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.
flagging and resources
ArchivedUser
Guest
AFAIK, gathering mats is going to require a mule to do in large
amounts... but can you gather enough mats without one to satisfy solo play such as upgrading/creating a single item? Is killing the mule going to result in corruption or just the
player? If you as the player can gather enough for the solo experience
(1 item per run), but the mule is required to do things like setup a
shop or upgrade your entire gear set, this seems entirely fair to me. Yes you can gather mats safely to
make your gear, but if you want an industry of this it requires
protection of some sort this becomes much more feasible. This would allow a player to kill bots mules without issue, the solo player gets enough to play and enjoy the experience, the pirate/raider gets targets to attack, the guilds get something to defend... seems win win to me and mitigates the risk reward frustration of I just want to make my sword leave me alone problems.
edit:grammar
edit:grammar
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Comments
Killing a mount should require you to turn PK on and once you attack the mount, you go into a state in which people can attack you freely without them getting corrupt if they kill you.
2. After thinking about it, i don't think corruption should be given for killing mules/mounts because they can be used as mini caravans. If you decide to use one for gathering then i think you should be taking a risk. As flip said, you should have to flag as a combatant to attack a mount.
This feels like a case where it's between 2 systems.
If we want mules to be useful but not steal the role of a caravan i'd think they would have to be free game for a combatant to kill.
The flagging system and penalties via corruption work as a deterrent as long as they are applied across the board. Trying to make exceptions allows people to twist the intention. It happens every time.
sure 1 person running around green gathering then jumping on a mule shouldnt break the economy but 300-500 will destroy all the economy and you know what happens to people trying to prevent this oh look your gears destroyed guess that was a good result for the health of the game
im not saying you should be allowed to attack lowbies on mounts i just think there should be a debuff on mounts that have resources where they become free to kill without corruption and if a person recently gathered on a super low account like level 1-10 I really dont want to see this game fail but if it stays this way for the gathering/flagging system you will see it die after awhile just like other games and even if we use the excuse that we can ban bots the economy will still be hit with the repercussions
like i said above just make mounts with resources free to kill not mounts without resources they should still give corruption
It comes down to yet another argument by people trying to get around the corruption mechanic by being able to attack people without repercussions. If people are flagged purple, go for it, they either desire pvp, or have through their own actions have put themselves in a situation that allows it. Want to screw with someone who is minding their own business gathering flowers, but you have decided they are YOUR flowers and no green scrub is going to get them, attack away, but realize if you do it trying to take their stuff, you are going to pay the penalty.
There is this picture though but as i said, it's maybe not being used as a mule in this picture.
I imagine they will have it like any other game that if attacked you are knocked off your mount at a certain percentage of damage to keep people from just running away from attackers. If that is the case and they go with killing mules doesn't flag for corruption, under the current mechanics I am just going to farm the hell out of peoples mules and kill their mounts just for fun. Sure, some people may attack back, but still doesn't stop what the corruption mechanics are there for to penalize me for attacking people who are much lower in level or ability to fight back.
I attack someone riding their horse, flag purple, knock them off their horse, kill the horse, loot what is on it and continue on my merry way, not flagging red because I purposefully did not kill the toon, just the horse.
I attack someones mule, flag purple, kill it, loot it, and continue on hunting for others with mules out.
Sure, those people have the option of attacking back, which will then flag them purple, and no real penalty for me either way.
Free kills with no corruption or flagging though is just way to easy to exploit for ass hat behavior. Risk vrs reward is good for mule gathering and transporting, but risk vrs reward is good for stealing from caravans and mules also.
Murder is corruption..
Stealing is Corruption.,..
I mean if doing those things brings you enjoyment, and it is a game. Then all the power to you. But can we stop with how it should be consequence free.
Although, I would be entertained to find out how your server community treats you for killing everyone's mount.
money nope
They do the insanely safe trade route and benefit more then the people willing to risk stuff.
And like i said in my post the best solutions to this is to give mules that have resources a debuff so that they dont trigger corruption i could care less about USE trolling statement cause trolls will troll even with this system in
But punishing the people that can bring some content into the game with banditing
Which will die quickly out without a change to the mule
- pro this idea ... are just looking for easy loot
I'd be the one hauling mules, not attacking them so no. Not everyone who wants this wants "easy" loot. MMO's and resource gathering are boring as hell, and this would make it both challenging and interesting. Running trade packs is only fun through pvp zones, otherwise it is grindy as all hell.- I don't want to be harassed by idiots whose idea of a fun session is screwing with other peoples play.
I pose it as a purely optional mechanic that would not negatively impact a character if they did not partake, just an additional incentive to take bigger risks. Hell maybe make a rideable mule with a weight cap balanced for the lesser risk... but I honestly expect that's what carrying your harvest already is, as the real risk/reward should be PvP. Yes you should be able to play safe and not have to face any danger if that is what you wish and I clearly expressed this in my first post, however taking risk should reward you with possible better returns. As I've clearly stated that this should be an optional mechanic like leaving the peace zones in archeage, what griefing could occur except for what you invite on yourself? Don't want to risk it, don't do it, and laugh at us idiots when our mules are stolen or bemoan our success when we return with the spoils. As long as it is purely optional, again, purely optional, I do not see the downsides you are talking about. This is not archeage, and without P2W you wont see the gear score disparity that made that game require either opening your wallet or running packs 40 hours a week, this should give an edge, not catapult you over the top, and absolutely should not be required to be competitive.edit: grammar
and because the forums ate my last post...
