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Lets talk about the Elephant in the room(PvP), slowly creeping up on us

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Comments

  • Dygz said:
    One of the co-hosts of The Ashen Forge will basically be only focusing on being a Farmer.
    What makes sense to a top end raider and what makes sense to a dedicated artisan is probably two very different things. So...
    I'm not at all convinced by your assertion - of course.
    I don't pay attention to what others are doing (I don't even know who or what The Ashen Order is - nor do I care to). However, it would be a mistake to think a raider only raids.

    That said, as a player that has taken specific aspects of games quite seriously in the past, I can tell you that someone that wants to be only focusing on farming will do what ever needs to be done to be the best at farming that they can.

    If by farming they mean using their freehold to grow stuff - not only does that not need adventuring at all (as far as I can tell), but it also likely won't take up much time.

    If that player means going out gathering in the wild though, adventuring will be required to a degree.
  • ArchivedUserArchivedUser Guest
    edited April 2018
    Which is why I didn't say anything like a raider only raid.
    Some people who focus on farming will also be interested in adventuring and raiding and even PvP.
    Hardcore challenge people are likely to.
    Casual challenge people are much less likely to.
    And my farmer friend happens to be a casual challenge player.

    Farming probably won't need much adventuring at all, which is why they might not put much effort into leveling the Adventurer class.
    That doesn't mean they won't spend their time out gathering.
    How much adventuring they do depends, of course, on what the individual's playstyle is.
    My Darwin character in Wiz101 spent most of his time working on pets and very little time leveling. Although, he was often escorted by often the premiere PvP group. My alt was actually the character who leveled to max.
    In WoW, I had several characters playing the carebear challenge of leveling via harvesting only. Any kills meant scrapping the character and starting over. Sometimes I played a hardcore version of that with any deaths requiring a restart, in addition to any kills.

    There is not only one playstyle in MMORPGs.
    Not everyone plays the way you do.
    Not everyone cares about the stuff you care about.
  • Dygz said:


    There is not only one playstyle in MMORPGs.
    Not everyone plays the way you do.
    Not everyone cares about the stuff you care about.
    Again, this is all true, but those other games didn't have harvestables that attack you.

    Ashes does.
  • ArchivedUserArchivedUser Guest
    edited April 2018
    Landmark had that.
    Also, I'm not sure what the difference between running away from  harvestables attacking you and running away from mobs attacking you while you harvest is supposed to be.
    Harvestables attacking people doesn't change anything I've said.
  • ArchivedUserArchivedUser Guest
    edited April 2018
    I don't like that defending yourself from a combatant makes you a combatant.  Is it correct that your options are:
    * die without resistance, taking a full death penalty and giving them corruption
    * fight back and die, taking reduced death penalty
    * fight back and not die, becoming a combatant and a target

    If you don't initiate combat, your tag should not change.  But fighting back should prevent attacker from getting corruption.

    Here is a scenario.  You are out hunting alone and some one attacks you, you can choose to not fight back, hoping they don't want the corruption, or fight back.  If you choose not to fight back and your gamble is wrong, you die with full penalty.  So you take option B and fight back, as soon as you are flagged a combatant, 2 of his friends pop out of the bushes and slaughter you.  Simply put, the only  win scenario for someone who wishes to avoid world PvP relies on someone else to not be an asshole, in my experience on the internet, that is a bet that will rarely pay.  
  • ArchivedUserArchivedUser Guest
    edited April 2018
    If they slaughter you while you are a combatant, you get half the death penalty than if the first person killed you while you were green.
    Return to the scene and then stay a non-combatant, so they'll gain Corruption if they attack you again.
    (And remember their names for future encounters.)
  • ArchivedUserArchivedUser Guest
    edited April 2018
    Dygz said:
    Landmark had that.
    Also, I'm not sure what the difference between running away from  harvestables attacking you and running away from mobs attacking you while you harvest is supposed to be.
    Harvestables attacking people doesn't change anything I've said.
    I thought your name looked familiar.

