Here’s how Legends of Aria’s new PvP ruleset changes will work when it hits Steam early access

    
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Following Citadel Studios’ announcement yesterday that it’ll be launching Legends of Aria’s Steam early access on August 6th, alongside a big patch that takes some of the edge of the game’s hardcore PvP ganking situation, we released our interview with Citadel’s Derek Brinkmann, who told us in detail just how the the game’s PvP was changing. But for those who missed that interview, there’s now a dev blog homing in on the PvE/PvP split specifically.

Referencing the wolves-vs.-sheep paradigm – a conversation we ourselves just had last week – the devs say they’ve been inundated with requests and feedback from Kickstarter backers who aren’t interested in “being someone else’s food” in an unfettered FFA PvP scene. “Our mission statement has always been to make a virtual world which all players can make their home,” Citadel says. “That’s why we will be making changes to the Legends of Aria ruleset ahead of our Steam Early Access launch.”

As we discussed yesterday, the new ruleset essentially creates a much, much broader safe zone for players, marking the Barren Lands as the only purely FFA PvP zone for non-consensual PvP. PvE players can play pretty much the entire official game without fear of being ganked, while players after a competitive challenge – and specific types of high-end loot – can choose to venture into the Barren Lands and risk it all. The karma system, too, has been simplified, and while players can still murder each other in the Barren Lands and “go red,” they’ll be able to teleport and travel into the protected lands now with impunity. (That part might feel a bit weird in practice, but it’s certainly fair.)

Mentioned during the podcast, though not this dev blog, is that Citadel fully expects player-run custom shards to run different types of PvP rulesets to offer options to players who prefer FFA, as originally promised in the game’s Kickstarter.

“This is not an end to open PvP, this is still prevalent through our wilderness zones, starting with the Barren Lands which will be more active than ever. We also have new zones in the pipeline which we’re really excited about. Our Guild War and Allegiance systems also permit unrestricted PvP across our entire landmass and are central elements to our feature set going forward.”

On Twitter and the Aria Reddit, where people have long been suggesting the game is dead, the relatively small early access community isn’t exactly thrilled with the changes, but then, one might assume the changes are really intended for new players and for original fans who gave up and left, not for people who stayed. Guess we’ll see how it all shakes out when the game launches for Steam early access next month.

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Jeremy Barnes

Numbers don’t lie. PVP MMOs do not succeed.

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Jon Wax

Corrosive

Echo chamber be corrosive

Celestia
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Celestia

I really hope this game is successful.

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lostkoss

Way to ruin another game.

Without the unsafe PVP areas, people will just level up to max skills and then quit because there is nothing to do.
There is no endgame, no raids. Very horizontal gear system, so no real gear upgrades to be had once you max out skills. No fantasy races, just humans.

Gear slots are pants, shirt and helm, so no fancy dress up.

Basically there is no reason for a PVE fan to play. Not even boats like UO.
In fact UO does pretty much everything better. Except in LoA you can rotate the background 360 degrees, and the graphics are a little better.

You can get one of like 20 houses, but they are not up to 2019 standards and can’t really be modified like the UO housing can be.

The crafting offerings are limited. You can make everything there is to make in a couple of weeks.

But Hey ! At least you can be happy that you, and people like you complained enough to ruin it. (Without even really trying the game out.)

One less dirty PVP game to insult your sensitivities.

Three cheers for the Carebears!

Hip Hip, Were Bored!
Hip Hip, Were Bored!
Hip Hip, There’s nothing to do!

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John Buczek

I have a feeling that if there were enough PVP players to keep the game going that Citadel would have just ignored the PVE comments. Albion Online is doing just that.

It seems like games like this add on to their initial design when the player base isn’t sufficient to keep development going. They expand to bring in more players (and payers). We’ve seen that this doesn’t always save the game. I hope it does in this case. I think that LoA has the potential to fill a great void in the official private server realm.

Here’s hoping.

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Ashfyn Ninegold

This game isn’t even in Early Access yet. Which means by today’s standards it’s hardly begun its development cycle. A little too early for declaring it ruined simply because the devs realize that PvP is not going to carry them across the finish line.

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lostkoss

Yeah, it won’t save this game.

