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.
Comments
However, there is no law that prevents me from farting in church. If the game laws state that you will be corrupt after killing someone that didn't have PK enabled as well, then you will be corrupt for a certain amount of time or until you do something to get rid of your corrupt status.
Amen.
I started laughing in church once, couldn't stop actually. Was kicked out.
I don't think you should be able to get rid of being corrupt by time or by doing some quest. You should have to die by the hand of someone not in your guild. Maybe get a $ reward for the kill.
The mechanics for not being able to attack someone so far are group member, friends list, guild member, and alliance member. Not confirmed on /gquit mechanic cooldown to stop people from dropping guild, killing corrupted member, then reinvite to guild, but it has been at least mentioned that is has been thought of to keep people from trying to workaround the corruption system. Another is cursing gear so that it can't be unequipped or stored once corrupt to stop people from making it to storage, stripping naked to avoid item destroyed penalties.
If you're corrupted and someone set a bounty on you, you get to jail if you die. If you're corrupted and just want to get rid of it, there are tasks you need to do to lower your corruption (aka ArcheAge city cleaning quests).
Friend list seems a bit off.
1. What if there is a siege or castle fight between 2 guilds, or guild war, but you have members from opposing guild on your friend list.
2. You are running around the forest and see someone that wants to attack you. You quickly add him to friend list and you are immune, lol.
You would be in a Combatant state (Purple) if anything.
2. He would have to accept the invite, something I do not see happening if he wants to kill the corrupted player
2. Yeah, but only if friend list works like this (with mandatory accept). Not all MMOs have this. Some have one sided friend list.
This is too exploitable, bunch of people add each other in friend list, and even though they are in different guilds, they go around as zerg and fight safe from each others AoEs. Even in PvP. This is not how it should work.
Group / Raid / Guild - this is what should be protected against attack, nothing more.
2. Your visions of being able to add people you are hunting to your friends list to see if they are online exploit has already been discussed and addressed. Your click to add to friends list mechanics will NOT be there.
Your unnumbered third point about zerging because of a friends list mechanic is just wrong, since they could gain the same effect just by joining a group or raid with same said people. Any workaround that adds to your ability to get around the flagging mechanic is going to be tested and tweaked.
2. Why would someone else viewing you as a friend make you stop attacking them?
You not attacking people you view as friends would make more sense if anything.
You really think Intrepid hasn't thought of that? Like... Really? oO
As stated above, Friendlist is measurement against exploitation from players in Corrupt state.
Aka "Hey I'm corrupt, come kill me and grab my gear for me so I don't lose it" exploitation.
Will give you a source when I find it, in the process of transcribing the different points mentioned in streams, Q&A, interviews, Discord statements etc
Also alts could be used for this, so this is no prevention of any kind.
I see you are in your usual speechy mood. I'm genuinely curious now, how old are you?
If you would remove someone from your friend list to attack him, I doubt you could re-add him as it is unlikely he would accept your friend request again.
Allowing for friends to kill eachother to avoid someone else gaining their gear is not an obvious exploit so there will ofcourse not be mechanics in place to prevent it, as it's not an exploit.
Assuming they add a CD for adding people on friend list... which would be a first in MMO world (at least I haven't seen one with that before).
And even if they did, still remains the question of alts, and the question of people purposely not having each other added in friend list (since there is discord, an in game friend list isn't a must now days anyway).
So yeah, at least you are smarter then me. Please, let me be the one to surrender.
Could for example even be something like
"If you wrote/whispered with that character, you cannot attack him for xx hours if he's corrupt"
Just to make it harder for them to meet up to kill eachother for example.
Won't fix the problem, since you can still communicate outside of the game.
So another way could be server loggers that flag it if a corrupt player gets killed by the same player over and over xD
anyways, my pooooint.
Most exploitable way, something has to be done with it
And no, I won't let you surrender, you're thinking about this moreso than me.
I will however grab your shoulders and shake you while I yell
"Why aren't you just telling me why you think it's an issue instead of making me think what your point is myself?! Why?!"
That and pretend that I am not slow *whistles*
Instead of gear dropping (to circumvent a friend picking it up and returning to you) I would just have gear breaking, so it will be the same who kills you, no difference.
And to make it not too harsh for the other side, I wouldn't make gear perma broken, just broken until you fix it in the city (which would cost you gold).
So you still have your costs, and until you reach city to fix it and come back to the spot (no fast travel) plenty of time would pass, so it would be very hard to camp someone.
Free loot woopwoop!
You forget that if you are killed with enough corruption, you will respawn with some corruption still, it doesn't all go away on death
To attack someone who is green you have to force flag them. There is no "Oops, I didn't mean to do that, he just died by mistake." You will need to actively be looking to grief that player to gain corruption.
Killing someone who is Green -> You become Corrupt (Red)
Attacking someone who is Purple-> You become Combatant (Unless you are Corrupt)
Killing someone who is Purple-> You stay as Combatant (Unless you are Corrupt)
I'm sorry if you feel like in a pvp heavy game you should be safe to gather because it just ruins it all across the board. The non pvp zones should be towns/leveling areas where griefing matters since you lose exp on death
Not in areas you can harvest mats you should never be safe to gather mats and putting corruption into play like they have it right now makes it super safe to gather mats
prime example of this is Player a see's a iron ore and proceeds to mine it while player b happens to see them mining this player b wanting that iron ore but having no chance to make it to the node in time preps to take it from player a player a then has three options run/fight/die and proceed to send a friend out to kill the now red and weaken player b obviously the majority of players will go with die oh no some exp loss how will i regain that outside of grinding for 30 minutes
Now dont get me wrong i agree that a punishment system is needed for games like this 100% agree but not the way it is currently setup and their is two simple solutions to it Make mats spawn in pvp zones where everyone is flagged would encourage more group play/merc/bodyguard fore hire gameplay which opens a new style of playing to people or change it to 1 free kill per person for a set amount of time which makes it so you dont run into long term issues like gold sellers/bots running around mass farming stuff safely cause of corruption
another fun fact about the 1 free corruption less kill it helps deal with botting
and trust me ive been through many games and i can say without a doubt the bots will come and ruin the economy for the crafters more then the pk'ers will so if you think a death or two will kill your mood think about when all the materials you been working to gather for x town is already been filled up by one of the 200 bot accounts running mats through each town since the moment they get killed a red person gets chased down
and honestly before i get the comments i dont care about my grammar or sentence structure if you want to bring a real debate to the table im ready but dont just nit pick stuff that doesnt pertain to the topic at hand
Edit:have to work later so if i dont respond to any post directed at me its due to my work schedule and not me ignoring you so thank you for understanding
I love the sound of it. Should provide more meaningful pvp. Less players griefing or hunting lower geared players. I hope they stick to their guns and make an amazing game.
Then again, would give you a great excuse to yell out over chat. "I'm sorry, it wasn't me. My bad pussy did it! Bad, bad pussy! I shall make sure it is disciplined."
I think, that lineage 2 pvp system was one of the best. Giving some free space to PK (up to 5 had no drop penalties), where you could defend your farming spot or kill bots relatively safe. Dying in any case was a subject of exp loss. This was both bad for safe-PKer, and for those who "appeared in a wrong place at a wrong time", hindering your activity.
As AoC flagging system is 100% repeating l2 system, I'm only w8ting to see, what will be the penalties for deaths for all 3 sides (green, purple, red) and corruption effects.