    Here's my response that I wrote last night, but was eaten by the forums.

    Dygz said:
    I can't presume the unimaginable.
    You'd have to provide some examples of non-PvP combat methods of self-policing for me to assess whether they seem credible.
    Mind you when I say self-policing I mean it from the context of "keeping interaction within the game world" rather than through an external system like corruption, i.e DM enforced policing.

    I think a part of the answer resides in supplying players with a much stronger means to deny PK; however, this would require a fundamental rewrite in the approach to combat in general that is admittedly absurd sounding on the surface. Ultimately what makes PK so frustrating is the feeling of hopelessness and loss. It feels unfair, and when it's unfair of course it's not fun. Supplying players with better means of denying PK is a way of allowing self-policing without sacrificing what I see as authenticity (edit: or encouraging pvp) . This alone is not enough, but it's one thing that can be done to instill confidence in players and simultaneously decrease the reward to habitual griefers.
  • Dygz said:
    Landmark had that.
    I thought your name was familiar. Here's my response to what you had asked last night before it was eaten by the forums.
    Dygz said:
    I can't presume the unimaginable.
    You'd have to provide some examples of non-PvP combat methods of self-policing for me to assess whether they seem credible.
    Mind you when I say self-policing I mean it from the context of "keeping interaction within the game world" rather than through an external system like corruption, i.e DM enforced policing.

    I think a part of the answer resides in supplying players with a much stronger means to deny PK; however, this would require a fundamental rewrite in the approach to combat in general that is admittedly absurd sounding on the surface. Ultimately what makes PK so frustrating is the feeling of hopelessness and loss. It feels unfair, and when it's unfair of course it's not fun. Supplying players with better means of denying PK is a way of allowing self-policing without sacrificing what I see as authenticity (edit: or encouraging pvp) . This alone is not enough, but it's one thing that can be done to instill confidence in players and simultaneously decrease the reward to habitual griefers.

  • ArchivedUserArchivedUser Guest
    edited April 2018
    I'd also like to add whatever they choose as far as limitations can not be reset until every 48hrs. This will prevent ppl from abusing the system and jumping around as they pick and choose. So if you plan on farming tomr. You better be sure you go by the default. However you can can go up anytime you want.  It's locked in for 48 hrs for the time that was set
    When you start to introduce arbitrary limitations to correct a problem, then I think a problem isn't being properly addressed. This seems more like a band-aid, rather than a holistic solution.

    Arbitrary limitations, while efficient, have 2 major negative effects.

    1. They slow down play.
    2. They feel forced. 

    This ultimately impacts peoples enjoyment levels if they feel stunted in their ability to choose. Additionally arbitrary limitations have the capacity to be very indiscriminate in their reach, negatively impacting those who are playing 'fairly' so to speak.

    An approach that appears more organic would be less frustrating to deal with. Not to say I don't see the merit of a system that you suggested, it's just a personal opinion of mine that arbitrary limitations of any kind are best avoided. 
  • ArchivedUserArchivedUser Guest
    edited April 2018
    OK. But I still can't imagine what a better means of denying PK might be.
    And I especially don't understand how a non-PvP method of denying PKing relates to the word "policing".

    Do you have a couple of examples to share with us?
  • Dygz said:
    OK. But I still can't imagine what a better means of denying PK might be.
    And I especially don't understand how a non-PvP method of denying PKing relates to the word "policing".

