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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.
Would it be a good idea to have an option to perma flag combatant on a meaningful cool down? (Week?)
ArchivedUser
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An in game mechanic to remain in a combatant state regardless of activity for a predetermined period.
Edit: Removed the idea of a buff or incentive.
Edit: Removed the idea of a buff or incentive.
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If there is no form of reward, people will avoid taking the risk. Not everyone; but most will.
If the shoe doesn't fit, don't wear it.
Much of that conflict will be more meaningful than simply remaining flagged for PvP combat.
@Oiraeket, my thought is equality in all things. So there would have to be some sort of buff as an incentive for PvE players remaining green all the time, and I don't think any one here was trying to imply that. I don't think many, if any, here would even want that for this game.
If you want to PvP, and have the option to be perma-flagged, being attacked is the reward. It was the intended goal, and it happened, thus a reward for doing so. Encouraging peeps to perma-flag by giving them bonuses for doing so, to me, does not make any since.
So far players have advocated for a buff for playing with friends, a buff for being married, a buff for 'family,' a buff for adventuring with guild mates, and now a buff for PvP in general? Where does it all end???
Again, Argentdawn, I know that was not where you were going.
Why?
Because it's stupid.
The idea itself would never lead to PvP that wouldn't have happened anyway, and even if it launched with no buff, people will complain about it until tbey get one.
Azathoth said:
Don't forget dying. A poster here suggested a buff when you die.
So many WoW kiddies here.
I have no objection to choice....self balancing penalty + buff...but yet another buff for the sake of a buff just makes balancing an ever more impossible task.
Especially when you have multiple sources that stack.
It becomes a find the buff stacking content game, instead of an adventure.
Having said that...I have no objection to a player having a switch if they want permanent personal PvP enabled without themselves causing corruption if they are killed without response.
A per player flagging disable option.
But that in itself would need a signalling system to let other players know they can attack you at leisure.
This sounds great..but its very existence also paints a non-pvp unflagged target for potential griefing too as you can differentiate the two.
There are plenty of PvP players that like nothing better than to find the easier PvE focused players.
So in the end, I would rather keep things exactly the way they are. The integrity of the corruption system is then not compromised in any way.
There will be fairly constant incentives on the server for people to participate in caravan battles and castle & node sieges. In addition to the monster coin events.
If you wish to spend the bulk of your time flagged as a combatant, that will probably be fairly easy to accomplish.
( Arena is more isolated and can never offer the versatility of a huge opened area.)
Edit: it could be a large island or off the the edge of an area so pvers would never have to cross it) Yes I know it would be a huge under taking, but somewhere down the road.
Anyone who participates in caravan PvP combat and sieges should be able to get PvP combat cosmetics and badges and titles.
And Ashes should have plenty of opportunities for caravan attacks and node sieges and castle sieges for the players who wish to stay focused on PvP combat.
And if incentive would exist it would need to be balanced enough to incentivize using an option, but in same time that incentive is not too OP so that you don't feel that you absolutely MUST use an option.
This balance would be the hardest part to achieve here. However I do think the original idea is great.
It would mean you chose how you wish to go in the world, and then you have consequences of your choice. You do not just get to activate and deactivate your flag wherever you want, whenever you want depending how it suits you and depending on how weak/strong opponent you meet out there.
Make your choice and be stuck with it. If you wish to change your choice, go to city to change it.
Yes this would mean that if you went in the woods "green flagged", you are not able to initiate an attack on anyone, you are only able to defend yourself from those that already initiated an attack against you.
Personally I know.. 100% ....that I will end up red.. because I fully intend to find, and loot nearby resource areas, doing that I also know there will be people who troll me and not fight for the ability to gather in the area so I will end up inevitably killing greens and that's fine.
I firmly believe in a player driven economy with an open world limited resource situation that gathering should flag you as a combatant but I have a feeling people would freak out about that because of the competition. Which was my initial mindset to offer a slight bonus to gathering by remaining flagged as a combatant.
2: Steven wants the Corruption system to have some meaning.
The Corruption system would be a completely broken mechanic if PvP lovers simply stayed flagged as combatants and non-PvPers were rarely if ever pushed to actively choose greater death penalties over minimum death penalties.