Casually committing murder sounds like a pretty valid reason to give someone corruption, particularly if all they're doing is minding their own business and bothering you none lol.
The one thing I cannot wrap my head around in this game is the fact that the devs are allowing a flagging system in the open world, that is technically completely pointless to have. No one in the right mind will flag up if someone attacks you, I have seen it a thousand times in other mmos like Black Desert, and Archeage. Whatever the reason may be the way the system is set up now no one will do it, mainly for the reason that STATS and GEAR LOSS is a thing, get rid of that and add content severely limited for players choosing to go red. For example give them a bandit town, but every other town guards will kos, or maybe only allow them to be at sea were they can pirate trade ships. Just give a player some reason to go bandit. But then what kind of sandbox would that be?
@Ferryman What I can't wrap my head around is, that people insist on calling whoever attacks them gankers...It's same like me calling you thief, just because you bought last shirt in shop in front of me, and I wanted that shirt.Are you a thief for that?Pls go learn what ganking is, and then come back and start discussing normally, like a man.
Uao said: Btw somehow offtopic but since we're talking about guards and hostility: are players hostile to node guards if theyre not a citizen of that particular node?If no what prevents them from gathering inside the node at its main objective points just before a siege starts?If yes how do they trade with caravans if they're getting slaughtered when they reach their destination?My idea would be to be hostile by default but theres a option to buy a permission at the entrance of a city to visit legaly, however the permission disabels your weaponslot until you leave the city.
Open world pvp with griefers becomes more fun if theres possibilitys to hide from said griefers.. Most (all) games so far dont provide you a serious option to escape griefers before he killed you. So i think everyone should have some temporaly invisibility skill/teleport that gives you 4-5 seconds to hide without the griefer seeing where your going. That would also require griefers to be unabel to see nameplates, which is in my opinion a better penalty than stat reduction. (the world would need many objects to hide behind too)Maybe reduce the range at which red players are abel to see nameplates as corruption increases. The chance to loose gear should stay however, so its really important for red players to play carefully.Maybe prevent high corrupt players to use mounts aswell?In return they should be abel to:steal limited amounts of goods/money from vendors within citys if they manage to get into the shop without beeing noticed, buy things without taxes from shady vendors, manipulate votings (by small degree like 1-5%)in scientific nodes, (stealth play parkour+reputation with specific npc's)steal money from economic node votings, (difficult stealth play parkour)assasinate candidates who try to become king of a military node/divine node which if successful makes these candidates unabel to win the outcome for that month.. So it isnt all about griefing players who farm stuff but more about stealth play and actual game conform stuff.Assasination is some kind of griefing, but 1. it has to happen only once and 2. the candidates know about that mechanic and can gather friends to protect them, 3. A worthy leader should have friends that support/protect him anyway.
@BlackCat75 Your example lies on premise that we are both civilians.However in war, when one warrior kills another, that is a fair kill REGARDLESS if one of the warriors managed to pick up a gun to shoot back or not.And IF you want to be considered CIVILIAN in ASHES, then you shouldn't play a character that has any offensive abilities, or weapons on him.As long as you CARRY WEAPONS, have combat training, and fight for benefit of certain node (regardless if you made no kills, a single kill or 1000 kills), in world of hostilities, the kill is WARRIOR KILL not a civilian kill, and thus does not go under same rules. Regardless if you reacted to fight back or not.
Bajjer said:There are no hostilities but those we make.
Gothix said:@Ferryman you should also take a lesson from this. If you don't want to be considered a warrior and a fair kill, then do not carry any weapons around, and then OK, we can call someone who kills you a murderer.
Ferryman said:Carrying weapon in games is quite common thing like it was in middle ages.
Ferryman said:Carrying weapon in games is quite common thing like it was in middle ages.
Actually in middle ages, pesants (civilians) never carried weapons on them. Mostly only knights did, man of battle, warriors, who then protected nobility, or worked as mercenaries, or were criminals themselves. Civilians didn't.
Why does every extended post turn into a running debate. Please use what we know and don't speculate its save time and drama.