    Do you have a couple of examples to share with us?
    Policing just means maintaining order. How that's done isn't limited to force alone. But the methods for this really depend on the combat system. It's hard to say without knowing much about AOC's combat; however, in principle making players feel more confident is the ultimate goal. Any measures that do this would suffice.
  • But...that is just an assertion with absolutely no substance.
    In principle, time travel is possible. How do we achieve it?
    ¯\_(ツ)_/¯
  • Dygz said:
    But...that is just an assertion with absolutely no substance.
    In principle, time travel is possible. How do we achieve it?
    ¯\_(ツ)_/¯
    The devil's paralegal
  • phatcat09 said:
    I'd also like to add whatever they choose as far as limitations can not be reset until every 48hrs. This will prevent ppl from abusing the system and jumping around as they pick and choose. So if you plan on farming tomr. You better be sure you go by the default. However you can can go up anytime you want.  It's locked in for 48 hrs for the time that was set
    When you start to introduce arbitrary limitations to correct a problem, then I think a problem isn't being properly addressed. This seems more like a band-aid, rather than a holistic solution.

    Arbitrary limitations, while efficient, have 2 major negative effects.

    1. They slow down play.
    2. They feel forced. 

    This ultimately impacts peoples enjoyment levels if they feel stunted in their ability to choose. Additionally arbitrary limitations have the capacity to be very indiscriminate in their reach, negatively impacting those who are playing 'fairly' so to speak.

    An approach that appears more organic would be less frustrating to deal with. Not to say I don't see the merit of a system that you suggested, it's just a personal opinion of mine that arbitrary limitations of any kind are best avoided. 
    Well a few things Im inclined to mention. Seeing how tonight I was just going to read and not respond directly until I got home. 

    I had responded directly to a question on a solution. More often people will wish and want for things l, but never really offering a resolve or a how to. So I stood up to the challenge and offered my advice. 

    If you continued reading further this was far from arbitrary. You also got a very short abbreviated version and I clearly stated I will clear up any questions you may have. Being a pvper for many years and coming across this same problem within a cross between the pve and pvp worlds. I wanted to devise a simple
    yet and effective solution. 

    You can say corruption system is arbitrary. I can as easily give the conditions I have some sort of name too, with lore backing. But my intent was not to go into the exact nuisances of every little detail.

    it also does not effect a route you choose because you can have different avatars for different reasons of gameplay. If you decided one day to switch one gameplay to another on a different charecter you can. But there has to be a balance between the when and how often. If it's to small well ppl can exploit the system far to often. If it's to long well ppl will be turned off by it.

    last but not least this has been tested in real world gameplay. My friend has worked on a design of a game ( has 130k gear peices no joke). It's a d&d game designed to go into Our real world ( well pc real world) gameplay. I am behind the pvp aspect of it. This worked like a charm, but it was tested with 12 ppl. There is only so many willing to get involved. I do feel strongly it could work l, but again you only have the short version. 

    I feel it is is a good balance between both very different worlds of gameplay. While offering limitations and freedom for both sides.

    one things for sure at least has a solution rather than arguing about more problems.


  •  Btw if you respond to me. It's extremely hard to write back if I receive a novel. I can only read so much within the limitations of my phone screen. Dygz likes writing these huge novels and it take forever to be able to respond concisely. I typically end up having to go back later and respond once I am back at my house. 

    No War and Peace novel please


  • Personally I think it should be done with an opt in system
    You want to pvp? Great, flag yourself for pvp and you can battle it out!
    You don't want to pvp? Great, don't flag yourself.
    If you want people to pvp encourage it by making xp gain 5% faster when pvp flagged or similar things to that.




  • Plenty of test phases yet to happen to work out all the kinks in the system. Patience.
  • Noaani said:
    MADE said:

    I think the developers are going to implement whatever they see fit and only change it after they are completely sure it doesn't work how they wanted it. I'm pretty sure they are not going to change anything based on this discussion. I'm confident that they are aware of all of our concerns/ideas/etc, especially since this a sensitive subject with so many different interpretations.

    In other words, this discussion is kind of a waste of time. Everything that had to be said was said.
    Yeah, studios are like nowdays. They just implement their pointless/bad/unwanted/unneded/**** ideas, and even if most players tell them that it will be bad, they not really care.
    And ofc after it ends up failure they wonder what could be the reason...



