Just gonna say this about the PvP Toggle (Mainly those ranting about PvP toggle)

(Yes I know current PvP toggle still in the works with its requirements and stuff but I’ll just say it anyways)

Your ranting won’t change anything as you’re pretty much the small portion of players who want the PvP toggle removed/changed versus thousands of other players who love the PvP toggle update.

Let that sink in, this update mainly makes it bearable for so many other players who had issues with getting ganked in so many reasons and would help out “90% of the community” versus the mere “10% of the community” that enjoyed the game pvping/ganking others

Now, I would say the bounty/renown should be lowered but if that’s not enough, you have to remember that there was an update where two-types of servers were made, clan and non-clan servers. Being in a clan disables PvP protection and you might as well join or create a clan yourself if you wanna continue ganking. At least this gives some sort of fresh-air to PvE players (clanless) who hope in grinding whatever they want without gankers ruining their sessions. (Unless you got huge opps with them or something)

Besides, with how clans work, it’s possible there’s gonna be a rise in clans once players start getting bored/rise in players discovering “clans” and it’s benefits (Plus friend clans). Considering games like Blox Fruits that have a lot of randoms/noobs joining clans/guilds and what makes it better for AO unlike blox fruit clans is that having clans gives great-buffs depending on how you use your clans resources/tools, this is already an attraction for PvE players alike so if you wanna gank, try and find them. Also to PvE players, I feel like having a clan should be more “High risk, High reward” as no matter how your clan is, you still got power to create massive farms and agriculture. (Though would say could be fixed if you have a certain-ranked clan/amount of clanmates rather than new-clans having PvP Protection disabled if this becomes an issue later on)

Edit: heard about pve clans

I doubt the amount of ganking you’ve been doing wouldn’t change with this either. Besides, PvE players yielded nothing in return other than ruining their gameplay unless they had large bounty/fame. But, at the end of the day that’s all they ever yielded unless you did it for other reasons. I’ve seen gankers attempt gank them for their treasure or just to annoy them most of the time, so it’s good that PvP toggle is added to give them a rest. (Ignoring fact PvE players can have well above 500~ player kills)

As of personal experience, I only really ganked people in clans because that’s really the players who ever existed in AO as I was always put into clan-servers, thus I really only ganked clan-players. If pvp toggle was added this wouldn’t change anything

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Suggestion:
I do have one proposition however to the PvP toggle for PvPers who have lost hope in the game because of this toggle.

The PvP toggle can be nerfed in many ways by the PvPer attacking them which makes it a risk factor if PvE players ever turn it off.

  • If they get combat-tagged by the player during turn-off, they are put under an hour cooldown and can not turn off pvp-toggle until the time runs out (Can be reseted if hit by another PvP-player, though the time ticks outside of the game and an hour is pretty short

  • If they disabled PvP toggle, they can not switch back until an hour later, they’re prompted if they want to “Disable Pvp Toggle” with a warning.

mb for any grammatical issues I hate typing giant walls of white letter text

im being a double agent I just wanna fuel pve ego

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i think it was insinuated in the announcement but i think we should take it a step further and implement pve clans

purely because there are communities who make clans to associate themselves ingame and don’t want to participate in pvp

I want PvE clans solely so I could still interact with clan mechanics and be able to say “my god-knows-how-many-hours getting a near-solo clan to strong wasn’t a complete waste of time!”

the idea of a “pve” clan is just fucking dumb as hell like wtf are you gonna do capture a island and “trade” on it lol

easy solution would be to make pve infamy gaining methods give more infamy & possibly add more

(dueling is also coming so if island contesting is required u can just request a duel for it)
compromise

It’s like a more extreme case of the pareto principle

95% of complaints come from 5% of the population

(Normally it’s 80% it outcomes come from 20% of causes)

With the way the toggle is implemented, it means that pvp players will still be perfectly able to fight other pvp players. It’s almost as if most of the people complaining aren’t actually skilled enough to fight pvp players so they fight pve players instead to feel good, and this change will mean they can’t do that anymore.

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