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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.
Corruption system
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You forget that getting killed to remove corruption means you will suffer from death penalties, even more as a corrupted player. That's about 3x to 4x of penalties suffered by non-combatants. Items will be lost, EXP debt will be accumulated. You will also respawn at random locations. With no fast travel and flying mounts, good luck telling your friend to help you.
https://ashesofcreation.wiki/Player_death
Read. Do not skip. Don't reply if you don't read it.
In your opinion it is a bad system and you are quite entitled to your opinion. In my opinion it will work out just fine after some testing and tweaking.
Perhaps ashes of creation may not be the game for you as you do not seem to like some of the systems they will have. When I look at a game with systems I do not like I just move on to find another game. Maybe I am just strange or something.
Oops, I missed the vicinity part. However, we still don't know how large the "vicinity" is. It could mean the whole Zone of Influence, or within the node itself.
You don't drop something as a whole on death. You only drop raw materials that should be easy enough to gather again and should also be easy enough for whoever that's thinking of ganking you to simply gather it themselves, unless it's a super rare material. If that's the case, bring someone to guard you. Only corrupted players will drop weapons and gears.
You aren't punished, per se. But it works a little bit like real life. If you get injured, there will be setbacks. If you died, then you lose everything except that in video games, we'll just think of it as getting injured.
Destroyed Caravans drops a portion of the items inside it. How much is a portion? I don't know. 99% is a portion too. From their previous Caravan demo, the destroyed Caravan dropped tons of equipments. That depends on what items are being transported, of course.
Unless that Caravan is scripted and will not drop that many items, then only time will tell. Once Alpha 1 starts, we should hear more feedbacks regarding this.
Let's say you have 100 corns in hand. A player kills you to steal your corns. The game decided that you will drop 25% of your corns, which is 25 corns.
If you stay as unflagged, you will drop all 25 corns. If you fight back, you will only lose half of that 25 corns, which is about 12 corns.
Note that this is merely an example. Shameless stolen from Ashes101. https://www.ashes101.com/pvp
I don't know if the game will have a cap of percentage of materials dropped. Perhaps that's a number that should always be kept secret.
In my opinion, the current system that is planned is not too loose, nor is it too punishing. The attacked player will always have the incentive of halving their death penalties to fight back, if they have no chance of running away.
As far as I'm concerned the corruption system could be more harsh, anything to deter unnecessary ganking.
Your statement is ridiculous and is simply wasting time, just like you wanting to take multiple runs to get from point a to point b, if you want to do that it's fine but you're going to lag behind everyone else. Seriously though, you're reading way to much into something that you truly either do not understand, or refuse to understand. We've all given you as much as we possibly can in these situations information wise, and yet you keep dismissing everything because another game did such and such, or because you think it should be another way, Ashes is not that game. What YOU WANT, DOES NOT MATTER. WHAT THE DEVS WANT, DOES. You're beating a dead horse, I suggest moving on and finding something else to waste your time on...like planning your solo inventory runs.
The world of Verra is fairly large compared to other MMOs out right now, so if you're trying to move from one Metro to another, lets say it takes you 30 minutes round trip, do you truly think players will make 100 trips just avoid the risk of having the caravan attacked, or do you think they would be better off getting a few friends or their guild to help defend a caravan to make a single one way trip of 15 minutes? In this case if the caravan gets attacked they lose a portion of what the caravan was carrying. Time will always be the most valuable resource.
I can't find the quote so take this with a grain of salt but I believe there are plans to have at least some processed goods, if not all, that need to be transported by caravan.
On top of this, you might not be able to craft a certain item in the same place you can process the resources so you are forced to use a caravan to move the processed resources to the node you are crafting in.
If an activity or area can be entered by anyone walking by, it is open. if it is seperate to you or your group, it is instanced. There isn't a spectrum. It's either one or the other.
The risk is it is just as it is possible to have a caravan attacked, it is possible to be killed and looted walking through the hills with your mule. And unlike that caravan, you aren't inherently offering an incentive to anyone for defending you.
No one thinks your last ludicrous assertion. AoC has many intended mechanics that have existed to some degree in modern mmo's, as well as some from much older titles. While WoW, ESO, Guild Wars, and FF, are popular, so many people use that as a reference point. But there are also plenty of people from games like EQ, DAoC, SWTOR, EVE, Lineage, and more. From all the posts i've seen, you seem to have a very rudimentary understanding of the announced mechanics, for how sure you are in your claims.
Caravans are not merely a means of transportation. By design, it is meant to be a PvP content. Therefore, they will never be instanced.
There are some ways to participate in open world PvP without gaining, corruption. One of them is through attacking and defending Caravans.
https://ashesofcreation.wiki/PvP
What you've been saying is you want open world PvP. But you don't want the consequences. You also want non-PvP players to be safe, so you want to remove PvP. Guess what, there is such game already. It's called New World.
See what happens when a game try to please everyone.
Why it will work= great testing
How to change it = testing feedback tweaks
why steven will get rid of it? He won't, it'll just be tweaked.
The penalties is made to prevent ganking on "meaningless" PvP such as PK to steal mobs. We will see how important or often PK players to steal mobs/resources/etc. will happen. I don't think the penalties are unfit for open world PvP. Without penalties, people will surely gank and PK like there's no tomorrow. With the right amount of penalties, you can still have fun as both PKer and non-PKer. Part of the reason why Corruption system exists is because they want you to focus on sanctioned, "meaningful" open world PvP activities, such as Caravans and Node Sieges, where you won't gain any Corruption.
Finding the right balance, that will happen once Alpha 1 starts as people start killing each other to test the Corruption system. We do not have detailed feedbacks from the PI members who tested the pre-alpha, but I'm sure they have relayed their feedbacks or concerns to Intrepid. At least I. myself don't know about them.
Corruption exists to deter meaningless PKing and griefing.
Obviously open world PvP events that Intrepid wants to encourage like caravans will not involve punishment systems.
That doesn’t mean they’re not open world PvP, it means they’re not the pointless open world PvP Intrepid wants to avoid. And yes, no matter what you claim about two players annoying each other, PKing someone over “grind spots” is meaningless PvP, especially when you’re trying to insist that the player specifically didn’t want anything but to annoy you.