    Noaani said:
    lexmax said:
    Steven did a Podcast interview today and discussed this very subject.

    https://www.twitch.tv/videos/252860173?t=49m23s
    "Now, with regards to griefing - you're not going to see griefing in the game very often. And that's because our flagging system, the corruption mechanics, are based around disincentive-izing a griefer, or PK'er - but still offering the opportunity should the occasion arise where the benefits outweigh the risk, you have the ability to do so.

    Now, corruption, if you gain corruption, which is killing  a non-combatant - a player which is not fighting back, basically - if you gain that corruption, your world has changed. It's not going to be a very beneficial place to be. You going to have the potential of losing your gear, your combat efficacy decreases based on the amount of corruption you accrue. So, it is a comfortable balance between player agency - and griefing removing player agency from players."

    Personally, I think that speaks for itself.

    Steven is perfectly aware of this thread. But more importantly he already knows the different perspectives in regards to PvP - there is nothing in this thread that is new.

    So knowing all of the perspectives present, the above seems to be his his opinion.
    Which translates into:
    "We don't prevent players from griefing, but we also destroy world PvP too."

    The coruptio nsystem wouldn't do shit again griefers. They will not going to care, as griefers have a dedicated charater for that purpose anyway.
    But the ones wanted to do world PvP goign to get punished, causing world PvP to be nonexistent.
    So great system /jk

    How would an alt work that is there just for griefing?

    After a 20 or so kills, you would have so much corruption you wouldn't be able to deal any damage at all to an equal level player, and if you get killed you stand to lose your gear.

    It's not like you can just log over to your main and wait for the corruption to go away, because it doesn't.

    I'm sure there will be a few people that try to make such alts, but right now I can't think of a logical way for make it happen without putting in far more effort than it is worth.
    Well you can kill your alt with your main to get rid of corruption, so?
    Althrough you didn't even need a alt for it, as your friend can do it either.
    But having a alt hides your main's name from the victims, and it can have less valuable gear too, with griefing focused build.

    It deepends on system. Assuming you hunt very low level ones, you probably can kill them with very high amount of corruption, so unless there's a level where you have like 100% dmg reduction, maybe a perma corrup alt will work too for griefing.
    Othervise you just farm your alt for like a hour every week to get rid of it, or just afk naked, so the bountyhunters farm down your corruption while they getting rewarded for it...

    The system is full of loopholes, and it only punishes the actual PvP players.

    In the end, the low lvl/casual players game will be ruined as long as there are no PvP off areas, and so does the outdor PvP players game as long there will be corruption.
    And the griefers will be the less affected by a system that deseigned agains them...

    Most (sucesful) mmorpgs uses the PvP off / PvP on areas/servers for a reason.... As there are no better system. It not realistic, but neither do corruption and other systemls like that are.


  • Well you can kill your alt with your main to get rid of corruption, so?
    Althrough you didn't even need a alt for it, as your friend can do it either.
    But having a alt hides your main's name from the victims, and it can have less valuable gear too, with griefing focused build.


    I think you need to read the documentation again on what has been released about flagging mechanics and flagging exceptions. I particularly like the one about having your main log in to kill your alt. Would love to see the game where you can log into the same account on two separate characters at the same time. As for having your friend kill you, you had better hope that he isn't in any of the 4 exceptions to being able to attack someone. Like same guild maybe?

  • MADE said:
    Well you can kill your alt with your main to get rid of corruption, so?
    Althrough you didn't even need a alt for it, as your friend can do it either.
    But having a alt hides your main's name from the victims, and it can have less valuable gear too, with griefing focused build.

    It deepends on system. Assuming you hunt very low level ones, you probably can kill them with very high amount of corruption, so unless there's a level where you have like 100% dmg reduction, maybe a perma corrup alt will work too for griefing.
    Othervise you just farm your alt for like a hour every week to get rid of it, or just afk naked, so the bountyhunters farm down your corruption while they getting rewarded for it...

    The system is full of loopholes, and it only punishes the actual PvP players.

