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.
Comments
I know I'm in the minority here, but I plan on definitely testing the limits of corruption (imo it also helps **** a rival nodes growth if you attack its people) to see advantageous it can really be, and I'm sure I won't be alone in this.
There are a *LOT* of people that are going to test corruption as soon as we are able to do so. The system is going to be pulled to bits and examined from every conceivable angle - specifically so issues like the above (and the far more complex ones that come to mind) do not make it in to the game.
The testing of the system will be done. The only thing up for question is whether Intrepid will plug the holes as we find them.
I personally think they will. If I didn't, I wouldn't play the game.
The longer you stay out pvping, the longer you spent risking your items, and the more time a bounty hunter has to track you down. You are also decreasing your pvp combat efficacy the more you kill so not only are you giving bounty hunters more time to find you but you are also making it easier for them to kill you once they do.
On top of all of that, you pretty much are bringing your gear to anyone who pvps. Not only do you have to worry about bounty hunters but you also have to worry about running into players who are willing to fight back. If you go on a killing spree and continue to kill, it is only a matter of time before you come across someone who will fight back. As I stated before, the more corruption you have, the easier you will be to kill and the more chance of dropping your gear. You will probably also drop all the resources you gained when you finally die because of the increased death penalty.
You pretty much become a pinata and it's only a matter of time before someone takes a swing.
Even if you use friends to remove corruption through death and manage avoid item lose you still have to grind back all exp debt.
There is almost no real penalty for one or two PvP kills as far as we know.
Since Intrepid have stated before that they don't want people to just go around murdering people, but do want people to have the option to kill players in the right situation, this seems about right to me.
I would wager that the vast majority of players that gain corruption will be legitimately killed before that corruption gets high enough for item loss to kick in. Since XP debt is literally something that the majority of players will pay back without even noticing it (due to being at the level cap), it is essentially a non-factor in regards to it's overall effect as a deterrent.
On top of that, as unknown pointed out, you get nerfed by the exp debt so getting this much of it might mean you have to do weaker lower-value content to work it off.
My thinking is that we will know exactly where that item loss tipping point is. Most players (note; not all) will purposefully keep their corruption below this point at all times.
The behavior this will result in when in game is that players won't think twice about one or two player kills if there is a reason to kill them, but won't want to go above that very often.
Because of this, experience debt penalties will never get very high. To me, the fact that these penalties will never get that high for these players means that the penalty will never be that severe, and will be quickly worked off via normal gameplay.
This is obviously not the behavior some more PvP focused players will partake in, but it is how I see the vast majority behaving.
While we obviously don't know the values of all of these penalties, if a player goes about their business and only kills occasional players, and then carries on with said business the actual penalties involved will likely be worked through quickly.
The only time I can see where penalties for corruption will *actually* matter is when a player kills many others.
There are some possible gaps, for sure, but they are so specific and deep in the PvP system that it isn't worth Intrepid discussing it.
Node types and their effects, individual class descriptions, crafting, freehold uses, castle perks, guild perks or literally *anything* to do with water based content.
These are all systems that we have significantly less information about than we do about PvP systems.
In my opinion, each of these systems should have some serious discussion dedicated to them (from Intrepid) before we spend any more time on PvP discussion.