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.
Greifing control
ArchivedUser
Guest
Im curious as to what we could do to combat greifing in the game? Big instances that come to mind are the famous Corrupted Blood and Living Bomb occurrences in WoW. Others include people spawn locking or body camping. Things like camping caravans just to farm kills seems like it would be an issue as well. If a guild is fighting a world boss and a player or players try to train adds i to the fight to wipe them so they can take the kill.
Corpse camping could be solved by giving like a 15 or 30sec invulnerable buff to the player after so many deaths(druing which you couldn't deal or receive sny damage) just long enough to be able to gate home or get out of the area.
For the Caravans i think something along the lines of it breaking down or "self destructing" if all the guards are killed? That way people are not constantly trying to save something that is being used as a kill farm?
For the world bosses maybe something along the lines as instance zones spawning around the world boss as the fight starts? It doesn't have to be anything serious...just like all the surrounding monsters despawn for the duration of the fight or something similar?
Corpse camping could be solved by giving like a 15 or 30sec invulnerable buff to the player after so many deaths(druing which you couldn't deal or receive sny damage) just long enough to be able to gate home or get out of the area.
For the Caravans i think something along the lines of it breaking down or "self destructing" if all the guards are killed? That way people are not constantly trying to save something that is being used as a kill farm?
For the world bosses maybe something along the lines as instance zones spawning around the world boss as the fight starts? It doesn't have to be anything serious...just like all the surrounding monsters despawn for the duration of the fight or something similar?
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Comments
Other than that, I hope the terrain itself won't attract griefers to block certain roads (aka farm carts in dewstone plain in ArcheAge).
If someone wants to camp one caravan route then let them. If someone goes down that route without first scouting it then they almost deserve to die.
We are supposed to fight over world bosses and i don't see why training mobs onto a a group trying to fight one is much different then attacking them yourself.
Caravan routes have been stated to be able to be a mix of random times, chosen and random routes to stop camping also.
While world bosses will be open world not instanced, the griefing thing about how mobs leash is also being looked at.
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
a) They've said that running to get corpse will prob not be a thing
b) They've mentioned spawning at random graveyard, meaning they won't know where you respawn Why would people let Caravans live when Carvans, upon destruction, drop tickets one can trade in at Nodes to get resourcess that the caravan was transporting.
-it's probably not for you if you're a little bitch!
(Risk vs Reward)
Anyone can kill you at anytime, but How & When will make a difference.
[Player Status]
Non-Combatant
Combatant
Corrupted
If a Non-Combatant attacks a Corrupted
(They will remain a Non-Combatant)
If a Non-Combatant attacks a Non-Combatant or Combatant
(They will become a Combatant)
If a Non-Combatant enters a PvP Zone they will become a Combatant
If you become a Combatant you will remain a Combatant for a Period of Time
(You will only return Non-combatant by remaining out of conflict with other players)
*Note you must also be clear of PvP Zones to return to Non-combatant (Obviously)
If a Combatant attacks a Non-Combatant they will gain +Corruption
(If a Combatant continues attacking Non-Combatants they will become Corrupted)
Penalties of Death!
If a Non-combatant is killed by another Player they will loss
(Xp, Durability, and Carrier-goods)
If a Combatant is killed by a Non-Combatant they will loss
an Increased amount of (Xp, Durability, and Carrier-goods)
If a Combatant is Killed by another Combatant they will loss
Xp, Durability, and Carrier-goods
If a Combatant is Killed by a Corrupt player they will loss
Xp, Durability, and Carrier-goods
If a Corrupt player is Killed by any-other player they will loss
an Increased amount of (Xp, Durability, and Carrier-goods)|
'Including ANY RANDOM ITEM from their Inventory or Armor
*Currently the only way to become Non-Corrupted as far as I know is DEATH!
(But they are looking into alternatives)
These Penalties & Attributes are expected to Scale
These Penalties & Attributes are Subject to Change!
http://www.ashesofcreation-the-odyssey.com/2017/07/pvp-flagging-and-corruption-system.html
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
Coming from the EverQuest background where all of these types of griefing was allowed it just brought the guilds closer together and made the World PvP alot more fun but it all depends on your guild/group.
Giving the people who grief some kind of negative reputation would be one way of penelitise the behavior. And the negative reputation would actually mean something not just having NPC in town telling you they dislike you but still want to sell/buy stuff from you.
Making people invincible or some kind of instance protection would cause more problems. If a guild/group of people are fighting a world boss and another group would like to overthrow the fight and take the kill they could basically Zerg the other group without having to care about the consequences, once they die they just pick stuff up and get right back to the fight.
Some good responses above that explain how the game will deal with things... some less constructive comments...
Terms like PKK's have been around since the days of Lineage, and now we even see Bluebie's banding together to zerg down gank squads.
If they drive the focus into open world, griefing becomes pretty limited. Also it forces socialization between players.
The only contradictory thing I will say to your OP is that "instancing" world bosses...counters the whole point of having world bosses.
I thought it quite interesting & funny how those that wanted to ruin others fun, cried like babies and threatened the people who went after them.