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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
While that may be true, I'm fairly certain that PvPers will hesitate once they realize that their Skills & Stats (etc) will be meaningless once they entered the "Corrupted-State" . '
Assuming that their Damage infliction, Heals, and Tank-Abilities
( and other abilities similar to those 3 )
will all lessen with each Player Slain. In other words, they'll be helpless ... and once their position is also marked on the World-Map ( or map ? ) ... then they will be at an even Higher-risk of being Looted.
And i don't think Non-Corrupted Players can be looted by other Players, right ?
If thats not how it works, then I'll re-watch some Info-Videos too correct myself.
Especially when the two of you go out of your way to discourage anyone with some questions to which you reply with absolutes leading interested parties to believe that this will be a "gank box". One of hanging around with no intention to play, the other intending but still spouting doom.
Even if that was the case, I had thought that they'll be Multiple Areas throughout the Environment to
Safe-Store your loot in - Such as a decaying Log you can crawl into, or a Trench, or within a Bush ( big or small ) ... or possible admist the TreeTops - any place that can be hidden.
Or maybe even allowing the Player to
Dig a Hole. Then maybe leaving traces - hinted that "something" has been dug their.
( of course it could be a well-placed-trap ; a decoy to the real Dug-Spot )
However ... this would put your loot at risk of being found by another Player. So the safest spot ... would possibly be a remote in-game Cabin ( a household ). and storing it in the Basement or Attic - within something you own.
The only risk would be if a Stealth-Class might be keeping a ... " Close-Eye " on you & might be near
<strong><em>But this is just one scenario - I'm not sure what Mechanics & Features will be implemented yet</strong></em>
We shall see Stabby. No one can say even if we knew the numbers that go with the penalty names. No, not even you. I hope that if you are wrong, you'll have the fortitude to come back and eat some crow. Same for Dygz.
Especially when the two of you go out of your way to discourage anyone with some questions to which you reply with absolutes leading interested parties to believe that this will be a "gank box". One of hanging around with no intention to play, the other intending but still spouting doom.
There isn't going to be any solid info about penalties for ganking, how easy it will be to get away with, or how easy it will be to control except for what the Devs have given us. If a couple of disgruntled forum ghosties can make statements THAT THEY CAN"T BACK UP up and scare you from the KS, then so be it.
You shouldn't pledge at all if you need 100% assurance about ANYTHING at this stage of development.
Hopefully whether you pledge or not, you will take a look at the game a cpl months after it opens for real and when conditions normalize. Don't let people that don't really know, including myself, make up your mind for you about anything.
thats why I ensure that i Bolded the Last Sentence in my previous statement.
... And for those who are curious as to why i mentioned it ?
I mentioned it because it could be helpful - if you get Killed & Looted
( under the right circumstances )
you can successfully retrieve your other Loot; deceveing others into believing that you had ...
" <em>nothing good on you </em>"
As such, once you respawn, you can successfully go back and Dig your Loot you would've have lost ... Unless someone else found it.
<strong>Again, its not definite whatsoever - its all speculation at this point</strong><em>
If the loss of carried items is the deal breaker for you, and I agree that something is backwards about all of this, remember: if you are attacked and you strike back one time at your attacker, you become flagged as Combatant. From what the Devs have said, Combatants do not drop inventory.
Reason why I think the system is a bit... primitive or not thought through? Well, if your attacker is already carrying a corrupt status and you are flagged Non Combatant, you will not flag to Combatant for attacking him. That leaves the question: will I still drop inventory in that case? That is a bit silly, IMO.
Ironically, I agree with you. In fact, I'm considering to choosing the Pioneer Option or Founder Option
- mainly because due to the Tier 3 Character Customization in Pioneer & Access to the "Closed Alpha Phase 2 " in Founder. I personally don't care too much about the other stuff.
This system proposed will be the same, starting out with the best intentions and modified from field experience.
In L2, the system gave real consequence to the PvP and helped players decide if they really wanted to be part of pvp or not.
Although a very similar system, the pvp was not so prevalent that a non-pvp'er couldn't enjoy the vast majority of their time.
If a griefer came to an area too much, a player wanted to take over an area for pve or a player held access to an area to ransom, you could fight back or the world was big enough to find somewhere else to go until the heat died down. This world will be large and you will have choices of how to play the situation.
I believe this system would mean that those that do not want to participate in PvP will find that they will rarely be faced with the issue.
A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equiped items based on their current Corruption Score.
That makes a bit more sense to me.
Thx for the correction, Dygz! :)
Edit: But to answer your question, some posts after some time, yeah I do refuse to read on. Sometimes I just miss things.
Thx. After reading the Entire part of the Dev's Overview of PvP ... its safe to assume that
"<em> what i mentioned</em> "
might be implemented via Purple vs Red.
In other words, it'll possibly be a Tactic for Combatant ( Purple ) vs Corrupted (Red ) :3
and not Necessarily be something to consider for the Non-Combatant (Green)
@Chrystania
Meaning it'll be fine ... until we see some Footage. But it'll most likely be fine since the Devs hav Experience working on other Projects - like EverQuest & SWG ( and others ) - all of which have much Positive Praise / Positive FeedBack.
Really now it's actually non-combatants receiving normal penalties and combatants receiving half? That seems a bit backwards to me. I must of read/heard that backwards then my bad.
Just saying I'd reverse that as it kinda does force PvE players into joining open PvP as a target. No corruption for their attacker either considering they'd be flagged when they died. At least that's what I'm assuming.
mark 26:40
mark 1:03:23
(The clip in the previous post also covers hiring NPC guards and what happens to your freehold when the city is destroyed.)
and the griefing with alters i think that only will happen at low lvl like in L2
To be a victim is a choice now.
To be a victim is a choice now.
</blockquote>
The only "choice" is to play the game or not play the game. You guys opposed to PVE only servers should realize that PVEers can grief you too. Everything about this game is a recipe for disaster. I'm not going to get into the details because I don't want to give ideas. But everyone is going to hate the open PvP system. I promise.
I worry when its compared to L2 because their system is pretty bad. Being able to grind out mobs to reverse corruption is a recipe for 'career griefing' and the fact the devs don't seem to realize this further adds to my doubts. The system can easily be manipulated, and often is: http://www.lineage2.com/en/game/the-library/pvp-activities/reputation.php
Some devs don't like hearing specifics but what players want as a end result. What I want for someone killing one player that isn't flagged is that their day be ruined. An hour minimum of them being a leper and unable to go about activities in a typical manner. I want them to be thinking twice about doing it, not thinking about how they can get away with it while suffering minimal backlash.
You have to destroy one preferred type of gameplay to make the other enjoyable. The AoC team advertised that they "want to bring the community together" but their open PvP system will have the opposite effect.
Incoming...
PvE player: "I can't do anything in this game without someone ganking me". "A guild is harassing me at my freehold".
PvP player: "I can't enjoy PvP because you're penalty system is too extreme"!
The result is you're not going to have any retention. An MMO based on a monthly sub model is setting itself up for failure with this system.
This is my "I told you so" placeholder.