Swords of Legends Online previews crafting mechanics and elaborates on Rampage PvP flagging

    
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There will undoubtedly be monsters to fight and quests to complete in Swords of Legends Online, but sometimes you need to cool your jets, craft some items, yank some fish out of the water, and craft some tasty meals. Mercifully, there will be plenty of that sort of thing happening as elaborated on by a recent dev post that’s all about the pastoral SOLO life.

Crafting appears to be a pretty straightforward affair, with players learning recipes and heading to a crafting workbench to cobble together items. Gathering is similarly unremarkable as well, though players will be given their own separate inventory bag known as a Qiankun Bag that stores materials. Furthermore, any impurities can be sold for a little bit of extra silver, and materials trading isn’t available until the Qiankun Bag reaches level 3.

As for fishing, it’s a simple matter of right-clicking a fishing pole to go into fishing mode and casting a line for some fresh fish. Fishing can be done any time, though extra rewards and a higher chance of landing a catch can happen between 6:00 p.m. and 8:00 p.m. every Saturday and Sunday. Finally, cooking in the game will be available, with players being tasked to find recipes from certain biographies or instance rewards to supplement their initial recipe, gather the ingredients, and create buff-granting dishes.

In other SOLO news, MOP reader Winterskorn tweeted a question about how flagging in the Rampage PvP mode works prompted an official response: Entering Rampage Mode will require players to activate a skill as well as be at max level, but once they have engaged the appropriate skill, they can attack other max level players whether they’re in Rampage Mode or not. That said, those who attack unflagged players will be subject to an undisclosed punishment of some kind if they’re killed.

sources: official site, Twitter, cheers Winterskorn!
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Shadex De'Marr

It is definitely not the traditional PvP environment we are used to. Normally killing other players and even ruining the enjoyment of the game for others comes with little to zero penalties and tons of benefits in unique armor, mounts, and titles. Here they have decided that being hostile toward those that are not interested is going to have ramifications and does not, nor should it, give benefits or rewards.

I think people should just look at the game they way many currently do toward Sea of Thieves. It is an amazing game with a cool world and system that does not cater to the PvE play style. It has PvE but it is not the focus of development. SoL is a PvE game with an amazing world and cool system but PvP is not it core. It will provide it to a degree but does not seem to have any intent on catering to the more hardcore PK playstyle. It may mean that some people will give it a pass but it may also mean that those that do not will enjoy it all the more. That seems to be their call.

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Ardra Diva

“those who attack unflagged players will be subject to an undisclosed punishment of some kind if they’re killed.”

Doesn’t work in the real world and sure as hell doesn’t work in MMOs.

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Bereman99

That said, those who attack unflagged players will be subject to an undisclosed punishment of some kind if they’re killed.

Perhaps undisclosed punishment per that response on Twitter, but they talked more about it in one of the Q&A streams, which was then clipped and put on their YouTube channel:

So per that brief description, the punishment is as follows – you get tossed in jail, with the time required to spend there based on just how negative your Qi was at the time of death. Notably, activating Rampage mode costs some Qi to do in the first place and puts you closer to negative Qi and then has an ongoing cost – you can end up in the negatives and be thrown in jail just by having the Rampage skill activated and standing around for a bit. Killing another player incurs an additional penalty on top of that.

What isn’t mentioned in either of these responses, but what I have found out about it from those that have shared their experience with using it, is that once you’re in the negatives you get a debuff that can only be cleared by doing things to restore your Qi to positive, during which time you are stunned either every 20 or 30 seconds, and take some damage at that same time.

You are also attackable by others and they will not incur a penalty for attacking you if you are in Rampage mode. Also, any player that you happen to kill during your Rampage can set a bounty on you, which other players can collect by hunting you down and killing you and they have no penalty for doing so.

As for the punishment itself, the Jail system – you have a couple options to get out. You can escape – but you keep the negative Qi you had and all of the associated drawbacks (including being attack on sight from guards) and reportedly once you inevitably die and are sent back, escaping a second time may be harder. Unlike games like ArcheAge, there’s no real benefit or gameplay system that supports going outlaw. You’re simply better of working off the negative Qi.

You then have two options for removing your negative Qi. You can do this menial task of carrying rocks (which has you moving practically at a snails pace when carrying them). You remove a certain amount of your negative Qi for each rock, and the person describing this (after PKing about 6 people) said it would have taken them nearly 2 hours of continuously doing this.

You can also “meditate” on some in-universe piece of text to “expel” the negative Qi, and this would have taken them about 7 hours of jail time to do.

Importantly, the sentence does not decrease when logged out or switched to a different character.

All things considered, it’s a pretty harsh punishment.

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Winter

My question is then what is the point of Rampage mode? If there is no incentive and a harsh punishment what is the point of having it? I feel like there is something missing as to the why of this.

