Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
The reason I am a fan of it is that it is a way for the game itself to tell players that they shouldn't carry on killing players any more - they should probably start working on getting rid of some of that corruption.
Since the stat penalty associated with corruption only affects PvP combat and not PvE, and experience gain will see corruption removed, it kind of leaves players at a point eventually where literally all they would be able to do is PvE content that is the only real way they have of working off corruption without dying.
It's kind of the game gently suggesting to players that they should stop attacking players and do some PvE, and after a while it is the game yelling at players that they need to stop attacking players and do some PvE.
When you think about it, it really is an elegant system.
You can kill as many people as you want to. If you kill players that are reasonably around your level, you probably won't go red. If you hit an occasional player that won't fight back, you can just wait a short time to let the corruption go away and continue.
Steven has said that the intended balance is that players should be able to overcome up to 10 level difference by skilled play. 15 levels may be possible but very difficult. Attacked players are essentially paid to fight back due to half penalty for losing or gaining drops from the attacker for winning. Combine the potential for level difference to be overcome and being paid to fight should result in most players around your level will fight and not give you corruption.
Go nuts. PvP everywhere against players that stand a chance is virtually unrestricted by the game.
If your playstyle is to murder low levels endlessly, you are not being catered to; and, hopefully your stats will drop enough that those low levels will be able to solo you.
This is not going to be as easy as you made it sound. First, the friends will have to be around since travel time matters. Assuming they are, when the corrupted player dies, they respawn at random locations. Travel time for the friends matters again.
There is only a chance of dropping items which means the corrupted may not drop items when killed by friends; but, drop on a death after respawning at a random location. Note: I couldn't find a link for this, but I almost certain that corrupted players cannot choose to drop their inventory on the ground.
Also, your ignoring the penalties of such an attempted trade. The penalties for death and corruption are similar and both are removed by grinding mobs. So, friend kills corrupted to remove corruption resulting in experience debt that requires grinding mobs or suffering many of the same penalties as being corrupted.
Additionally, corrupted deaths accrue experience debt 4x faster. It sounds like you might be able to grind off corruption faster than the experience debt of dying while corrupted.
https://ashesofcreation.wiki/Player_death
https://ashesofcreation.wiki/Player_corruption