    In the end, the low lvl/casual players game will be ruined as long as there are no PvP off areas, and so does the outdor PvP players game as long there will be corruption.
    And the griefers will be the less affected by a system that deseigned agains them...

    Most (sucesful) mmorpgs uses the PvP off / PvP on areas/servers for a reason.... As there are no better system. It not realistic, but neither do corruption and other systemls like that are.
    Ignoring how you made up the penalty in an attempt to trivialize it, you realize the system is about deincentivizing, not preventing right. Yes, all of this is possible but most people aren't going to waste their time doing this. The less people doing this, the less people are affected it.

  • I think you need to read the documentation again on what has been released about flagging mechanics and flagging exceptions. I particularly like the one about having your main log in to kill your alt. Would love to see the game where you can log into the same account on two separate characters at the same time. As for having your friend kill you, you had better hope that he isn't in any of the 4 exceptions to being able to attack someone. Like same guild maybe?
    I was assuming that he meant an alt account.
    Should be easy enough to find a friend to kill you who does not meet any of those 4 exceptions. Especially, should be easy to find a friend with alts who don't meet those 4 conditions. Or have a friend create an alt who doesn't meet those conditions.
    But, most likely my zombie alts would not would not be in a guild or alliance or group or raid in the first place.
  • ArchivedUserArchivedUser Guest
    edited April 2018


    Well you can kill your alt with your main to get rid of corruption, so?
    Althrough you didn't even need a alt for it, as your friend can do it either.
    But having a alt hides your main's name from the victims, and it can have less valuable gear too, with griefing focused build.


    I think you need to read the documentation again on what has been released about flagging mechanics and flagging exceptions. I particularly like the one about having your main log in to kill your alt. Would love to see the game where you can log into the same account on two separate characters at the same time. As for having your friend kill you, you had better hope that he isn't in any of the 4 exceptions to being able to attack someone. Like same guild maybe?

    Oh pls...
    In eve players did run like with 8 paid account / palyer on avarage.

    You need to learn much much much more about things like that. Players can be very creative if they want to exploit something...
    A veteran palyer didn't really have any doubts that this system will be abused heavily, but well... you will see it once the game releases....

    The fact that you thought that a friend will be exclusively in your guild already shows heavy flaws in your thinking. In my friendlist in wow, there was barely anyone who was in the same guild with me. And even had friends in the opposite faction. I could've easily asked someone to kill me...
    Yeah asking soemone, just /w at soemone to "kill m8 pls", and you give him a few coins in exchange. So nice system, such unexploitable, wow....
  • ArchivedUserArchivedUser Guest
    edited April 2018
    Yea, there should be another way to work off corruption besides death. 
  • MADE said:

    Well you can kill your alt with your main to get rid of corruption, so?
    Althrough you didn't even need a alt for it, as your friend can do it either.
    But having a alt hides your main's name from the victims, and it can have less valuable gear too, with griefing focused build.

    It deepends on system. Assuming you hunt very low level ones, you probably can kill them with very high amount of corruption, so unless there's a level where you have like 100% dmg reduction, maybe a perma corrup alt will work too for griefing.
    Othervise you just farm your alt for like a hour every week to get rid of it, or just afk naked, so the bountyhunters farm down your corruption while they getting rewarded for it...

    The system is full of loopholes, and it only punishes the actual PvP players.

    In the end, the low lvl/casual players game will be ruined as long as there are no PvP off areas, and so does the outdor PvP players game as long there will be corruption.
    And the griefers will be the less affected by a system that deseigned agains them...

    Most (sucesful) mmorpgs uses the PvP off / PvP on areas/servers for a reason.... As there are no better system. It not realistic, but neither do corruption and other systemls like that are.
    Of everything I have seen from Intrepid so far, the one thing that stands out the most to me was during PAX East, when asked what they learned from previous MMO's, specifically Archeage and BDO, Stevens answer was quite telling.

     I'll just answer my top 3.