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Bereman99

That’s what I’ve not been able to figure out, honestly.

It’s really harsh – and there were even a couple elements I’d missed when describing it and had to check a video of someone doing it to confirm. When you reach 150 negative Qi, your HP is halved and so is your attack power. So along with all those other things going on, you have half the health you normally would and are less effective at killing.

It’s harsh enough that me, as a non-PKer but someone who is okay with open world PvP systems so long as they aren’t too disruptive to my daily gameplay, find the game perfectly acceptable even with the existence of PKing. A lot of the other systems are ones I really like – especially the housing – so it helps balance out the fact that I might get PKed every once in a while. I’m just not likely to be camped, given how the game works, and that (for me) makes a significant difference.

But I still don’t know why it exists in the first place. The only thing I can guess is its a cultural difference, where perhaps open-world PvP is an expected feature in games in China? Or maybe its original intent was more of a flavor thing – allowing some players to just “rage” and express this negative thing of PKing (since being overcome by negative qi and turning on others is a legit thing in the lore of the world and it happens pretty early to a friendly NPC), while also putting systems in place to keep it from happening more than infrequently. We’d have to get an answer from the dev team behind the game somehow – while the people at Gameforge publishing it in NA/EU do know how the systems work, I doubt they have insight into why they were added in the first place.

But yeah, it doesn’t feel like it serves much of a purpose, and while some players will have the same view of it that I do – not liking PK, but less disruptive versions (and this might be the least disruptive version I’ve seen) of it I can accept if I like the rest of the game enough – there are going to be plenty that see any form of non-consensual PvP, even just 1 or 2 times, as a total deal breaker.

It’s a weird system that allows PK but doesn’t encourage it or have any systems in place to support that type of gameplay, the way ArcheAge does.

Incidentally, the video I checked – the guy ran around for just 3 and a half minutes, managed to find only two attackable targets (if you afk in the air or on a body of water out of range of the shore you’re safe – you can’t attack while in the water), and that was all it took to end up with negative Qi and the stun+damage every 30 seconds or so. Took them another couple kills and by 7 minutes in they are at 150 negative Qi, with half health and a lightning bolt that can sometimes hit for as much as 2k damage.

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Winter

It really does not make any sense at all like why even implement it??

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bobfish

I do think its just a cultural thing, an expectation from Chinese players that there is some form of open world PvP. They are also the types of players that are incredibly competitive, so they would see it as a challenge to try and PK as much as possible without being caught. And then I guess they’d leave the game afk in jail until the timer runs down.

For the west though, they should just disable it.

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Robert Mann

IDK, I’ve dealt with too many people who will level a new account just to PK and/or grief over and over again. There are people who have shown off purchasing games dozens of times just to grief and then avoid punishment by PKing or griefing on another account while they wait out time.

It is this sort of thing that makes people look at even such harsh punishments, and want a firm dividing line instead of this “But there’s a penalty” response.

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Vanquesse V

It sucks that this info (and what you’ve posted elsewhere) is difficult to find, but thank you for providing it.

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Vanquesse V

I don’t get why it’s so difficult to get info on the extent of a game’s pvp modes considering that pvp is a dealbreaker for many.

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Ardra Diva

I think you just answered your own question

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Vanquesse V

But every single time it boils down to a shouting match and angry people.
They might have gained a few extra sales but in the process they’ve made people mad at them and ensured longer term negativity.
Why not just stick to selling the game to the people who are likely to want to play?

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Winter

Finding that out about PvP at max lvl has basically cooled my interest significantly for this title.

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Eliandal

Agreed! I love occasional PVP, when I decide it’s time for PVP. I don’t appreciate being PVP’d just ‘because’ while I’m standing around doing whatever. No matter what the ‘punishment’ may be, it’s not enough to get my sale.

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Winter

Also what is the point of this system if the punishment is so harsh. I feel like there is something missing here.

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Bereman99

What stops that is that your punishment time only progresses when you are logged in on that character, as completing your sentence requires one of a couple specific actions. Sure, you can hop to an alt and do other things, but the character being punished will have to serve their time at some point before they can play that character again.

One way of paying “penance” is to carry these stones (2 and a half minutes to carry the stone from its location to the quest NPC) slowly and be given an item that banishes some evil qi (the item disappears after 15 minutes, including time logged off, so you have to get and use soon), around 4 of your evil qi at a time.

The other way is getting a book that you have to read (your character actually reads out positive type messages), that reduces your negative qi by 1 every 3 minutes.

Either way, it requires being on that character. There’s no getting around it by logging off and waiting it out.

Amusingly (at least to me), if a player who gets tossed in jail forgets to turn their Rampage mode off once inside, they still gain negative qi every 10 seconds or so, which will outpace how fast they are removing the negative qi.