Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
The thing is, each player makes their list. So while one or two people may block you, others may block the idiot who claims that you attacked once.
https://knightsofember.com/forums/members/winner909098.54
But altering the system an mitigate a lot of what griefing is likely to go on. In that situation it's the game designers ain of risk vs reward is still there but griefing in other ways are far less likely.
I can still see glass cannon being a thing: it always is. Whether it's the best option or not it will always be a thing because people like seeing the huge damage numbers xD
Griefing rarely has a good reason mate. The world will always create a bigger idiot.
Read the OP - it's there 😋
You do realize we're talking about a game that is all about cooperation and working together?
And nothing you've said about running around solo discounts my point. If you go out solo into dangerous territory that's on you. If your friends aren't online, then group with another player from your node who's doing the same thing. Hell, that even helps build the sense of community.
Also, I think some people are forgetting that even if you cleanse your corruption, it's easier to get corrupted again based on how much corruption you've accumulated in your lifetime.
I have to agree here.
One of my gripes with ESO is that you can do everything completely solo and become a master crafter of everything and every style. And the majority of it requires little to no player/player interaction.
Umm source?
I agree entirely that its exhilarating and they need to protect the weak new players. But this system is designed to stop GRIEFING. Think of griefing like online bullying. Level of player has nothing to do with it.
Steven mentioned it in one of the livestreams or interviews, he said that even after you cleanse your corruption, you have a hidden overall corruption score that influences your corruption gain. I'll have to get back to you on the source because I don't remember exactly where it was
Edit: In this interview with Summit1G at 42:55 he mentions you get corruption based on the number of previous non-combatant kills but it's unclear in this quote if he's referring to total or just in this corruption instance. It's not the quote I was referring to though, I'm still looking for that one.
In Asmongold's Steven interview at 33:33 Steven starts describing how your total player kills influences how much corruption you gain even after you've cleansed your corruption. He does say that you can lower the total killscore by an amount, but doesn't say how or if it will be difficult or not.
As I said in the OP I'm new to AoC so theres some stuff I just don't know. So far this thread has been REALLY informative
Edit: Ok so theres loads of stuff in this that isnt on Wiki. Is there like a list of these interviews that I can just go through?
There's 3 by the big streamers, Summit1G, Asmongold and TimtheTatman that I've seen so far
There's a bunch of old interviews over the last few years too by smaller streamers/youtubers
Well I just watched the entire thing and I get it a lot better now. So from what he's said there the primary way PvP will be in the game is through open world but not so much the "I want to fight so i hit you" sense but more along the lines of caravans, guild wars, node wars etc giving you a independent flag depending on who you are interacting with. So for example you have three people all in different guilds and person A and person B are in guilds that are at war with each other while person C is only at war with person A's guild. So for person B and person C they would look like non-combatants to each other while person A to person B and person A to person C they would appear as combatants.
Is that right or did I completely get the wrong end of the stick?
I have been wondering about it. I think that it will really depend upon how much the glass cannons die. Large xp debt turning the estimated 160-240 (I think) hours to max level into something several times higher may encourage people to get some defensive stats. That is just my impression, though. We will see how it plays out. Point taken. I already did an almost line by line breakdown of the original post and what I agree with and what is wrong with the ideas for most of the post until I realized that what was wanted was to replace the current corruption system with a reward and recognition mechanic and a punishment of receiving less value for items looted off of dead players. This will not happen. The point of the corruption system is a punishment for killing players that will not fight back (which will generally be much lower level or weaker than the attacker) either repetitively (which will be difficult due to the respawn mechanic) or for killing many such players. The OP idea is nowhere near punishing in comparison to the current corruption mechanic; and, players will not be rewarded more than a percentage of carried crafting material drops for killing others that will not fight back.
My breakdown is about halfway down the first page of this thread. If you agree with the OP, I think you should read it.