- pro this idea ... are just looking for easy loot
I'd be the one hauling mules, not attacking them so no. Not everyone who wants this wants "easy" loot. MMO's and resource gathering are boring as hell, and this would make it both challenging and interesting. Running trade packs is only fun through pvp zones, otherwise it is grindy as all hell.- I don't want to be harassed by idiots whose idea of a fun session is screwing with other peoples play.
I pose it as a purely optional mechanic that would not negatively impact a character if they did not partake, just an additional incentive to take bigger risks. Hell maybe make a rideable mule with a weight cap balanced for the lesser risk... but I honestly expect that's what carrying your harvest already is as the real risk/reward should be PvP. Yes you should be able to play safe and not have to face any danger if that is what you wish and I clearly expressed this in my first post, however taking risk should reward you with possible better returns. As I've clearly stated that this should be an optional mechanic like leaving the peace zones in archeage, what griefing could occur except for what you invite on yourself? Don't want to risk it, don't do it, and laugh at us idiots when our mules are stolen or bemoan our success when we return with the spoils. As long as it is purely optional, again, purely optional, I do not see the downsides you are talking about. This is not archeage, and without P2W you wont see the gear score disparity that made that game require either opening your wallet or running packs 40 hours a week, this should give an edge, not catapult you over the top, and absolutely should not be required to be competitive.Keep in mind this opinion is formed with my current understanding of the system. I said my reason for not wanting corruption is i worry that mules would be used to circumvent the caravan system. Our current understanding is that they can carry 1/10th of what a caravan's wait is. I may be wrong but i don't think people will be filling caravans up and doing more frequent runs with a mule would be optimal for the average player. This is just my feeling.
As bard said, this is a pvp game. I don't think you need to demonize people for discussing pvp in a pvp game. If you think mules should be included included in the corruption system then tell me why instead of insulting me. How would you make it so that people still want to use caravans? Would mule have corruption but drop more? what's the situations where someone would pick one over the other?
CARAVANS ARE A WASTE OF TIME why run something that holds 10,000 weight when you can have 10 guildies run 1000 weight each on mules and if they die the killers cant even take the resources because they cant carry more then 100 plus at that point the little bit they did take of your 10k spread across all the mules instantly gets taken back by the 5 guildies you have as bounty hunters because they get marked on the map and hunted down because Corruption=GoodGameplay
OR you dont get attacked with this method because your moving 10k weight under the radar and the people who do see you will instantly get punished by the karma system
Now we can back and forth this stuff all day/night and every game cycle but it comes down to this and only this if you give a player a inch they will take a mile
Now if you enjoy your games economy instantly being shit and everyone mass hauling resources under the radar with zero downside then hey this will be the game for you if this system stays
How can we fix these issues:
1. Mules get a debuff when transporting any amount of resources above 100 weight which makes it a corruption free thing to kill.
2. Move gathering nodes to PvP zones or make them create a pvp zone around the node
3. Make it so you can use Gold/silver/money to remove the corruption or have it go into effect later on down the line really wouldnt advise this one but it is a option
or sarcastic option 4. leave it as it is and watch the game bomb over the course of launch lower its player base and slowly killing its reputation halting new players
Reasons: 1. Mules arent shown on the map atleast to my knowledge wont be shown as blatantly as caravans
2. because of reason "1" caravans are made useless because of the lack of risk to lose massive amounts of things
3. Its been done in pvp games with a commerce system before and its ended badly each time
4.keep the very basics of crafting materials in non pvp zones but make the stuff to make better gear be behind a pvp wall
The corruption system has a lot of good intent behind it and in some aspects of the system its very good like high levels killing lowbies/newbies or repeated murder of the same person BUT PLEASE DO NOT LET THIS GO ON THIS WAY OR YOUR GAME WILL CRASH AND BURN BY YOUR OWN INGAME MECHANICS LIKE MANY BEFORE
But hey intrepid dont listen to me ive only seen tons of these games crash and burn because you catered to the community instead of saying suck it up this is supposed to be a intrestin pvx game not a pve game which is what it aims to be with the current balance
TL:DR why run caravans when mules are 100x safe with lack of a giant zone around it screaming kill me and can carry 1/10 the amount of a carvan can whos up for 100 mule runs
TL:DR 2: If you keep this system the bots will ruin your game instantly the damage will be done straight away no amount of mod intervention will save the game from instant game damage outside of roll backs and we all know how gamers love role backs
oh 1 more thing im not saying dont use this karma system im all for anti griefing im not saying remove corruption from the game im only saying make mules like caravans or make em not give corruption
and once agian it most be stated because people like USE love to twist words Im suggesting give mules that have a certain amount of weight a debuff that makes killing them a corruption free kill. Not players horses not their pet zebra not their pet motherfing bluejay. The mule thats all that needs to be fixed this one simple object needs to be changed simplest answer to all this
But honestly you attack some ones property that is right there with them you flag but only time will tell if this is the case.
But then perhaps it works like this, you have too much harvested to carry you have to use your mule, mules count as mini caravans thus you plot your course to get to your freehold/town, and become flagged as a combatant. This is the risk you take with transporting those extra goods, so much just is not known at this point. Just keep it civil peeps.
Run out of arguments - post a meme - feel like a victor.
like many people said a really simple fix would to make the mule into a mini caravan zone best and simplest fix