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.
Dynamic corruption?
ArchivedUser
Guest
I was thinking about this corruption mechanic, and how most people say that the trick is in finding a "sweet spot" where corruption offers deterrence against griefing / ganking, but that it is not to punishing for occasional thefts so they still do happen, that we have danger in the world.
How about if specific areas in the game had varied strictness of corruption?
For example, main cities, being protected by guards, law, and being centers of civilization having the most strict corruption level. If you killed someone in the city you would be hit with higher instant corruption then if you killed someone in the forest.
Outside of the cities but still in zones close to them, corruption could be on medium level, while further from cities corruption could be mild.
Perhaps some small areas, extra dangerous parts of the forest and some passages could be perma PvP areas, and traversing through them could be risky. There could be signs in place to go around as areas are deemed too unsafe for travel. Then people could risk to either take a shorter route, but risky or go around (more safe).
TLDR: Corruption could be dynamic, cities could have hardest hitting corruption, areas around cities medium corruption, further areas from cities lower corruption, and some outstandingly dangerous areas perhaps no corruption.
What do you think?
How about if specific areas in the game had varied strictness of corruption?
For example, main cities, being protected by guards, law, and being centers of civilization having the most strict corruption level. If you killed someone in the city you would be hit with higher instant corruption then if you killed someone in the forest.
Outside of the cities but still in zones close to them, corruption could be on medium level, while further from cities corruption could be mild.
Perhaps some small areas, extra dangerous parts of the forest and some passages could be perma PvP areas, and traversing through them could be risky. There could be signs in place to go around as areas are deemed too unsafe for travel. Then people could risk to either take a shorter route, but risky or go around (more safe).
TLDR: Corruption could be dynamic, cities could have hardest hitting corruption, areas around cities medium corruption, further areas from cities lower corruption, and some outstandingly dangerous areas perhaps no corruption.
What do you think?
0
Comments
Since the 'Corruption' is a central lore and plot point, it would have to make sense lore/setting wise why people get more corrupted when killing in certain places, imo.
This either applies to all Military nodes (and scales with the node level) or it may just apply to Military Metropolises. Either way, the effects of corruption can vary around the map.
@lexmax
However, the issue of "corrupt debuff duration" in military node is not inter dependant with the question presented in this poll.
Time in which corrupted debuff expires is a separate issue from how fast corruption level stacks up (debuff becomes more punishing).
Regardless of time how much debuff lasts, the debuff itself can be more or less punishing.
** So if you kill someone in military metropolis and in science metropolis, debuffs would be equally punishing, with the difference that in military node this punishment (debuff) would last shorter.
** On the other hand, killing someone in forest just outside of science metropolis would give you less punishing debuff than killing someone in military metropolis, but the debuff gained in "science node forest" would last longer.
Btw. could someone explain this with military node debuff duration? I though corruption debuff is only removed on death?
So if you kill someone in zone of influence of military node debuff does not expire only with death, but rather it has a timer attached and will expire even if you don't die? At which point corruption level will be lost?
If the statement about miltary node Corrption State duration decrease is true, which it might be.
Besides, there will probably be other ways to get rid of corruption.
Like say, kill 1000 monsters to get Corruption down a level or something.
If corruption is timed, and I kind of assumed it always was, they might have a way of paying off that corruption (donating to a temple? ).
Direct quote from Steven.
"Now this corruption value stays with you until you die. If you die while corrupt, the death penalties that you will receive will be tripled from what it would have been had you died while a noncombatant. So those death penalties include a negative experience that you gain an experience debt. It doesn't necessarily de-level your character, but that experience debt, as it accrues, will cause skill penalties, will cause stat penalties, and if you just go on a PKing rage where you are just killing a bunch of noncombatants, that death penalty, that experience debt is just going to rack up and it’s going to adversely affect your ability to participate in combat. So this prevents PK alts from being made. So that’s corruption. If you die, you’ll lose a value of corruption equal to your level in game and how much experience loss you accrue from death."
The ability to kill someone in a city is also controversial and shouldn't be possible.
"Oh, no one saw him kill that guy so I will not corrupt him"
I would probably still be playing eve if I could actually do a star base / home in high sec.
For me it would depend on how much stuff you could only do in the more dangerous areas. Material collection, no problem. Owning property no way.
One thing I look for in a game is that where ever I decide to call home is in a safe location. I don't mind rolling the dice when out in the world as much. But don't want to roll those dice getting out of bed.