Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
There is currently no such mechanic
Nodes will require resources to grow, but unless something has changed recently, that’s a quantity over quality thing.
I think I used the City example too many time people I think I have a problem with Node leveling.
My problem is that the corruption system as it is know can potentially flag a player as a corrupt person unjustly.
Let’s say a you have a rivalry going on with a guild from a neighboring node. You get wind that they’re grinding a certain resource that can be crafted into a rare item that will tip the balance towards their guild in the next guild war against them. This resource is growing near your node and you get informed by spies that this resource is being harvested by your rival guild. You gather your members and head off to fight off this guild from this resource but you and several high level guild members happen to bump into a player gathering resource which is a non-combative state, and he drops dead before he realizes his guild is being attacked.
You or one of you guild members dealt the final blow just got corrupted for killing this unsuspecting player that was assigned to gather the resources. You just got corrupted just because you stopped a rival guild getting a competitive advantage over you. This is the problem that I have a problem. I hope the core of the problem is clearer now. Just woke up 😅
I think it works well for their risk vs reward philosophy. If you want to keep resources for yourself i think the corruption system creates and interesting set of choices. If you both want a valuable resource you can fight or not fight for it. If you both fight you flag for pvp, neither player gets corruption and it reduces both your death penalties. You can choose to not fight back, take the full death penalty so they get corruption. Lastly, you could both not fight and race for resources or cooperate with each other. This way you can stop a few people from taking a resource, but you won't be able to completely exclude others from getting it.
Citizens of far away nodes will need to use caravans to transport resources back to their home node. Opening them up for ambush in the road where they will be flagged for pvp.
If you're trigger happy face the consequences.
You can easily HIT the player first and wait to the reaction. Does the player fight back? If the player fights back, no corruption.
Are you 20 guild members ganging up one player? Well, then don't complain about corruption, you one shotted the player without any chance of retaliation.
Did you stop to parley? Intimidate the player into giving the resource or stop gathering it and save the death penalty?
I mean, I see so many options, I don't understand why you will go straight to killing when there are so many ways around.
If your guild is at war with another guild then you don’t incur any corruption when killing that guild’s members, so this argument falls apart too.