All this is doing is making the PVP area smaller which will just make the PVP more difficult. The best thing about LoA was the vast area for PVP. It made coming across others more rare. Now its all going to be concentrated in the one area where the best stuff is. The PVP players don’t like the changes, and being stuck in one area, so they will leave.

Once the PVE players realize that all of the best stuff is still behind the PVP wall there will be demands to change that. The Devs have capitulated once already, they will do so again. The problem is that there is not enough game play for PVE.
So they too will eventually get bored and leave.

Then everyone here will say it died because it was a PVP game. When the truth is a far different story.

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Arktouros

Basically dead on arrival for me. Was keeping an eye on it waiting for it to get out of early access but absolutely no thanks with these changes. There’s innumerable better games out there for PvE content to play. Hopefully they find their PvE audience they’re looking for…2 weeks before WOW Classic…

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Ashfyn Ninegold

I’d written this game off as another PvP gankbox. Might be time to take a look at it.

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John Buczek

It certainly got me to reinstall.

From the beginning I’ve wanted to run a private server for friends and family with no PVP. I’m hoping the tools to do that are coming soon as well.

Pepperzine
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Pepperzine

Any update on if the private server tools will be put out with this steam launch?

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Ironwu

Even with the changes, I think that they are still holding on to hard to the whole hardcore PvP thing. They still have FFA Full Loot in the PvP areas and I believe that is really a show stopper for any persistent world MMO where your gear is important.

We will see, but I expect the FFA Full Loot is going to get binned, eventually.

Bottom line is that there are just not enough folks interested in a persistent world MMO with a hardcore PvP game to make it financially viable in the long term.

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Arktouros

Bottom line is that there are just not enough folks interested in a persistent world MMO with a hardcore PvP game to make it financially viable in the long term.

Most PvP games are designed badly and Aria from what I’ve seen is no exception. If the option is to play a bad PvP game or do something else most PvP players are going to just go do something else. It’s less a scenario that there isn’t an audience for these games and more of a scenario that all your choices are bad you simply look elsewhere.

The other issue is that this argument implies that catering towards the PvE market is better. Those vast majority of PvE players already have their PvE games (“the big four”) which even if there’s a content lull in they will just go back soon as new content drops. This makes the leftover PvE crowd that eschews those titles relatively as small as well. Those people equally won’t put up with a bad PvE game and a game that has revolved so heavily around a PvP focus up until this point likely will be one that will have lasting appeal to PvE players due to a lack of game design focus towards them.

End result is you have a game that caters to no one and is abandoned before invariably shutting down (See: World’s Adrift).

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lostkoss

No No No.

It has been Scientifically proven that PVP games are not viable.
(Or maybe Shadowfall was just buggy crap.)

Then “The contingent” has to visit every PVP game thread and post the facts about how a PVP MMO is not viable. (Just don’t tell EVE online.)

But it’s not any sort of campaign to try and influence anyone involved in game development. (Yes it is.)

Never mind the fact the PVE is dying a slow death and ALL (Yes ALL) Esport games are competitive PVP. Plus the fact that games like LoL and Fortnight have millions of players.

But don’t let the facts get in the way of the rhetoric.

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Ashfyn Ninegold

I really hope you get the PvP game of your dreams, whatever that might be.

We can all speculate as to why so many games originally designed as OW FFA PvP games later add in PvE aspects, create constraining PvP rulesets and attempt to move beyond their original concepts. Your guess is as good as mine. Certainly the inability to survive on PvP alone is a popular theory.

I’m going to go out on a limb here and say that all gamers attempt to get more of what they want into a game, no matter what sort of gameplay they prefer.

I can’t imagine that Esports exists for any other reason than competition. That’s what all sports are about. Not sure why this would be surprising to anyone.

Are you suggesting that heavily monetized MOBA and BRs, consisting solely of PvP matches are the equivalent of MMOs? To me, this is like comparing dirt bikes and recreational vehicles.

We’re all looking for that perfect game that scratches where we itch. It’s an endless journey to an ever-distant destination.

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PanagiotisLial1

Sounds sort of like SotA Open World PVP which is in zones that can be avoided.

Consider me interested