Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
I know, it's balanced in its own way. But if the Gear Economy in AoC isn't blown out of proportion we should all be fine.
·increase the karma reduction for player 5 levels lower than you that jumps every 5 levels. So 10 gives double 15 double that and so on.
· lower the karma reduction to very low for anyone at your level
·points of glory or some kind of bragging rights for killing someone 5+ levels than you.
·1v2+ pvp encounters give growing karma reduction depending on the number of combatants over an equal number.
·each character is linked to a main account. Karma would change independent of each other but would be linked. Guildmates and friends would also be noted on each players account.
· Characters, alt, guilds, and friends all link to player accounts all friendly players would not effect your karma score. Also a minimum amount of time these characters are linked to your account 4 months or so so people can´t just unfriend and game the system.
·no stat loss for having high negative karma instead you are open to more interactions from player characters ex. Rogues can steal from you. As well as possibly dropping equipped items.
·high negative karma score opens the option to gain quests from intelligent corrupt creatures and access to their camps.
·corruption only particle effects for abilities
·optional jails that can be built in nodes to reduce negative karma. Perhaps a bonus if you turn yourself in.
·bandit camps/towns so players have a place to go when wanted by bounty hunters
For the record im not much into pvp but the idea of a bunch of pk guilds banding together to take over the world which makes average guilds band together to fight just sounds cool.
As far as I can tell they want this game to give people options on what they do and everything to have some kind of meaning.
1. mismatched numbers in combat gives high amount of karma loss 1v2 etc.
2. Each character is linked to the main account along with the friends and guilds of each character. Guildmates, friends, and alts of friendly accounts do not effect your karma.
3. Bandit camps/Towns as well as the option to make jails in town nodes. Bonus reduction to karma for turning yourself in.
4. Having a high amount of negative karma opens the option to get quests from intelligent corrupted creatures.
5. Guild Karma that can be effected by guild members actions.
6. Instead of stat lost for having high negative karma it should open up new interactions such as a rogue being able to steal from a wanted person.
7. corruption specific spell particle effects
Carebears: No the system is good as it now, we dont want free open world PvP we want to play another maple story! No pvp, use the chat to resolve all of your problems, no need to be aggressive, relax lets the game play itself , no one needs interesting games those day just look at the market. If you want to make the game with no permaban for PvP you are a carebear.
*But the game would have an open world system, no instanced dungeons , great locations to fight with people. I always liked to attack big group of well geared people and kill them all using landscape and abilities of the class. Open world PvP can not be compared to arenas and duels , it is not the same experience ! Where is the player freedom ?*
Carebears: You are a griefier , we dont want to fight anyone, just give us our 2 hours of gameplay every day without any conflicts , hardcore PvE is enough for good gameplay! If you want freedom go play other game!
*If are can kill a hardcore boss why cant you deal with players?*
Carebears: Shut up grifier!
(If not to mention what carebears really do when they play an mmorpg, making a character of all the races and all the classes , lvling them up for a pretty high lvl but no max, trying to equip all of them . Crafting some thing not for money but for fun , pointless. Making a farm to grow food and and animals)
The problem with some of your ideas ( while well thought out ) defeat the purpose of the system. So in "the game that shall not be named"we currently have a system where killing your own faction results in crime points and jail time. it does NOTHING to deter the behavior which is the point of the system right ?
So if we can gain anything for the time and money we spent playing that game we can come away with the fact that jail time does not work.
There is no way to limit / nerf/ lessen the effect of karma that would do anything less then encourage pointless ganking.
Next your going to what drive a caravan close enough to newbs you can gank them ?
Next?
In reality, not a single one of us has asked that there be no OWPvP. What we've done is hop on board a game that has promised us to give real penalties to gankers and griefers. Keep in mind -- that is what brought many of us on board. So, you see, it's not like we're sitting here asking IS to change what they already set out to do, but that we're wholeheartedly standing behind their decision to do what they've said they will.
Hate to say it, darlin', but you're not really standing in a good spot on this one. Spout all the supposedly detrimental names you want -- trust me, I've been called some I doubt you'd even understand -- but get over yourself, spout facts, leave the rhetoric behind, and understand that IS developed this system in order to deter people from playing it who prefer ganking and griefing.
TL:DR
We didn't design the system, but we sure hopped on board when we saw it!
So, I realize that you were trying to be dismissive of the other points, but the fact is it's not as simple as "people who want real open world pvp are just griefers/gankers".
Real open world pvp without harsh penalties offers an entirely different experience. Yes there are griefers, but it's so much more than that. It's the thrill of knowing that not every fight is fair and having to be extremely wary of any stranger you meet out in the open. In a true OWPvP game every player on the server is an active participant in it
There is almost no point in calling AoC an OWPvP game because if you actually participate in the OWPvP then you are harshly penalized for it. Unless of course you only participate against others who have flagged themselves as PvP ready (ie: it's not an Open World PvP game).
Eliminate corruption cleansing via death. At the start of a new server day have corruption decrease a fixed amount.
The jail idea isn't bad. Maybe make a feature of high level religion nodes be cleansing, where the character is on lockdown until corruption-free, and make it decrease at a faster rate.
Make every character have its own corruption, no account sharing in this regard.
Make corruption visible, either by model or by having a visible debuff indication.
And probably most controversially, don't inflict the corruption PvP penalty until the character dies.