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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Exp loss due to being hunted? AkA being griefed or trolled
ArchivedUser
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So I have been away for a while now and have not been following as close as I wish I could be on updates. However a guildie of mine from World of Warcraft has mention to me today about the exp loss per death. Now we started talking about PvP and how a group of players could group up and basically troll a targeted player killing them over and over costing them resources and XP. Yes they get corruption but lets think about what current game you play and I bet you can think of a guild that specifically goes around and attacks either a certain player or guild just because they can.
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If you are talking about a scenario where a group of players randomly decides to spend 100% of their time trying to find you then I'd think that would be very rare. In the unlikely event that does happen then i'd recommend asking for some help from other players or hope the bounty hunters catch on. Joining a guild might help.
But regarding the OP's concern. You wouldn't want to have to feed the grievers that would follow you everywhere just to make your life in game a hell. I have seen it happen more than once, Would be nice if they could tackle something like that.
They have already given us the corruption system that marks and punishes griefers, I think we (the community) should do the rest. We have a bounty system where we can see these players on our map, they have done almost all the work for us.
They are meant to encourage smart gameplay and add risk vs reward to keep it real.
You don't want to discourage players from participating in PvP which adds a dynamic to the game. PvP usually has rewards for killing opponents as opposed to penalties for losing in combat Those rewards can be points, rank, status, etc. which can be redeemed in-game. It can give your faction or side control of geographic areas and access to content.
No restrictions on PvP is the only real PvP you can have. Everything is handled by community and people working together.
That is the only real type of PvP, everything else (restrictions and punishments by game mechanics) is a "fake PvP" designed to cater to care bears.
PvX should mean PvE AND PvP.
PvX should not mean PvE AND "restricted PvP".
That's just my 2 cents.
Thanks for the heads up on corruption system. That kinda slipped my attention.
I didn't.
Lalalala lalalallala
1. Tracking of the same player repeatedly killing the same other non-combatant character over x amount of time with quickly scaling ever increasing corruption penalties.
2. Tracking of the same non-combatant repeatedly dying to any pker with ever increasing corruption penalties, but at a slower rate of increase than above.
Some UI notice for both of these would be nice just to prevent accidents like a 'recently killed twice' debuff on non-combatants only visible to corrupt players.
The number of players required to 'camp' a non-combatant and kill them the second they walk out of a safe area should scale VERY quickly - for instance if a large guild wanted to camp a player who said something mean about them on the forum, the first person to PK them should loose an hour worth of their time in the amount of xp they need to grind out after eventual corruption death, the second person to kill them in quick succession should need to grind xp for two hours make up for the corruption death, the third person should need four hours, the fourth person should need 6 hours of xp grinding, etc. until you reach something like player number 100 needing to grind xp for 800 hours (aka hopefully they where long ago decentiveized from continuing to do that (I roughly used the formula y=.8x^{1.5} where x is the number of recent deaths a non-combatant has suffered - tweaks could be made to make the penalties scale slower / cap out at something more reasonable (80 days worth of playing the game for 10 hours a day is NOT reasonable - at least over a single kill ;p)
Add corruption for griefing (more griefing, more corruption and at a harder pace), but do not add corruption instantly for occasional single attacks.
For example, you see someone in forest mining same nodes as you, and you attack and kill the player to capture those resources, player was green but since it was first attack, there is no corruption.
Second attack on same player is mild corruption, but then every consecutive attack adds corrpution exponentially.
This way, occasional PvP in game is not punished, it is even adviced. However griefing is strongly discouraged as when repeatedly killing the same player many times over (that now has no loot cause you already took it) because exponentially stacking corruption rekts you.
So I would add corruption for griefing (killing same target many times over), and for killing lower level players (unless they attacked you first ofc and flagged themselves), so griefers are punished.
However I would avoid giving corruption completely for occasional "single time" green attacks, that happen over resources, and do not turn into griefing.
Certain players though were against this, because even though they say they are only against griefing, they are in fact against any PvP attacks performed against them, and they want attacker to get rekt with corruption even if he attacks them 1 time per year...
The point is not to discourage any sort of attacks at any time, and to allow people to exploit "green mechanics" to get away from ALL fights.
1) It's a sub-based game. If a guild goes around doing this they are basically paying to grief, and, given enough time, lose stats.
2) At lv 1 (or wherever you are), you and the griefers will be the same level. So you can fight back the corrupted and lose basically nothing while they start becoming at risk of losing everything
3) Make friends. This is possibly the best community I've seen so far and I myself have found a guild. Find friends, fight back the corruption. They are far more at risk than you are.
I know it doesn't seem it at first, but Intrepid have made a pretty good system to fight griefers. We just have to use it.
You know what? Griefers are better at PvP than 99% of the players. They are more organized because this is what they do. There are more of them and they have a plan that is practiced and tested because they spend their time doing this. They understand the rules and have no problem sitting (or 'botting') around for 12 hours to burn off their red. It caused a lot of problems for the player base and cost the company a lot in lost subscriptions.
That's not to say that it won't be better here...I really hope it can be. I just don't get how you can have meaningful PvP without enabling meaningless PvP.
You arent asking for a fair PvP fight. You are asking for easy kills just like the typical ganker.