Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Corruption and equipment/durability loss
If dying while under corruption causes durability loss or loss of equipment, what is to keep a player from banking their gear and committing character suicide to avoid this loss? I have heard that there is also experience loss due to corruption, will this be a hefty deterrent or merely a slap on the wrist?
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We have kind of talked about this and figured if it's deemed an issue, they would make it so corrupted players can't bank or trade. We don't even know if corrupted players can get to banks as guards might attack them.
The negative exp on death is supposed to mean something and corrupted players suffer more of it so i'd imagine it wouldn't be trivial.
If you know you're going on a murder/griefing rampage - seems relevant that you should bank anything you don't want taken. Maybe you had a crazy powerful weapon and were slaughtering everybody with it, then end up on a "kill on sight" list... You are smart, then bank that weapon somehow... and every time somebody kills you, they're disappointed that they can't loot the awesome weapon... Also alleviating more of your corruption.
...Sounds fair to me.
I also think it's perfectly reasonable to have NPC guards in a city attack corrupted players and put them in prisons, or fine them or something for a limited amount of time. Or maybe they get a death sentence and get killed. Of course, you'll resurrect and/or respawn, possibly with a new bill of health (and less or no corruption) - but I'd also think it is a good idea to have a character record of how many times you've been sentenced to death.
In that regard, I would want to own my own Tavern inside of a city for corrupted players! ...if they could get in, of course.
But everybody's right - this has been noted to be something that needs HEAVY testing before agreeing on a solid system. Intrepid has the basics hashed out for the first iteration. If it doesn't work, they will change it.
One of their four pillars is: meaningful conflict.
If somehow the corruption system prevents that or takes away from it, you can bet that the system will change.
I would still allow corrupted player to bank other stuff from inventory. Just because stolen resources will be the top goal to gank other players and if you cant bank the stolen goods and you just need to wait someone to kill you, so you can drop those stolen resources does not make much sense.