If you think pvp mechanics in a mmo designed for player / guild conflict is griefing please just do us all a favor by staying out of this thread. Just focus on wow or new world or whatever you types like to play in your safe space.
Right, it's like asking someone who spent 1k on a ship in Star Citizen what they think of the game. Sure, you have to like the game to spend that much, but when you spend that much you also feel like you have to justify why you spent that much.
Are there people in alpha that are not $500 or more invested already? I'd like to hear from them. As much as people deny it, when you are that much money in already, can't really be unbiased.
Griefing is griefing regardless of the goal of the game. It was griefing back in UO when we would loot people's houses because they were too dumb and carried their house keys on them, it was griefing in AC when we camped Shoji to kill new players as they logged in Darktide and stood no chance or farmed people trying to level up and it was griefing in many other occasions in many other pvp games. It is part of the server/game rules, since it's open pvp, but it's still griefing. They specifically told you to not grief during the alpha to get good testing.If you think pvp mechanics in a mmo designed for player / guild conflict is griefing please just do us all a favor by staying out of this thread. Just focus on wow or new world or whatever you types like to play in your safe space.
Since we just got reminded this is a full world PvP game, I assume you deal with "locking" by killing the person who engaged the mob, then you end stealing its loot once he's dead.What's the game doing with regards to shit like encounter locking and kill-stealing mechanics?
here is a write up link from somebody who is more techically inclined than I am. Ashes May 14 Alpha 1 Test Feedback Verbal Only
Sounds like it still needs lots of work
Also fuck losing 25% of your shit if you die. That sounds like an express route to dead game ville