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
Will PvE-only players get killed? Probably yes, once or twice in year. Is this acceptable? I think it is, it gives a hint of thrill to the exploration side of the game — the fact that you MIGHT get killed, even if it will happen oh so rarely, or that you MIGHT kill, if you really, really, really got so pi***d that you think the other player really deserves a lesson, even if that will cost you more than it will cost to him.
</blockquote>
I love this. I'm a huge PvE'r, I love me my safe space away from PvP....but I also do want things to get boring. What they have put forth so far is very interesting to me as it does very much discourage ganking, but it allows the possibility of it happening, making you weary and in need of protection, especially if you are carrying a lot of wealth...
I have tended to stay way from games that have done this, but its usually because the gankers weren't actually discouraged from ganking like has been proposed here. I am very hopeful that this will provide a good balance between open world PvP and PvE.
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread?
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread? No one is forcing you to read a thread you don't like.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it's the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it's the former, it might actually work out because the person being attacked can rapidly turn the tables.
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is forcing you to read a thread you don't like.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread?
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.
</blockquote>
From what I have been told and read and without a bunch of nonsense around it:
You take corruption on when you kill a player flagged noncombatant. Not for the attack.
</blockquote>
Interesting. I have heard and read that it is after the kill that you take on corruption.
I have heard that it is after you kill a noncombatant flagged that you take the corruption. Just hitting them won't do it unless they die. Makes more sense because if you are corrupt just for hitting me, I lose the option to strike back and so become Combatant flagged. Then I will only suffer the lesser xp debt if you win. If you are corrupt already, I won't have a chance to change up from noncombatant.
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is forcing you to read a thread you don't like.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread?
<blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/please-dont-force-us-to-be-victims-of-pvpers/page/25/#post-21005">Mordencaine wrote:</a></div>I’m going to hijack this speculation train and go in a different direction.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.
</blockquote>
The corruption is for killing a non-combatant.
If the person you attacked fight's back, they will auto-flag as a combatant, so... if you kill them at that point you will not gain corruption.
The reason it curtails killing non-combatants is because the attacker will gain corruption if they do. And dying while corrupted comes with a bunch of extra penalties. So, most of the time, if you don't fight back, the attacker will stop attacking as well.
The non-combatant basically turns the tables by refusing to fight - you then have the choice of stopping or gaining corruption when you kill them.
If you gained corruption merely by attacking them, there would be no incentive to stop attacking them. You'd gain corruption regardless.
</blockquote>
Pretty sure that it will work on a toggle like a what Archeage had with its bloodlust mode to allow someone to attack other players. I don't think is going friendly fire , wouldn't really work with what we know about combat.
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is forcing you to read a thread you don't like.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread?
<blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/please-dont-force-us-to-be-victims-of-pvpers/page/25/#post-21005">Mordencaine wrote:</a></div>I’m going to hijack this speculation train and go in a different direction.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.
</blockquote>
The corruption is for killing a non-combatant.
If the person you attacked fight's back, they will auto-flag as a combatant, so... if you kill them at that point you will not gain corruption.
The reason it curtails killing non-combatants is because the attacker will gain corruption if they do. And dying while corrupted comes with a bunch of extra penalties. So, most of the time, if you don't fight back, the attacker will stop attacking as well.
The non-combatant basically turns the tables by refusing to fight - you then have the choice of stopping or gaining corruption when you kill them.
If you gained corruption merely by attacking them, there would be no incentive to stop attacking them. You'd gain corruption regardless.
haha post-eating roulette.
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is forcing you to read a thread you don't like.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread?
<blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/please-dont-force-us-to-be-victims-of-pvpers/page/25/#post-21005">Mordencaine wrote:</a></div>I’m going to hijack this speculation train and go in a different direction.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.
</blockquote>
The corruption is for killing a non-combatant.
If the person you attacked fight's back, they will auto-flag as a combatant, so... if you kill them at that point you will not gain corruption.
The reason it curtails killing non-combatants is because the attacker will gain corruption if they do. And dying while corrupted comes with a bunch of extra penalties. So, most of the time, if you don't fight back, the attacker will stop attacking as well.
The non-combatant basically turns the tables by refusing to fight - you then have the choice of stopping or gaining corruption when you kill them.
If you gained corruption merely by attacking them, there would be no incentive to stop attacking them. You'd gain corruption regardless.
haha post-eating roulette. Nice.
