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Griefing the flagging system, and a solution.
oophus
Member
Scenario:
Guild 1 and Guild 2 are having a big open world PvP fight. 80 Players in the same area with damage and healing going all over the place.
50% of Griefing Guild 3 joints the battle naked flagged as Green, while Guild 1 and 2 are flagged as Purple. Their mission is to not heal each other to get flagged Purple themselves, but to run into the fight to get people in Guild 1 and 2 flagged Red.
Once enough players are flagged Red, the rest of the Griefing Guild 3 joins the battle and strategically picks off those flagged Red players to get free loot without much penalty.
Solution:
We know the game have systems to track player movement and actions through the node system. A solution to this would be to also track damage to make a heat-map for the world. If a Green player enters an area that have a lot of damage going on between two guilds, they are flagged as Purple as entering the battle, and can not grief by purposely dying while not fighting back to flag people Red.
Guild 1 and Guild 2 are having a big open world PvP fight. 80 Players in the same area with damage and healing going all over the place.
50% of Griefing Guild 3 joints the battle naked flagged as Green, while Guild 1 and 2 are flagged as Purple. Their mission is to not heal each other to get flagged Purple themselves, but to run into the fight to get people in Guild 1 and 2 flagged Red.
Once enough players are flagged Red, the rest of the Griefing Guild 3 joins the battle and strategically picks off those flagged Red players to get free loot without much penalty.
Solution:
We know the game have systems to track player movement and actions through the node system. A solution to this would be to also track damage to make a heat-map for the world. If a Green player enters an area that have a lot of damage going on between two guilds, they are flagged as Purple as entering the battle, and can not grief by purposely dying while not fighting back to flag people Red.
0
Comments
Guild 1 & 2 could also simply declare a war on each other to prevent the problem altogether.
Not sure what you mean about "AoE's don't hit greens if you don't want them to" though? In either way, Greens can just run around in the frantic fight hoping to get hit. Get hit enough and someone will kill the Green after a while.
He's making a list, he's checking it twice!
Nagash is coming to the... graveyard.
nope just keeping count
if people hit greens with single target/targeted spells, then its their own fault, no matter how frantic the fight is.
https://ashesofcreation.wiki/Definition:Forced_attack
Definition: Forced attack
A forced attack in Ashes of Creation is when a player presses Control-F before they attack, or they hold Control or Alt while they attack another non-corrupt player. This allows their attacks to be registered against that player. If the attacker is flagged as a non-combatant (green), they will become a combatant (purple) when their attack hits the other player.[1]
Pressing control-F on its own does not flag a player as a combatant. They must land a hit on a non-corrupt player in order to be flagged as a combatant.[1]
well stop making the same posts its really not that hard to use search
Action combat and the corruption system is a new concept. It used to be only tab target with corruption in L2.
I hope they will address how to target greens and how not to target greens on various scenarios.
congrats. and here are some of the threads
https://forums.ashesofcreation.com/discussion/47507/corruption-and-prison-time
https://forums.ashesofcreation.com/discussion/comment/264381#Comment_264381
https://forums.ashesofcreation.com/discussion/comment/257969#Comment_257969
https://forums.ashesofcreation.com/discussion/47038/question-about-the-corruption-system
https://forums.ashesofcreation.com/discussion/46957/corruption-debuff-idea/p1
https://forums.ashesofcreation.com/discussion/46391/the-issue-with-corruption-how-to-fix/p1
https://forums.ashesofcreation.com/discussion/47379/never-a-more-wretched-hive-of-scum-and-villainy-should-devs-show-some-love-to-corrupted-players/p1
Action combat means that the game utilizes hit detection. This will be griefable, and I will be one of the guys doing it if its worth it. I'm just pointing out the obvious and hope the devs find a way to combat it. My idea would work, and I think they collect this data anyway from before.
Its like if you enter an area with a Caravan. You have to state your purpose. The same would be true for a "RED" area in a heatmap based on damage done/taken. State your purpose, and if the Green picks to stay Green, then they don't take damage from the guys who made the red area in the first place.
2. here you go https://forums.ashesofcreation.com/discussion/47266/ashes-crash-course-pvp-themes-vs-flagging-whats-the-difference
3. the system the devs have already solve this
One way of combating this problem would be the addition of /force Red toggle, which would enable your ALL your abilities to damage a green player that you have on your TAB target and nobody else.
Can you point me to a timestamp? He didn't address this as far as I'm aware of, but I shifted quickly through it, as I've read and heard those things before. I've seen a ton of videos and have a good grasp of the flagging system.
This game have an "action based" part of its combat system. That means projectiles go straight, and damage have an arc to them, with animation that will go 100% from start to finish with its projected frames for that animation. Throughout that time, a Green player will be able to get hit to lose HP. And if he does this enough times in a frantic PvP fight, he may be able to get killed and thus flag someone as being Red.
This would wreck havok on balance, since the game is balanced around mass PvP, with arcing swings in melee, and AoE plus abilities that may pierce.
I'm a PvP'er, and I've abused systems for years. If there is a way, I will utilize it if I earn from it.
If all combat is toggleable to not hit non-flagged players, then I will utilize this to get a free positional advantage by not jumping into the fight with 100% of the guild. Leave 30% of it, and they get a free positional advantage by being able to roam through the combat while not being hit by the other guild. After they are in position, they join the fight by initiating the other guild to get the first blow. A first blow from lets say 10 players may and probably will one-shot a group of players if all of them time it correctly.
I have other problems or concerns with the flaggings system, like that you can't from the start flag yourself as a combatant (which may not be a problem after testing it). But the scenario that you are talking will probably never happen. But we will just have to wait and see
Green players turning purple because they're near but not involved in other players that are fighting each other?
That's probably the worst suggestion I've seen!
If it becomes standard that random PvP between guilds ends up with them toggeling this on to not hit green non-flagged players, then why wouldn't I utilize this to keep a portion of my guild non-flagged green while the rest fight and hold its ground? They would be able to just pass the other guild, and get behind their lines and time an attack on them, since they would be flagged.
I think a better solution to this would be the same system Caravans utilize. If players enters the area where a Caravan event is taking place, they have to make an option to flag them selves, or not. Defend/attack or let it be.
The same system can be utilized based on a heat-map for damage done/taken. If players enters an area where a big PvP battle is happening, they have to make the same choice.
As has been explained, unless you manually flag yourself, none of those arrow shots will hit anything but a mob. Between that and the AoE checkbox which has also already been explained, you cannot turn purple or red unless you make a several button choice to do so. PKing someone else is essentially a double opt-in process.