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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
is this a possible flaw in the corruption system ?
Bolorny
Member, Alpha Two, Early Alpha Two
I've been thinking about the corruption system for a bit, here is a possible flaw of the system that dampens the "risk vs reward" of PvPK
Scenario :
Nobody is corrupted yet.
One player X is harvesting ressources.
3 players A, B, C are friends and they want to PK player X to steal a part of the ressources he is carrying.
Players A and B go purple, and player C stays green.
Players A and B kill player X, who does not fight back, he stays green.
Players A and B get corruption from killing green player X.
Upon dying, player X drops a small portion of the materials he was carrying, players A and B loot them.
Player X respawns, probably far away.
Before Player X comes back, player C activates PvP and players A and B let him kill them fast.
Since players A and B were corrupted, player C doesn't get corrupted.
Since players A and B were corrupted, they might drop some of their stuff, but their friend player C retrieves everything if that happens.
Since players A and B were corrupted, they lose some of their corruption on death, maybe all their corruption (since they only killed one player, their corruption amount wasn't big).
Players A and B return to green non-corrupted status.
Conclusion :
These guys killed the poor harvester player, stole a part of his ressources, and they get no consequences for it.
If it works, I'm pretty sure this will be abused, which is a shame, because it defeats the purpose of "risk vs reward".
Scenario :
Nobody is corrupted yet.
One player X is harvesting ressources.
3 players A, B, C are friends and they want to PK player X to steal a part of the ressources he is carrying.
Players A and B go purple, and player C stays green.
Players A and B kill player X, who does not fight back, he stays green.
Players A and B get corruption from killing green player X.
Upon dying, player X drops a small portion of the materials he was carrying, players A and B loot them.
Player X respawns, probably far away.
Before Player X comes back, player C activates PvP and players A and B let him kill them fast.
Since players A and B were corrupted, player C doesn't get corrupted.
Since players A and B were corrupted, they might drop some of their stuff, but their friend player C retrieves everything if that happens.
Since players A and B were corrupted, they lose some of their corruption on death, maybe all their corruption (since they only killed one player, their corruption amount wasn't big).
Players A and B return to green non-corrupted status.
Conclusion :
These guys killed the poor harvester player, stole a part of his ressources, and they get no consequences for it.
If it works, I'm pretty sure this will be abused, which is a shame, because it defeats the purpose of "risk vs reward".
1
Comments
https://ashesofcreation.wiki/Player_death
Here are the handicaps that having Experience Debt causes:
[*] Skill and stat dampening
[*] Lower max health and mana
[*] Lower gear proficiency
[*] Reduction in drop rates from monsters (this is a big one, you get less loot from your mobs)
[*] Durability loss (big bucks repairing your armor after your friends killed you just to remove corruption)
IF these downsides caused by Exp Debt do not outweigh the pros of being corrupted then it's a simple matter for the devs to just further increase those exp debt penalties, and keep increasing until the unintended behaviors stop happening.
I like where your head is at bolorny, there are a couple of holes in the mechanics, as testers it's up to us to find them, to try them out in alpha/beta and report it in. We can bring it up in the forums but ultimately it'll be up to us to get in testing and prove it. I have a couple on my list to try out already!
It's not worth it cuz of the exp debt, as loghan said, and also, I don't think you lose the same amount of corruption you won killing one person by just dying once (but I don't know).
Corruptions anti-griefing measures only work as long as the coding for it is built right.
We know theres going to be those groups of players doing everything possible to exploit and ruin the game for everyone.
Luckily even if they do there is the bounty system and we can just grief them for griefing others. I love it.
Either way its unavoidable someone will figure a way around the corruption at some point using some exploit in the code.
The difference is there will still be ways to kill them regardless and ruin their experience
Death for anyone, whether corrupted or not, causes you to drop some of your Raw Resources (this would be the 10 wolf pelts and 4 piles of coal you have on you) but you will not drop any Processed goods or Crafted items. So as a Non-corrupt player you will not drop potions, armor, or swords upon dying, just Raw Resources you had on you.
If you're corrupted, then you can drop crafted items like your sword. With only 1 kill's worth of corruption, that % drop chance is low, but that % rises the more corruption you have.
https://ashesofcreation.wiki/Player_death
https://ashesofcreation.wiki/Materials
This game will have more penalties for corruption than Lineage which ran the same pvp concept.
Keep in mind that you being able to pk unflagged (green) random people griefing you without flagging is also an important anti-grief pillar, which would lose it's point if the penalties were too harsh.
People can still grief you by following you around, harassing you in various ways, stealing every single one of your mobs and by securing 60% of the dmg done even if you tagged it first, you can't even loot.
Would be great if you could bury his corpse without having to make a new character due to ultra penalties.