar with the game. The overwhelming majority of players HIGHLY care about the nodes, which buildings are being built, the progression of the server(JM buildings, etc.), and how wars will affect all of that.

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  6. I think other nodes will matter more as higher tiers get introduced and nodes are more specialized in what they do, and there may be no other node where you can get a certain crafts done, or for example with the nodes that will allow airship travel and more trade benefits (at t6) will be very important to have nearby to your main node. As it is right now there is barely any significant node specialization outside of differing crafting benches but lets in the future your node doesnt have a high tier alchemy area but the node over does it would still be in your best interest that that node stays alive so you have easier access to those elixirs and mats. All this stuff is outlined in the wiki its just the nodes lack a lot of their potential power and specialization – also the things we can make are capped are very low so access to those items is not difficult.

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  7. AoC is turning into why i hated WoW & FFXIV towards end of lifespan, They stopped respecting the users time.

    When it Doesn't respect player time, You're gunna need to put unholy hours in to undo any losses & the droprates ain't lookin too great either. It's really resembling Star Citizen for me recently, I've been hyped for AoC for years now but the more i see of it the less i want to play it.

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  8. A guildie was playing with a friendly guild running a carvan. Not attacking the caravan just a defender, caravan turned in and defender was IMMEDIATELY corrupted then killed… Dropped gear and a random 25 ran past grabbed his gear and took off 😮

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  9. First the good:the core intent of harsh corruption works: aside from day 1 when nobody cared, I pretty much never get attacked as a non-combattant. Working as intended. Now the bad…

    There should be a toggle in options to NEVER go corrupt (no matter what, your abilities will never hurt a non-combattant). Going corrupt should be a deliberate choice, not the result of janky unintended mechanics and bugs. That should be prio IMO, as the amount of loss/grief that can occur to unintended corruption is unreal (loss of legendary gear). The random jank is so bad that i'm afraid to PVP outside of lawless zones at all (and now that you mention the mount bug, perhaps even in them).

    Another big problem is terminology. "Flagging" can mean two things: 1) "Flagging" to allow your attacks to hurt other players (ALT+F) 2) The "real" flag, IE going combattant/purple by attacking someone else or entering a lawless zone. One allows others to attack you (combattant/purple), one is simply your abilities being able to hurt other players. This causes a lot of confusion.

    Steven said there would be a "flashing cooldown" when the pvp flag is about to fade, which is an improvement, but not great. If you're involved in a fight, the combattant flag should stick until the fight is over (say 1 minute without any combat interaction between the involved parties).

    I'm not sure why they're reinventing the wheel here. Ultima Online solved flags 25 years ago and it still works great to this day.
    Blue = innocent/default.
    Grey = criminal (attacking or stealing from a blue, healing a grey/red, etc.), freely attackable by all for 2 minutes.
    Red = murderer (5 kill counts, perma-attackable by all, cannot enter towns).
    Lawless zones = everyone is permagrey within the borders.
    If there's a PVP fight, people involved stay "grey" to each other until 2 minutes pass without a combat interaction, even if they leave the zone (and are blue for everyone else since they're out of the lawless zone).

    If you attack a blue, you go grey for 2 minutes (freely attackable by all) and get a kill count if you kill the blue. In UO, a blue that gets attacked can fight back WITHOUT going grey since it was an unprovoked aggression. However, greys/reds that are attacked first can also defend themselves without getting a kill count (which isnt the case for corrupted players atm).

    IMO in AoC you should be able to flag perma-combattant/purple in the options, at will, without attacking someone. And you can turn that toggle off which would bring you back to non-combattant after 2 minutes. Basically announcing to others that if they want to attack and fight, they can, but you can then fight back.

    PS: Regarding nodes, it's all about stations/access to BIS gear. That's the one reason I personally care about nodes atm. Especially since with 8 nodes, we can only get 16 out of the 22 professions at Journeyman level assuming perfect coordination between mayors, so decisions will affect some types of BIS gear/consumes the server will never be able to access until more nodes are added. I know relics/node bonuses are coming too, something you'll want to steal from other nodes with sieges, etc. I'm sure a lot more will be added later on as well.

    One reason for you to care about this is that I believe TTK will go down at max enchanted level gear for exactly the reason you mentionned. A lvl 10 cloth chest legendary bluebell garb+8 atm has 17 int, 11 con and 88 magic resist. A level 20 cloth chest legendary cognoscente garb+8 has 22 con, 14 int and a whopping 145 magic resist. Granted, some pieces will add wisdom/other offensive stats, but I would wager that %-wise, the increase in stats won't be that much because of the flat +8, but the boost in base magic resist/armor will be significant (almost double more in this case). Can't wait to test it.
    I heard that Lyneth has their Tier 3 scribe station up and sadly the journeyman enchanting scrolls were NOT on the NPC. Hopefully that is an oversight, otherwise glass cannon lvl 10 gear+8 will be BIS forever and TTK will remain skyhigh.
    – Zapatos

    PPS: Bards are 100x more OP and oppressive than mages :p

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  10. i swear there's something wrong with gaming when people have to say "I have hundreds of hours in this pre pre pre pre pre alpha play test" to even be able to give an opinion without being lambasted the cultists that have formed in the Ashes community

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  11. PVP flag should only fall off like 2 minutes AFTER leaving combat.
    I'm not sure they'll fix the TKK, steven loves archeage (i do too) but the combat in that was VERY 1shot based.
    I completely agree with you on the nodes, I think the nodes are an overplayed meme and they're not that interesting.

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  12. I think games should either have full loot pvp or none at all. Itll be like crowfall where you get ganked and you lose all ur wood. But you kill your ganked and you get nothing because their gear doesn't drop

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  13. The complete unfinishness of the Corruption system has been a blight (pun intended) on the Alpha. The system that it was originally copied (and made better) from is very simple:
    1. You flag for pvp by hitting another uncorrupted player (no fucking toggles or anything of the sort).
    2. They can flag for pvp by hitting you back or by hitting another uncorrupted player.
    3. If you kill an unflagged player (kill here being "the death blow") – you become corrupted.
    4. The more PKs (corrupted kills) you have on your char's history – the higher the chance of losing gear on death

    AoC's system is supposed to be the same, but with the addition of PK-based stat dampening (helps with egregious PKers who just want to genocide people), but right now it's a whole fucking mess with several patchwork additions, just to make it work SOMEHOW to "test" it. I definitely hope they manage to bring it to its full design by P3, cause it'd be a damn shame if it's the main impression of the pvp system for most people.

    And the faults of the bad implementation are only worse due to the super short ttk, because it makes people think "oh, he already made the first hit on me, which took off 1/3-2/3 of my hp, so there's literally no point in fighting back now, so I might as well just fuck him over by not flagging up".

    At peak version of L2 (where this system was taken from) ttk was real slow, which let people believe that they could still turn things around, which in turn led to way more owpvp. It was damn glorious, which is probably the reason why Steven decided to copy that system. Intrepid simply need to implement it correctly and shift ttk higher than it is right now.

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