    One: Listening to the community and being real time in changes. I'm not talking about the creative vision of the project, I'm talking about specific practices that people don't like.

    Two: We want progression to matter and we don't want to undermine that progression by offering a cash shop that's going to give these pay to win / gimmicks towards monetization. In an MMORPG, economy is extremely important, especially for us, that matters.

    Third: The last thing, we want players to be fulfilled in what they do. We don't want the rug to be pulled out from under them later on by some major change that's going to trivialize the amount of time they put into the game. 

    Knowing full well that Steven has considerably more experience in Archeage than BDO as a player, each of these three things instantly translated to a controversy from AA to me.

    I'll only focus on the one that is relevant to this discussion though, which is the first one.

    In Archeage, people used to use vehicles to block bridges. This prevented people from being able to do trade runs (caravans) effectively - and in some cases, at all. Some people would park their vehicles on bridges and afk - sometimes for days at a time.

    Trion was asked to put a stop to this, as it is unintended gameplay and causing a serious negative impact on players experience of the game. Rather than doing anything about it, they called it "emergent gameplay" and said it is fine.

    This one statement from Trion cost them five figures worth of subs in less than a week.

    While the story absolutely carries on from there, the basics of it were that Trion refused to act in the best interests of the bulk of their players, and as a result lost enough players for the game to never actually recover from that point. When they did eventually act, they didn't change anything in the game (not immediately, at least), all they did was say that players blocking bridges would be despawned and their vehicles blown up (they could be repaired).

    This was a controversy that I have no doubt Steven was at least watching - if not actively involved in from a player perspective (as I were).

    Right, back to the point at hand.

    Stevens comments that I quoted above tell me that in such a situation, he plans on being far more responsive to actions players are taking, and ways players are getting around the systems in undesired ways.

    As players find loopholes in the systems of the game, and these loopholes are bought to Intrepids attention, they will make a call on whether they think that is acceptable gameplay or not. If they think it is acceptable, then they need do nothing about it. If they deem it unacceptable, they will do something about it.

    Every system has it's flaws. Asking Intrepid to develop one without flaws is pointless.

    Judge Intrepid on how they deal with these flaws as they are exposed.
  • phatcat09 said:
    I'd also like to add whatever they choose as far as limitations can not be reset until every 48hrs. This will prevent ppl from abusing the system and jumping around as they pick and choose. So if you plan on farming tomr. You better be sure you go by the default. However you can can go up anytime you want.  It's locked in for 48 hrs for the time that was set
    When you start to introduce arbitrary limitations to correct a problem, then I think a problem isn't being properly addressed. This seems more like a band-aid, rather than a holistic solution.

    Arbitrary limitations, while efficient, have 2 major negative effects.

    1. They slow down play.
    2. They feel forced. 

    This ultimately impacts peoples enjoyment levels if they feel stunted in their ability to choose. Additionally arbitrary limitations have the capacity to be very indiscriminate in their reach, negatively impacting those who are playing 'fairly' so to speak.

    An approach that appears more organic would be less frustrating to deal with. Not to say I don't see the merit of a system that you suggested, it's just a personal opinion of mine that arbitrary limitations of any kind are best avoided. 
    Well a few things Im inclined to mention. Seeing how tonight I was just going to read and not respond directly until I got home. 

    I had responded directly to a question on a solution. More often people will wish and want for things l, but never really offering a resolve or a how to. So I stood up to the challenge and offered my advice. 

    If you continued reading further this was far from arbitrary. You also got a very short abbreviated version and I clearly stated I will clear up any questions you may have. Being a pvper for many years and coming across this same problem within a cross between the pve and pvp worlds. I wanted to devise a simple
    yet and effective solution. 

