Allods Online has come a long way to the current state of the game now with Patch 3.0, Overture of the Damned, with improvement of in-game features to increase the community’s overall enjoyment. One feature we wanted to highlight is PvP!
Allods Online revolves around conflicts between two warring factions, Empire and League, so PvP is an essential part of every player’s experience. With PvP, comes the possible conflict of interest since everyone does not share the same level of enthusiasm for competition, penalties, and rewards that comes with killing and being killed by other players.
To better understand how Allods Online’s PvP has improved, we need to take a step back in time to understand what issues existed in the past.
To Gank, or Not to Gank, That is the Temptation!
Some early feedback from Allods Online’s open beta days was the amount of ganking that occurred in one of the leveling zones known as Asee-Teph. Players were able to level without any PvP engagement up until level 23 since Asee-Teph is the first zone where Empire and League players may encounter each other while questing. While characters have a Flag of War that can be turned off to avoid PvP encounters, other players can activate one’s Flag of War through the usage of a special War Banner item that has a chance of dropping from monsters. Also some quests required you to attack the opposing faction’s NPCs which would cause your flag of war to be raised. While the lust for enemy engagement was thrilling to some players, other players were not so fond of being killed.
Another main issue related to ganking was high level players would hang around Asee-Teph and attack low level players. There was a light at the end of the tunnel for non PvP-oriented players as the amount of ganking that occurred greatly decreased after Asee-Teph (level 23-27 zone) due to the physical layout of the zone and the reduced amount of quests that required you to attack opposing faction NPCs.
The first main attempt at resolving the ganking issue was implementing special NPCs that sell Emblems of Justice. When activated, Emblems of Justice rain down a thundering wrath of lightning that instantly destroy any players above level 29 that had their Flag of War raised. These Emblems of Justice could be purchased by characters below level 29 and only one could be carried at a time.
Once Emblems of Justice were implemented, we noticed an immediate decrease of ganking feedback from the community. In fact, some high level players complained about being “ganked” by lower level players using the Emblems of Justice. It was a step in the right direction as it discouraged high level players from hanging around Asee-Teph just to cause an inconvenience for players trying to progress through the zone. Emblems of Justice helped reduce the amount of ganking although some high level players were still determined to leave their mark, so being zapped to death didn’t stop them from coming back from Purgatory to hunt down the ones that one-shot them. Since players can only carry one Emblem of Justice at a time, it was possible for high level players to come back and take down low level players without having an opportunity to acquire another Emblem of Justice.
To further reduce the amount of ganking, Patch 2.0.06: Undaunted, from this past October increased the amount of Emblems of Justice that could be carried from 1 to 20! It would also cause a stackable movement speed decrease for high level players who were still persistent in their ganking ways.
While ganking can still occur, it is no longer a top community concern as it used to be given all the changes to deter ganking. Some feedback from high level players was that they just wanted some form of PvP and there was not much in the game at the time. Now with Patch 3.0, there are so many PvP options that high level players wouldn’t want to spend time in lower level zones when they can be challenging themselves and gaining special rewards for their destructive ways!
Patch 3.0 PvP Features Galore!
Each major patch has implemented a diverse amount of PvP features. Not only has Allods Online gained intense PvP features, each major patch makes changes based on community feedback to make PvP that much more sweeter! Patch 3.0 has positively altered the mechanics of past PvP features as well as adding an exciting addition to Allods Online – Skirmishes!
Skirmishes - Skirmishes allow players from level 23 to 51 in a capture-the-flag zone featuring three capture points – Sawmill, Zem Ruins, and Windmill. The level brackets are set up to ensure that players only fight against other similar level players who queue up in these 12 versus 12 matches. Winning Skirmishes isn’t about dominating your opponent’s raid with brute force but rather coordination and teamwork since you need to spread out your forces to protect and attack the three capture points until enough points are accumulated.
Skirmishes encourage participation even for those who may not be too fond of PvP since the winning and losing raid both receives rewards but with different amounts that can be used to obtain powerful weapons and armor.
Even with the new Skirmishes, we can’t forget about past PvP features that have been updated due to Patch 3.0.
Arena of Death– This 24 versus 24 arena death match has been Allods Online’s core PvP event for a long time. Besides back-and-forth head bashing, players need to fight over looting treasure that spawn randomly throughout the match. One issue that Patch 3.0 improved is reducing the amount of players needed to start Arena of Death so now players engage in 12 versus 12 matches. This change along with previously changing Arena of Death to occur anytime during the day with a queue system instead of set times allows for more flexibility since the event will trigger according to players’ schedule.
June Catacombs– June Catacombs is a giant maze with dangers around every corner. Not only must you demolish June Catacomb’s golem guardians, players need to destroy the other 11 participants who have the same goal as you – stay alive while reaching the heart of the maze where glorious treasure awaits! Being killed will set you back to the beginning so it’s a brutal fight to the finish! Players can now queue for June Catacombs in the same manner they queue for Arena of Death and is also designed for 12 players.
Astral Confrontation– Astral Confrontation is Allods Online’s main guild-oriented PvP feature where guilds form their strongest raids where they are instantly teleported to an allod. An allod is essentially a floating island and there is a set time during the week when guilds can bid on the right to attack and defend one’s allod. Once on the allod, the attacking guild’s raid fights against the defending guild’s raid checkpoint after checkpoint. Each checkpoint has cannons set up that can be controlled by the guild’s defending raid to help blast away enemy players. Victory will be yours if you are the attacking raid and you have penetrated the defenses of the defending raid to the very end. Likewise, the defending raid will win if they are able to successfully repel the invasion of the attacking raid for the duration of the event. Being the winners of the weekly Astral Confrontation will award you with an explosive amount of guild prestige to improve your guild’s level as well as rare refining materials to upgrade your gear.
Melting Isle– Unlike the other PvP features mentioned so far, Melting Isle isn’t an organized event that players queue up for although players can travel to this icy wasteland in competition against players from both factions for hidden treasure covered in snow. End-game players are able to hunt for treasure in this zone while battling it out with others for up to two hours a day to prevent over farming of treasure chests.
Now that you’ve been given an update of what Allods Online offers in terms of PvP with Patch 3.0, we invite you to accept the challenge and be a driving force in the League or Empire’s continuous clash for combat glory!