Glorious Alpha Two Testers!
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.
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.
Corruption timer?
How will it work? If I kill a bunch of people and go offline for an hour and come back as a normal citizen and kill again and rince and repeat? And as a corrupt player can I take sanctuary in cities/villages? Also, what information do we have on the ways you can reduce your corruption meters and how fast? Say I kill a bunch of defenseless people in a cave because there taking potential loot and then continue my quest in the cave and complete it. Would that be considered as a noble cause and reduce my corruption level? Any ideas on corruption cooldowns? As I understand, the world is going to be big and people could take advantage of this style of play.
0
Comments
https://ashesofcreation.wiki/Corruption
The corruption system has been designed so that being corrupted is disadvantageous. The more corrupt you are the less effective you are in PVP. When you die corrupted you take 3-4 times the death penalty and have a chance to drop gear. A person would need a really good reason to go corrupt.
We don't know the details of what that will entail, but it won't merely be a timer which allows people to log off and wait for the expiration.
https://docs.google.com/document/d/14luppZ3Ub8jmcw_aK65QWxYY4xa8qAo9zRfpYWBxOXE/edit
This Corruption Score can be worked off with effort through a few mechanics, but the primary means of getting rid of it is through death.
So it sounds like they are planning some amount of corruption decrease over time, varying with your location. Hopefully we can't just camp and wait it out.
I'm curious what other systems they're considering besides death and time. I can imagine countless interesting ways, but any mechanic is bound to be controversial.
"Now this corruption value stays with you until you die."
https://docs.google.com/document/d/1Fvr9KYT104i8WYppCup1v6SUTZFJTobVz8uRHDas4YM/edit
Like say i kill a guy and have the lowest possible corruption score and my gear drop rate is 1% chance. On the off chance i'm real unlucky and actually drop something good upon death it'd suck real bad. So basically should there be any gear drop chances at low corruption levels is what i'm asking?.
TL:DR. Minimal, unless you murderhobo.
Maybe the kill is well worth the gold, and use the time sink to fight the corruption and sell what you looted for a decent amount of gold. Because the way I see it, nobody wants to gank someone just for the hell of it. There has to be some kind of a reward associated with it because why get corrupted if your game play is going to be hindered?
Most people come online and they have an objective for the play session. Either grind XP, gold, materials etc... If your corrupted, you will slow your grinds, unless you purely going to play as a pirate and live a life of corruption on a specific toon. So potentially, If i'm maxed leveled and wear crappy gear and research areas to kill other players who are harvesting material, I can literally find a guild with like minded players who can accommodate me with my stolen goods and let me sell my stuff on the market. And those players within the guild can provide me cover for a pirate life.
Now, how much gold I can make per day on this kind of a game play is something that people are going to be testing out on the years ahead after the game is out. Maybe it would be possible to have a corrupted player be defended by a non-corrupted player in the same guild from a bounty hunter until he can escape and split the loot after?
A more likely scenario for harvesters really being under continuous threat is if they are harvesting in a place that another competitive community deems to be off-limits to them for whatever reason. On top of that, we don't really know how harvesting will work yet, but they've mentioned automated harvesting facilities within your ZOI. Those facilities would presumably only be threatened when under siege.
Dieing green you drop twice the amount of resources and exp debt compared to purple.
Dieing red gives you more exp debt than green but resource % hasn't been addressed yet. High levels of corruption cause a potential to lose gear as well.
So, yeah, I checked the sourcing on that, and it refers to a podcast interview from a year ago. I went ahead and watched the cited question response, and it doesn't say anything at all about resources being dropped as a death penalty. The questioner mentions stealing resources, which is why the wiki contributor maybe thought it was a thing, but here is Steven's full response in regards to death penalties:
“Our flagging mechanic revolves around, basically, you know, death penalties in general, like what kind of death penalties occur in the game. And while you cannot delevel from dying, you can accrue negative experience, and this experience debt reflects certain penalties that you’ll experience from a combat effectiveness both in PvE and PvP: stat degradation, lowered health and mana, less proficiency in gear equipment, and being able to do things. The more you accrue, the more difficult it will be to perform, which is why through death you need to recover that negative experience, and you can do that by continuing to adventure, do quests, practically what you were going to do in the game. If you die as a non-combatant, you’re going to experience a normal death penalty. If you die as a combatant, you will experience less death penalties. If you die as a corrupted player, a person who has murdered a non-combatant, someone that was not participating in PvP with you, then you’re going to experience three or four times the death penalties. We want to obviously give players the opportunity to exercise some agency in the open world, but there has to be some risk vs. reward, and if you’re going to go around murdering someone, you’re going to become completely ineffective over time if you just continue to do it. Furthermore, if you are a corrupt player, and you’re killing other players, people who want to track you down, that have that bounty hunter status, you know, which is going to be a toggleable skill with a cooldown associated with it, so you don’t go back and forth to try to find them and, you know, you’re not susceptible to attacks on them, they can go out there and they can track down these murderers, and they can kill them, and in addition to the death penalty, if you’re corrupt, you will have the ability to drop your gear, your actual gear, if you’re corrupt. So there’s again risk vs. reward. We want to deter people from making the game a gank box. It’s not going to be a gank box. It’s not going to be a murder box just from the stringent deterrence of our corruption system and flagging system. I know it won’t be. I played similar games that had similar flagging systems, and it wasn’t that gank box. At the same time, we mean to incentivize players to have that meaningful conflict. We’re unabashed about that aspect.”
The word "resources" never even crossed his lips.
Or if our friendly neighborhood @UnknownSystemError would be so kind...
http://www.mmogames.com/gamearticles/interview-ashes-of-creation-wants-bring-virtual-world-life/
About half way down the page Steven said:
"In any case, all this comes to a head via death penalties. A Non-Combatant who dies suffers normal penalties, which includes experience debt, durability loss, as well as dropping a portion of carried raw materials (which can then be looted). A Combatant who dies suffers these same penalties, but at half the Non-Combatant rate. A character who has a Corruption Score on the other hand, suffers penalties at three times the rate of a Non-Combatant, and has a chance to drop *any* carried/equipped items based on their current Corruption Score."
Question: Do you have a percentage of materials will drop upon death, because we’ve had some discussion in here about people that are out farming out in the world trying to accrue a certain amount of mats for something and if someone comes by and kills then they are worried about losing all if not most of those mats.
Steven: SO mats, gatherables, resources, they all have associated weights. And in order to accommodate for our regionalized marketplaces, our regionalized caravan system, that would require the transit of goods to utilize through that mechanic, the caravan mechanic, you can only carry so much. You can only carry so many things. And if you die while carrying a certain number of things, you will drop a percentage of those things based on the state in which you die. So if you die as a combatant you will drop the least amount, if you die as a non combatant, you will drop the normal amount and if you die as a corrupted player you will drop almost probably everything. We haven't decided for sure about that.
It's really more incentive than I need. Territorial control and baiting tactics are reasons enough for me to potentially engage, but I suppose it does provide motivation for the general player-base to transport their goods via protected caravan rather than in their personal inventories.
Truth be told, I'm more concerned about the griefing that might occur from NOT killing a player. Theoretically, a griefer with interruption abilities could just continually attack you without killing you so as to never acquire corruption but still impair your ability to harvest.
Edit note: This was response to Zastro, as I hadn't seen UnknownSystemError's comment yet when I hit post. Thanks for the link to the google doc!
Could he change his mind? Sure. Will he by giving conflicting signals to his development team that is task oriented rather than concept oriented at this time? I'm going to say no. But just like the rest of you, I am just some random internet thing that is typing stuff. Ultimately it comes down to one guy and what he wants.