thats why you have a hbe toggle
i wish there was a âironmanâ mode that removed trading (and later auction house) and as a upside to not being able to interact with the community you even get exception from PvP
I have encountered both of these kinds of players. The one who killed me at low renown farmed me three times, including once after I fought Calvus and had low HP. The one who RKed me did so when I was playing a level 98 character. These kinds of players are the worst of the worst, and they should not be listened to regarding changes to impact community health and toxicity management.
I do agree with this sentiment, although at the same time I donât think most of the people who have spoken in this thread fall under this description. There are people who genuinely wish for the PvP to remain the same for fear that things will change, Iâd imagine. The people who want the PvP to remain mostly the same wouldnât be affected greatly by this change, though- since most PvP takes place between max level players, combat level will not affect them at all.
These changes are meant to target the toxicity amongst the kinds of players who would farm others for little reason, since their presence could turn players away from playing the game- and also make it so that if youâre attacked and killed it feels more fair overall.
Great delivery on the idea, and I wouldnât mind it. I still lean more toward not making pvp restrictions it could be a slippery slide where now theres too many restrictions and the world will feel less immersive. Either way though It wont make much difference to my experience so maybe it would just be better for the community as a whole to add your idea.
The restriction on not being able to hunt someone who fends off their attacker successfully already exists in the game, and as has been said above the restriction about not being able to hunt someone who was hunted recently should be getting added for the next update regardless?
I understand where youâre coming from, though- a world where youâre supposed to be able to attack anyone being bogged down by people waiting out PvP protection timers can be a bit much if handled poorly. Most of the situations Iâve presented, however, are meant to prevent situations where someone is caught off guard without being able to defend themselves, or to give them a chance to recover from taking a death. Taking a death from PvP giving more protection time than taking a death from other sources is intentional, in order to greatly disincentivize the act of farming someone repeatedly for their renown or player kills.
If it really becomes an issue (and personally I donât think this should happen but if it DOES, the PvP protection can be turned into a renown shield, where you donât lose renown for dying while the shield is up, and anyone killing you doesnât get any benefits to their players killed statistic. I donât like this outcome though because the people who would still just kill others to ruin someoneâs day would take advantage of it- even if the timer for the shield is reset for every death.
All of that is to say that while it may hinder the immersion, I believe it will still benefit the game as a whole to prevent situations which can cause newer players to quit due to toxicity.
This is who I was referring to, not PVPers in general.
The thing is AO is supposed to be a non hand holding challenging game, which is personally why I have so much respect for it. I feel like people fear toxicity too much, I get it losing progress and dying in the game sucks. This is what makes the game rewarding to play though imo.
I think the problem is the mentality people have on toxicity and the way they view it. There are lots of hard trials and toxic people in life in general. So if you canât handle being bullied a little bit in a game thatâs meant to be challenging, maybe you should find a different game. Thereâs plenty of ways to get around the toxicity with out having to implement hand holding systems.
I personally only pvp and hunt high renown/kill count players anyways, so its not really going to effect me much. I think for the community as a whole people should change their perspective on these âtoxicityâ obstacles.
If your life was perfect with out any adversityâs whereâs the art, grand story, and poetic justice. I personally love encountering âtoxicâ players its fun even if I donât win thereâs something to be learned, and when I do win itâs a great story I get to talk about to friends .
thatâs probably best discussed in game discussion. I think it could get a lot of responses from people
Although I understand where youâre coming from, my main concern is when people take it too far. Even if the game isnât for everyone, the people who may find it fun when they gain more skill in the systems might not even make it that far if theyâre discouraged from playing the game due to farmers.
Once again speaking from what Iâve heard, someone mentioned trying to get a friend into AO and they were enjoying the experience right up until someone started to farm them right at level 50 for seemingly no reason. As things stand now, most of the protection cases I mentioned will only affect the people who just farm others who just want to play the story/spawncamping instead of actually going and earning their renown through proper battles. I do get that the experience can be rewarding. The intention here isnât to detract from that.
Sometimes, getting killed happens. Itâs part of the game. It sucks, but itâs understandable. My concern is when someone gets killed over and over. Iâve personally been a victim of this, losing 100k renown (out of roughly 300k) over the span of about 20-30 minutes because one guy decided to repeatedly farm me. The only reason it stretched out that far is because I have a fast ship and was able to outrun them for a bit, and admittedly getting very lucky with whirlpools and sharks. When players are put into a situation like that where theyâre being repeatedly targeted many times in a short timeframe without being able to escape, that causes more problems than not.
The situations I suggested to give protections in are situations that would help prevent cases like what I went through or like what that level 50 went through from happening, which I believe will overall benefit the gameâs health. It wonât impact many of the current players either, as most PvPers are max level and have completed the story. The only people it will affect are the people who kill other people without any rhyme or reason (negatively) and the people who are victims of the ones who would kill others without rhyme or reason (positively)
As I see it, this change wonât have a negative impact on most of the playerbase 90% of the time, and most of the other 10% of the time the negativity isnât severe/helps discourage behavior that can be detrimental to the gameâs overall health
I view it as a strictly bad thing because why should I see people being assholes as a good thing or even an acceptable thing.
Itâs more about overcoming it than accepting it.
Firstly: That first thing you said is something people play games to get away from.
Secondly: Bullying is something that should never be quantified as âa little bitâ.
Thirdly: This isnât handholding, this is preventing shitty people from doing shitty things because they get a laugh out of making other people unhappy, fuck those people.
kk ye the constant hunting is a bit much I have to agree.
just leave lmfao
âjust leaveâ isnât a valid reason for this suggestion to not be considered, and considering the radial combat tag I would have lost even more renown
Hunt cooldown exists
They canât radial tag u again, so u can leave
i donât think that was a thing, but I digress
the solution to a problem shouldnât just be âleave the gameâ all the time, and I do admit I probably could have left sooner, but that doesnât matter in the grand scheme of things- new players might not leave immediately either
Iâll be honest. I LOVE that AO can be a challenging game, especially for boss fights, though I think when it comes to players itâs worse.
Iâll compare it to Dark Souls, I guess. Youâre brand new, enter room, boss fight you didnât expect, you die, you respawn and now know and can prepare for it. For going against players itâs not so easy. Each serverâs going to be different, so thereâs nothing to really prepare for. Sometimes you see nobody, other times you get ambushed while loading in. I think thereâs definitely a difference between non-hand holding and just straight up an annoyance. At its core, AOâs really supposed to be a story game, as Vetex even stated himself, so mixing in an unwanted PvP experience for people just trying to experience the story isnât really non-hand holding. Itâs not really intended to ruin the PvE experience, yet it does anyways.