    You can say corruption system is arbitrary. I can as easily give the conditions I have some sort of name too, with lore backing. But my intent was not to go into the exact nuisances of every little detail.

    it also does not effect a route you choose because you can have different avatars for different reasons of gameplay. If you decided one day to switch one gameplay to another on a different charecter you can. But there has to be a balance between the when and how often. If it's to small well ppl can exploit the system far to often. If it's to long well ppl will be turned off by it.

    last but not least this has been tested in real world gameplay. My friend has worked on a design of a game ( has 130k gear peices no joke). It's a d&d game designed to go into Our real world ( well pc real world) gameplay. I am behind the pvp aspect of it. This worked like a charm, but it was tested with 12 ppl. There is only so many willing to get involved. I do feel strongly it could work l, but again you only have the short version. 

    I feel it is is a good balance between both very different worlds of gameplay. While offering limitations and freedom for both sides.

    one things for sure at least has a solution rather than arguing about more problems.


    A mandatory waiting period between when you can take actions is an artificial limitation. I think I'm being rather considerate of your idea having said your idea isn't wrong just that it feels in my opinion as an arbitrary limitation. I even gave reasons to why I don't like these artificial limitations you suggest. So perhaps you can respond to those?
  • phatcat09 said:
    phatcat09 said:
    I'd also like to add whatever they choose as far as limitations can not be reset until every 48hrs. This will prevent ppl from abusing the system and jumping around as they pick and choose. So if you plan on farming tomr. You better be sure you go by the default. However you can can go up anytime you want.  It's locked in for 48 hrs for the time that was set
    When you start to introduce arbitrary limitations to correct a problem, then I think a problem isn't being properly addressed. This seems more like a band-aid, rather than a holistic solution.

    Arbitrary limitations, while efficient, have 2 major negative effects.

    1. They slow down play.
    2. They feel forced. 

    This ultimately impacts peoples enjoyment levels if they feel stunted in their ability to choose. Additionally arbitrary limitations have the capacity to be very indiscriminate in their reach, negatively impacting those who are playing 'fairly' so to speak.

    An approach that appears more organic would be less frustrating to deal with. Not to say I don't see the merit of a system that you suggested, it's just a personal opinion of mine that arbitrary limitations of any kind are best avoided. 
    Well a few things Im inclined to mention. Seeing how tonight I was just going to read and not respond directly until I got home. 

    I had responded directly to a question on a solution. More often people will wish and want for things l, but never really offering a resolve or a how to. So I stood up to the challenge and offered my advice. 

    If you continued reading further this was far from arbitrary. You also got a very short abbreviated version and I clearly stated I will clear up any questions you may have. Being a pvper for many years and coming across this same problem within a cross between the pve and pvp worlds. I wanted to devise a simple
    yet and effective solution. 

    You can say corruption system is arbitrary. I can as easily give the conditions I have some sort of name too, with lore backing. But my intent was not to go into the exact nuisances of every little detail.

    it also does not effect a route you choose because you can have different avatars for different reasons of gameplay. If you decided one day to switch one gameplay to another on a different charecter you can. But there has to be a balance between the when and how often. If it's to small well ppl can exploit the system far to often. If it's to long well ppl will be turned off by it.

    last but not least this has been tested in real world gameplay. My friend has worked on a design of a game ( has 130k gear peices no joke). It's a d&d game designed to go into Our real world ( well pc real world) gameplay. I am behind the pvp aspect of it. This worked like a charm, but it was tested with 12 ppl. There is only so many willing to get involved. I do feel strongly it could work l, but again you only have the short version. 

    I feel it is is a good balance between both very different worlds of gameplay. While offering limitations and freedom for both sides.

    one things for sure at least has a solution rather than arguing about more problems.


    A mandatory waiting period between when you can take actions is an artificial limitation. I think I'm being rather considerate of your idea having said your idea isn't wrong just that it feels in my opinion as an arbitrary limitation. I even gave reasons to why I don't like these artificial limitations you suggest. So perhaps you can respond to those?
    You think attacking someone and losing stats is not? Somehow magically my arms get heavier so I hit less and I bleed like a hemophiliac when hit. Apparently I forget how to fasten my armor to because now it just falls right off. Then there is the flagging system to boot....... Nothing artificial about that at all. I know I sound snarky, but I mean thats the very definition of what artificial is.

