Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Major concern over the "loss of combat effectiveness" for going red
Hey all,
First time poster here and recent kickstarter backer. I read about this game and watched some overviews by youtubers, thought this game looked like it had promise, especially with its innovative node system. I decided to back it at the alpha 2 tier (early bird founder) and showed it to my multi-gaming guild of a few dozen people to bring them on board as well.
We're a pretty pvp-centric crew and have come from games like Darkfall where full-loot on death was the norm, so we don't shy away from risk vs reward or punishment for griefing. Everything needs a balance after all.
However, it was brought to my attention that i missed a key detail about reds that flag for pvp -- that the more you kill as a red / corrupt player,<em> the more you lose your combat effectiveness.</em>
This is a <strong>huge </strong>concern to us. It almost begs the question of why even enable the possibility for flagging if its going to be treated this way. I've read others on this forum make great suggestions as alternatives but nothing has been officially endorsed.
There are many ways you can limit griefing without absolutely destroying an entire gaming playstyle option. Off the top of my head, letting bounty hunters be able to loot the gear off of "reds" that had bad enough karma would incentivize protection by "blues" (maybe this is already an option? its difficult for me to find all the current facts on pvp)
There is no way i can possibly support this game if its going to treat reds this way, so im hoping that perhaps i'll hear Devs speak on other options for punishing excess griefing in the next two weeks. If i don't, i'm probably pulling my pledge.
If im wrong about one or more things in this post (more than likely), please let me know and share your thoughts.
Thanks
First time poster here and recent kickstarter backer. I read about this game and watched some overviews by youtubers, thought this game looked like it had promise, especially with its innovative node system. I decided to back it at the alpha 2 tier (early bird founder) and showed it to my multi-gaming guild of a few dozen people to bring them on board as well.
We're a pretty pvp-centric crew and have come from games like Darkfall where full-loot on death was the norm, so we don't shy away from risk vs reward or punishment for griefing. Everything needs a balance after all.
However, it was brought to my attention that i missed a key detail about reds that flag for pvp -- that the more you kill as a red / corrupt player,<em> the more you lose your combat effectiveness.</em>
This is a <strong>huge </strong>concern to us. It almost begs the question of why even enable the possibility for flagging if its going to be treated this way. I've read others on this forum make great suggestions as alternatives but nothing has been officially endorsed.
There are many ways you can limit griefing without absolutely destroying an entire gaming playstyle option. Off the top of my head, letting bounty hunters be able to loot the gear off of "reds" that had bad enough karma would incentivize protection by "blues" (maybe this is already an option? its difficult for me to find all the current facts on pvp)
There is no way i can possibly support this game if its going to treat reds this way, so im hoping that perhaps i'll hear Devs speak on other options for punishing excess griefing in the next two weeks. If i don't, i'm probably pulling my pledge.
If im wrong about one or more things in this post (more than likely), please let me know and share your thoughts.
Thanks
0
Comments
The system is only there to make distinction that there is a "time and place for everything".
PVP is "OWPVP" but to avoid the corruption system, you need to seek out meaningful PVP. By this I mean you can go around caravans and attack them. You can join sieges. You can have guild wars. All of these will exist in the open world and participating in them will be rewarding and not make you a corrupt player.
If you so happen to kill someone who is the same level as you without any of those "meaningful" PVP, you will be marked corrupt BUT you won't have any negative stat. If you kill someone who's much lower level than you, then yes, you will have negative stats. What does this mean? You can seek the thrill of PVP as long as you take an equal risk of fighting someone who has a chance of killing you back. But if you go around killing people who are weaker than you (no risk), then you will be punished for it.
Of course, that is the impression I got from all the Q&A's I've listened to. I may be wrong :)
They mentioned in one interview that if you have gathered resources and don't fight back then the attacker could loot some of your resources (only), but if you fought back then they could not (but then the attacker would not get flagged).
There have been plenty of games where PvP guilds have decimated an entire zone all evening with no chance of defeating them because they know each other and are well coordinated. I think they are trying to stop these situations where they loose more subscribers than gain them.
They need to implement the flag so it stays on for a long time giving bounty hunters a chance to get the individuals on their own.
I do hope that when I open my stall I can ban selling to individuals and whole guilds, after all a consequence of ganking should be i do not sell to the people who killed me :), so we could get to a point where all the stalls and Inns in a node will not sell anything to a ganking guild :)
Thats helpful and clarifying. Thanks for the reply.
I didn't know there was a distinction between flagging on equal levels vs flagging on noobs. That's something worth considering. Still not ideal, but better than what i thought.
Any idea on how long this "debuff" would last? Or was that discussed anywhere i can read for myself?
@fulcio
See that's a great idea to me. Banning players from buying from your vendors would be a much more palatable consequence for being a griefer. Then you'd have other organizations and groups placing sanctions on merchants that continued to fund terrorism and the game would immediately get that much deeper.
No definite details yet about times and corruption values other than has bee written here. The larger the difference in level, the more corruption gained.
It seems like Intrepid wants "some" random PVP to be always a possibility and they are all for some bandit/pirate players but I have seen no special mechanics for Highwaymen/High Seas Rouges yet. So that is kind of a bummer for RPKers that are attacking for the purpose of robbing players.
RPKing just for lulz is what seems to concern them the most. I can't blame them as that does create the most issues, at least in my experience.
So to sum up, since they seem to want SOME RPK and to offer "bandits" some realistic possibility of a career, I doubt that the penalties will be outrageous for a few kills each day. Oh, there will also be a much larger xp debt for dying while "corrupt".
I wished I paid more attention when they spoke about this topic! I'm not a big Pvper so these kind of topics don't stick in my head for long. I'll tell you want I think they mention...
There will be ways to remove corruption. One method I know is to die.
Let me think. There's this guy call midnight-shadow who made this google doc. I haven't read through the whole thing, but skimming over the table of content it looks rather impressive. I think you will find your answer in there. If you don't find your answer there, then you might have to ask the devs during their weekly Q&A (Mon/wed/fri 6:00 EST) twitch. OR discord chat.
https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE
Any idea on how long this “debuff” would last? Or was that discussed anywhere i can read for myself?
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The only way to remove corruption is death. No details on how much is removed on death nor if the death has to be at the hands of a player or not. I'd assume the death has to be caused by a player. Something to remember is if you have enough corruption and die you will lose gear.