Proposal for slight change in the PVP Flagging System ~ (determined unnecessary)
After speaking with a few people and really looking at the system over and over. I think I have come to the conclusion that the system may be perfect just the way it is. Thanks to the people for further explaining the system to me for a better understanding.
I will leave this up for now for people that may have similar doubts so they can learn from the replies as I have.
Proposal for slight change in the PVP Flagging SystemI think the original Flagging system is great with one exception.
The way it is written:
Here are my thoughts, if a Non-Combatant is attacked and defends themselves by attacking back they should not be flagged as a combatant.
Also the old system heavily penalizes non-combatants. This is a PvX game with a diversity of elements and game diversity. But based on existing systems it will in fact most likely become a PVP game cause it almost forces people into PVP due to non-combatants having heavy penalties. This I think could end up causing some unforeseen consequences. Instead of having a diverse game with great PVP elements it will be come more of a PVP game and could lead to harassment of players wanting to enjoy other aspects of the game besides the PVP.
I think with some small changes it could still have great PVP while at the same time greater diversity.
Seems people attacking other people have the most to gain and should have the higher risks.
Someone is farming a Node, Waiting on a Placeholder, etc. By attacking the person that was there first they should take the higher risk not the person that was originally there.
This is what I came up with:
There are three levels of flagging for world PvP.
Non-combatant (green) - Everyone in the world starts as a non-combatant.
Defendant ( Dark Green) - Temporary during battle. A non-combatant that is attacked.
Combatant (purple) - If a non-combatant enters a PvP zone (see above) they are automatically flagged as combatant while in the zone and for a period of time after leaving that zone. Players are also flagged as combatants if they attack another player, unless they are a defending non-combatant. If the attacked players fight back, they are also flagged as combatants unless they are a Defendant, otherwise the attacked player will remain flagged as a non-combatant. Players can kill combatants without repercussions, and are encouraged to do so. (See Player death below).
Corrupt (red) - If a combatant player kills a non-combatant player, they will be flagged as corrupt. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
Party members, raid members, guild members and alliance members do not flag each other.
A non-combatant who dies suffers slightly less penalties during PVP, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.
A combatant who dies suffers normal game penalties, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.
A corrupt player suffers penalties at three or four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes weapons, gear, and inventory items.
Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.
Original and Proposed Flow Chart:
Now if the majority of the players and the developers do not agree with this that is fine No one can make a game that pleases everyone. Based on current system I have my concerns and playing it is the only way to see if they are warranted or not.
I think my proposal as a more over balanced system.