    Its the idea you have to sale. For example corruption is tied into the lore. But at the end of the day it is coding with 1's and 0's. You attack subject A within so many levels and points are acquired against subject B that will accumulate negatively.

    So the concept would not be 48 hrs nor would it be EXACTLY 48 hrs. I time frame with a reason aka ( lore) would be injected. Even within that time frame ( just like corruption) you could influence it "within reason" based on doing certain criteria. You can make a concept of a planet with Two moons aligned and give a story as to how the influence characters. A path beholden to truth and destiny and judgement befallen to those who seek a different future. The edge of sanity is but a whispers way of death and it is only you who can change what will become.

    Now this is off the top of my head with no real thought. But I would NEVER ever make something so bland and generic without differing odds and twists and will have reason.

    So I gave about as basic bland of a concept to get the overall idea. What I do in real life has story that goes well beyond anything Ashes will have.




  • ArchivedUserArchivedUser Guest
    edited April 2018
    Yea, there should be another way to work off corruption besides death. 
    Have you tried praying that usually helps or you could always fall with corruption as its a wild ride into damnation ^^
  • ArchivedUserArchivedUser Guest
    edited April 2018
    @CopperRaven
    I would simply not play an MMORPG that locked me as combatant for 48 hours or even 45 minutes.
    How long we stay flagged as combatant before turning green will determine whether I play Ashes.
    And if it's longer than 20 minutes, I won't be playing.

    Locked flagging for more than a half hour is probably the worst option I've heard.
  • Gothix said:
    I think the system is fine. It might need a few tweaks but as long as it keeps drooling basement dwellers from camping lowbies I am down with it.


    I fully agree for corruption gain due to "killing lowbies", hell I'd even make players X levels below you unattackable completely (unless they attack first).

    I could also see corruption gain for an actual griefing (following and killing same green target many, many times over for no reason) as fair mechanic.

    Other than those 2 cases, imo, corruption has no place in PvX game.
    "Other than those 2 cases, imo, corruption has no place in PvX game."

    By who's standards or rules?
  • ArchivedUserArchivedUser Guest
    edited April 2018
    Dygz said:
    @CopperRaven
    I would simply not play an MMORPG that locked me as combatant for 48 hours or even 45 minutes.
    How long we stay flagged as combatant before turning green will determine whether I play Ashes.
    And if it's longer than 20 minutes, I won't be playing.

    Locked flagging for more than a half hour is probably the worst option I've heard

     ((That moment when you realized the entire two pages were left out.))  It does not exactly work like that. I mean not that you would like my option anyway. But you are getting the tail end of what I said.

    Secondly if only 20 mins is your limit, then whats the point of even having a flagging option to begin with.

    A few things I would implement. A max default kill limit. I attack someone and the number of times I can kill has a minimum of two or three. Once that limit is reached I can no longer kill that person and it resets within 24 hrs ( or less if they choose). Also everyone has an option to choose the number of times they can be kill above 2 or 3 to infinite. Essentially they won't grey out or however method is incorporated.

    This in effect permits open world pvp while limiting the greifing.
    I'd also like to add whatever they choose as far as limitations can not be reset until every 48hrs. This will prevent ppl from abusing the system and jumping around as they pick and choose. So if you plan on farming tomr. You better be sure you go by the default. However you can can go up anytime you want.  It's locked in for 48 hrs for the time that was set

    edit: it's also joint account associated. Meaning you can't just log onto another avatar and continue killing. But each avatar of your own can be set differently. So if you had a crafting/ farmer avatar you can just keep him set to the default. But if you have that all out pvper side of you then switch to him and set it to infinite times you can be killed.   
    This was a mix for both worlds pvpers and pvers. It was about as close to limited to open as I could get. However You are more for the Pve and little bit pvp and away from open world. So of course you would not play the game, I would not expect you too.


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