</blockquote>
Archeage had a bloodlust mode you can switch on to attack other players on your faction , it will most likely work the same way here where you can switch yourself to hostile mode. Don't friendly fire will be a thing.
<blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/please-dont-force-us-to-be-victims-of-pvpers/page/24/#post-20994">Jettesnell wrote:</a></div>The developers have already shared their opinion on this for now. They are going with open world pvp, and have a guard system in mind to make cities safe. Depending on how it works in alpha, they might change it and make some places into safezones. This is the current state regarding open world pvp. Until we get to Alpha stage 2 this discussion is absolutely pointless. All it does is spreading negativity in the community as it’s seen as pacifist players crying rather than a constructive discussion with a real focus on changes and improvments. </blockquote>
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is forcing you to read a thread you don't like.
If the discussion seems pointless and negative to you, why do you keep coming back to this thread?
<blockquote><div class="d4p-bbp-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/please-dont-force-us-to-be-victims-of-pvpers/page/25/#post-21005">Mordencaine wrote:</a></div>I’m going to hijack this speculation train and go in a different direction.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.
</blockquote>
The corruption is for killing a non-combatant.
If the person you attacked fight's back, they will auto-flag as a combatant, so... if you kill them at that point you will not gain corruption.
The reason it curtails killing non-combatants is because the attacker will gain corruption if they do. And dying while corrupted comes with a bunch of extra penalties. So, most of the time, if you don't fight back, the attacker will stop attacking as well.
The non-combatant basically turns the tables by refusing to fight - you then have the choice of stopping or gaining corruption when you kill them.
If you gained corruption merely by attacking them, there would be no incentive to stop attacking them. You'd gain corruption regardless.
haha post-eating roulette.
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is being forced to read a thread a thread they don't like.
[quote]I’m going to hijack this speculation train and go in a different direction.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.[/quote]
The corruption is for killing a non-combatant.
If the person you attacked fight's back, they will auto-flag as a combatant, so... if you kill them at that point you will not gain corruption.
The reason it curtails killing non-combatants is because the attacker will gain corruption if they do. And dying while corrupted comes with a bunch of extra penalties. So, most of the time, if you don't fight back, the attacker will stop attacking as well.
The non-combatant basically turns the tables by refusing to fight - you then have the choice of stopping or gaining corruption when you kill them.
If you gained corruption merely by attacking them, there would be no incentive to stop attacking them. You'd gain corruption regardless.
haha post-eating roulette.
In response to the rest: We don't really know a lot about the corruption system. What we do know is that the Devs are taking a hard look at PvPers and how they influence PvE lives inside the game. They have come up with a system to address "killing sprees" and are aware of griefing. I am not sure what more you want on that end. They have actively developed a system, we don't know the specifics, we know that they are aware and we know that the game hasn't even hit alpha.
It is on their radar. They are concerned about it. They are taking steps. These steps still need to be tested.
Why are we still spending so much time on the topic?
</blockquote>
I would really like to see something put out by Intrepid on the plan so far. What it amounts to either way is kinda a screwing over for players flagged Noncombatant in most cases. All cases where the attacker is already "corrupt" the noncombatant hasn't any options except to take the 2 x exp debt hit. His flag will not upgrade for attacking "corrupted" players.
</blockquote>
I imagine that the party system will play a large part in this and how friendly fire works. There will be partys and there will be raids. As for just randomly healing people out in the open world? Who knows. We are going to have to test it beucase this leads to a long list of questions.
If I heal and am being attacked am I flagged?
If I heal someone who is being attacked am I flagged?
If I heal the attacker?
If the defender hasn't actually attacked back when I heal but then they do?
Is there a time delay on that heal and help?
If I heal someone outside my party (we don't even know if thats legal yet) do I get access to the spoils of the deceased?
The list goes on.
</blockquote>
Nobody is crying. People are just sharing their perspectives.
There is no spreading of negativity. We are simply discussing the game design. No one is being forced to read a thread a thread they don’t like.
<blockquote>I’m going to hijack this speculation train and go in a different direction.
I am curious, after reading most pages of this, when the corruption for attacking non-flagged gets applied. Is it front loaded? Meaning that the instant you hit someone not flagged it gets applied. Or, do you actually have to score the kill to accrue corruption?