CylverRayne said: It's a select few that continue to insist that we, including Intrepid Studios should bend to their ways.
*and this is why I want Ashes to not punish equal level fights. Not because "I want" to be a ganker or griefer. But because I want to feel being in danger. I want this atmosphere or dangerous world, where I might die at every corner, and need to care about what I do.I do not want to feel that very little people will attack me, because I know most will not want to go red and break their gear. This just kills this feeling of danger in a huge huge degree.*and no, just flagging purple and playing purple does not give the same feeling. It's because most of other people will be green, and will have no desire to attack me to not get flagged themselves.But when everyone is flagged by default (or when attacks do not punish people) then when you meet other people in the wilds, you have to worry, because they might strike you just as preventive measure. Because the one that strikes first has more chance to survive vs someone that is not ready.Most of fights on PvP server happened because people did just that, striken preventively to kill enemy to remove chance of them being attacked and dieing. And playing like that, you have a real danger in the world. This is the feeling I would love to have again in a MMO.(Ofc. every time I argue for this, people by default call me ganker and griefer. Because what other reason could I have to want this? I must be ganker and griefer and troll for sure.)
And before someone again says that I just want grief and gank, let me quote a part of my post from another thread:
I really do get where you are coming from. I think a lot of
people are on a similar wavelength, but maybe not quite in total sync. I think
you have delved a little too deep into hyperbole of late and a few people have
started to ignore the issue and focus on some of these statements, which can be
a fun tangent but we just have to remember the heart of the issue here is the
We will have to wait and see how the corruption system plays
out in testing, but I think they will find a nice sweet spot where you can kill
a person every now and then without it really detrimentally affecting your
character or abilities.
I see the corruption system start to be debilitating
when a person continuously, and in a short period of time, kills non-flagged
players. This demonstrates a willingness to consistently engage players who
have no interest in pvp. I find this more than fair. This will then create some
player agency in making decisions on how much corruption they are comfortable
I think there will be more than enough opportunities for pvp
in Ashes so no one will ever cry foul because they can’t find anyone to fight. I
think that people like you will end up being completely fine with the corruption
system as it will allow you to play your style. I think that it will definitely
piss off the griefers and gankers and hopefully either change their mindset and
allow a wonderful community to flourish, including an incredibly active PvP
community, or leave the game entirely.
If they can’t contribute anything other
than hate, frustration and toxicity, I think the game is better off without
them. If you are here to have fun, great. If your idea of fun is to cause
another player, another human being who is also only looking to relax and have
fun at the end of a long day, frustration to the point they log-off then you
should not be rewarded for that behaviour.
You wouldn’t go up to someone
reading on a bench and knock the book out of their hand, so why you think it is
ok to do this in a virtual environment is beyond me (and when I say you, I mean
the griefers, not you Gothix).
One thing I do believe though, is that the stat reductions
should be very temporary – and by this I mean 5 minutes. I think this should
only be utilised to stop camping. I would much prefer the in-game penalties to
grow – a much larger bounty that lasts for longer and longer and allows more
and more of your own wealth and goods to be looted upon death.
Say you get to a
bounty of 1000 gold, this would degrade 100 gold per day, but 5000 gold would
only degrade 50 gold per day and 10,000 would only degrade 10 gold per day. No
idea of real numbers but the bigger prick you are, the harder it is to move on
from that stigma. I could this becoming a point of pride for some players – see
how high they can get their bounty. This is more of an in-game system than an arbitrary
I think the biggest deciding factor is going to be how many kills does it take to become corrupt. If just one killing of a green makes you corrupt, that seems overboard. But if it takes a couple or even 3 or 4 that's reasonable. I don't think they're going to make it a single kill makes you red especially since they're giving you incentive to kill other players in dropped materials.
I feel like this thread is starting to stray away from the original point that I was trying to make which was, the devs should create limited/exclusive content for players that choose to go full bandit.
Ferryman said:Well actually killing one green player will make you corrupted straight away and it makes the most sense. If this happens after 3-4 kills, then we have that ganking/murder box game what "IS" wants to avoid.(fixed it from SI, I'd rather not Sony Interactive take over Ashes, lol)