Tyrantor wrote: » I've been really thinking about how the Corruption system is going to play out and it just seems like an annoyance from a group/guild pvp perspective. What I mean by this is, in the event there are mutual parties roaming for PvP it seems unfair or simply just out of place that the corruption system may play a part in this combat in a negative way. For example if two groups of 16 players are looking for combat and the first group stun locks a target or multiple and they die before they can "fight back" to initiate combatant mode this will cause corruption for 1 (or multiple) players in addition to added death penalties for the dead player(s) - all while it was the intention of all parties involved to engage in combat. I would like to propose the option to OPT IN to combatant mode at any time to welcome PvP and avoid non-combatant death penalties due to stun lock, low health or other circumstances when being killed by another player. I really can't see a downside to allowing players to opt-in at will for PvP content. I know for a fact I would likely prefer to be in combatant mode for almost all game play, though if for some reason I didn't want to be I could toggle it just like the heal mechanic to avoid the corruption thing. Can anyone see a reason not to allow players to opt in to be flagged combatant at will? I would suggest it has the same "cool down" when toggling it as stepping out of normal combat would, what ever that ends up being (2 minutes, 5 minutes 1 hour etc).
Neurath wrote: » The system isn't backwards, the system imitates real life. A Soldier isn't a combatant until combat ensues. The reason Healers and Buffers are protected is because Healers and Buffers should not be forced to become corrupted through the actions of others. You don't argue for a toggle, you argue for the complete removal of certain players from the Hunting Grounds System. It would be the same if a player asked for the ability to auto-loot or auto-harvest. Everyone would auto-loot and auto-harvest. MMOs are competitive places and as such competitive people will not handicap themselves if they do not have to (Those that want a handicap will go Corrupted). You haven't played Ashes yet or experienced the hunting grounds. There is little reason to add a toggle to the systems and most backers haven't asked for a toggle. Most games with toggles do not have comprehensive PvP Systems and the comprehensive PvP System in Ashes should not be replaced by a toggle.
Neurath wrote: » The system isn't backwards, the system imitates real life. A Soldier isn't a combatant until combat ensues.
Neurath wrote: » A soldier is not a combatant when he is in uniform. Soldiers have more than one uniform. Are you saying a soldier in dress uniform is in active combat? Are you saying a soldier in dress uniform at a dance with his partner is in active combat? Are you saying a soldier in uniform on the parade ground is in active combat? Purple denotes active combat. Some may want to change this fact but at present it is a fact. I was a reserve soldier in uniform but active soldiers would not say I was an active combatant just because I wore a uniform...strange times we live in where fact and fiction seem to merge without thought or reason. Edit: I thought the analogy was a good analogy considering Node Wars and Guild Wars. In these circumstances the Hunting Ground Flags don't apply and all related players would be in an active war state but they still wouldn't be active combatants except when engaged in actual combat. They would be In Active Service and In Active Status in preparations for Active Combat.
Neurath wrote: » A soldier is not a combatant when he is in uniform. Soldiers have more than one uniform. Are you saying a soldier in dress uniform is in active combat? Are you saying a soldier in dress uniform at a dance with his partner is in active combat? Are you saying a soldier in uniform on the parade ground is in active combat? Purple denotes active combat. Some may want to change this fact but at present it is a fact. I was a reserve soldier in uniform but active soldiers would not say I was an active combatant just because I wore a uniform...strange times we live in where fact and fiction seem to merge without thought or reason.
Customary IHL wrote: Rule 3. All members of the armed forces of a party to the conflict are combatants, except medical and religious personnel.
Tyrantor wrote: » Lol so you're solution is then to punish anyone who is flagged combatant? For someone who claims to be standing up for "core" values of the game you sure are quick to disincentivize combatant flagging.
Bricktop wrote: » I think Tyrantor really just wants open world PvP to be plentiful and healthy at the end of the day.
Noaani wrote: » Bricktop wrote: » I think Tyrantor really just wants open world PvP to be plentiful and healthy at the end of the day. By restricting these wars to shorter time frames, the idea seems to me to be that they understand that many players find it tiring to be at war (in the game system sense) every time they log in to a game. By limiting guild and node wars to specific windows of time, it means players will know they are able to log in to the game and not be subject to the additional rules of that war - even if the guilds in question are still considering themselves to be at war with each other.
mcstackerson wrote: » The l Noaani wrote: » Bricktop wrote: » I think Tyrantor really just wants open world PvP to be plentiful and healthy at the end of the day. By restricting these wars to shorter time frames, the idea seems to me to be that they understand that many players find it tiring to be at war (in the game system sense) every time they log in to a game. By limiting guild and node wars to specific windows of time, it means players will know they are able to log in to the game and not be subject to the additional rules of that war - even if the guilds in question are still considering themselves to be at war with each other. It's more that they think the traditional system of allowing two guilds to kill each other with a score showing up at the end is a little boring.guild wars As they say, they are still fleshing it out but it sounds like they want more of a risk/reward component to it. They give some examples of stealing an item a guild might have gotten from a raid or capturing a quest item at a guild's keep.