Post by Ludullu on 2022-04-21 03:36:17
How is it a PvX game if the non-combatant can treat a combatant as just another mob though? You can completely ignore the pvp part of the game by treating other players as just mobs with a bit better AI.We have not received permission from Dygz to share the quoted post.
You had a caravan and it got attacked? Just monsters crossing the road decided to attack it. Your node got sieged? Literally the same as the dragon event, but with more "mobs".
Hell, it's even in-lore, because if a player goes red, he gains corruption, which is a thing that affects mobs too, so in a way any combatant players are just mobs that are sometimes cursed with corruption. Turns out that Ashes has been a PvE game all aloooong lol.
PKing was somewhat rare there only because people fought back in, like, 80+% of the cases. That game was a pure PvX game because your main activity in the game was just grinding mobs. And the better the farming spot you were grinding - the more the chances of someone coming there to claim that spot for themselves. Which would lead to PvP, because you didn't want to give up the juicy farm or you didn't want to waste time to return to that spot again. So you have PvP in your PvE.We have not received permission from Dygz to share the quoted post.
But there were some assholes that liked to run around as pure murderhobos and just PK newbies, and due to the low time-to-kill values it was very easy to make an alt that would just run around red w/o much trouble. And this is why Steven added the stat dampening, so that even if that same asshole tried to go on the same killing spree in Ashes - he physically wouldn't be able to after just a few kills.
But with that being the case, you could still PK a dude deep in a dungeon and remove that corruption quite quickly. The kill would be against an equally-leveled player so the amount of karma you'd get was quite small (unless you had a PK count in the dozens). And I personally hope that AoC's has a similar balance when it comes to the amount of corruption you get for an equal-lvl kill.
And imo having visible player lvls would help that very much. And it would help both sides. A PvPer wouldn't attack a newbie, because he doesn't want to go red, so the lower-leveled gatherers would be able to just gather in piece (unless there's other same-lvl PvPers around), while fights for high lvl farm spots or high lvl super rare resources would still allow for some limited PKing to occur w/o insanely high penalties.
But obviously, this kind of balancing would have to be tested a lot in alpha-betas.