If it’s the later, this will be a griefers paradise. This sort of system, for ages, has been exploited by players that know all you have to do is attack people doing PvE to get their health low and let the mobs finish them for you.
If it’s the former, it might actually work out because the person being attacked can rapidly turn the tables.
</blockquote>
The corruption is for killing a non-combatant.
If the person you attacked fight’s back, they will auto-flag as a combatant, so… if you kill them at that point you will not gain corruption.
The reason it curtails killing non-combatants is because the attacker will gain corruption if they do. And dying while corrupted comes with a bunch of extra penalties. So, most of the time, if you don’t fight back, the attacker will stop attacking as well.
The non-combatant basically turns the tables by refusing to fight – you then have the choice of stopping or gaining corruption when you kill them.
If you gained corruption merely by attacking them, there would be no incentive to stop attacking them. You’d gain corruption regardless.
haha post-eating roulette.
</blockquote>
You don't acutally know how this is going to work. Corruption could be like stacks. You lose 10% stats per corruption. You gain one stack for equal level and an additional stack for every 10 levels lower than yours. You can only recover 1 stack of corruption per your own death and they naturally decay 1 stack every 30 minutes.
Who knows? It could be what I described above. We still don't have enough information AND most importantly its going to change.
Because I would still like to hear solutions for providing a space in the game for PvE folk and casual PvP combat folk where we can have fun in the game without being forced into PvP combat when we're not in the mood for PvP combat.
The solutions that Steven has shared so far are only for Crafters and hardcore PvP combat folk.
Why do you keep spending your time on the topic?
I imagine that the party system will play a large part in this and how friendly fire works. There will be partys and there will be raids. As for just randomly healing people out in the open world? Who knows. We are going to have to test it beucase this leads to a long list of questions.
If I heal and am being attacked am I flagged?
If I heal someone who is being attacked am I flagged?
If I heal the attacker?
If the defender hasn't actually attacked back when I heal but then they do?
Is there a time delay on that heal and help?
If I heal someone outside my party (we don't even know if thats legal yet) do I get access to the spoils of the deceased?
The list goes on.
@Dygz
You don't acutally know how this is going to work. Corruption could be like stacks. You lose 10% stats per corruption. You gain one stack for equal level and an additional stack for every 10 levels lower than yours. You can only recover 1 stack of corruption per your own death and they naturally decay 1 stack every 30 minutes.
Who knows? It could be what I described above. We still don't have enough information AND most importantly its going to change.
Because I would still like to hear solutions for providing a space in the game for PvE folk and casual PvP combat folk where we can have fun in the game without being forced into PvP combat when we’re not in the mood for PvP combat.
The solutions that Steven has shared so far are only for Crafters and hardcore PvP combat folk.
Why do you keep spending your time on the topic?
</blockquote>
If this is trully what you want start offering solutions instead of repeatedly pointing out problems. Develop a corruption system and talk about it and refine and then when you think its done send it to the Devs.
In response to the rest: We don’t really know a lot about the corruption system. What we do know is that the Devs are taking a hard look at PvPers and how they influence PvE lives inside the game. They have come up with a system to address “killing sprees” and are aware of griefing. I am not sure what more you want on that end. They have actively developed a system, we don’t know the specifics, we know that they are aware and we know that the game hasn’t even hit alpha.
It is on their radar. They are concerned about it. They are taking steps. These steps still need to be tested.
Why are we still spending so much time on the topic?
</blockquote>
Well there are few thing worse then giving out "assumptional" information as fact when there are at least tentative bits of Dev info out there. I'm after whatever real facts-so-far that I can get. If there are none, fine and dandy. If there are, let's get them straight and try to point out mistaken beliefs. Then we can at least talk about things and debate their merits correctly.
Do you have a specific topic that won't feel like such a waste of time for you?
If this is trully what you want start offering solutions instead of repeatedly pointing out problems. Develop a corruption system and talk about it and refine and then when you think its done send it to the Devs.
In the hopes that someone at Intrepid reads over these and that they realize that there are some pretty valid concerns here. If I can kill, or rather cause to be killed anyone at will, I can make this game hell for anyone trying to level. Especially since these deaths will cost them exp. that has to be made up.
I, personally, have no intention of ruining people's experience in this fashion, but there are no doubt players that will. And, since these people may not incur corruption they will exist outside of "the rules".