Nagash wrote: » I'm sick of posting proof and you not reading it. Just read this https://ashesofcreation.wiki/Player_flagging and if you still don't get it then fine
Nagash wrote: » All I can say is wait till testing happens and take it from there
oophus wrote: » 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.
rikardp98 wrote: » Isn't action combat based around aoe?
oophus wrote: » Nagash wrote: » I'm sick of posting proof and you not reading it. Just read this https://ashesofcreation.wiki/Player_flagging and if you still don't get it then fine I've read it. It doesn't address my situation. It speaks about an option for AoE effects, but the game also have an action combat option. Arrows shot will hit whatever is there after X seconds, and melee attacks will also hit players in an arc. The game also features piercing attacks. Now if all combat is toggleable then this is griefable too. 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.
LieutenantToast wrote: » Hi there! Looks like some folks have already brought a up a few helpful points in this thread, namely: 1. In the situation described by OP, as both the original guilds are likely already purple (combatants), all of their attacks (whether or not they were AoE) would not hit green newcomers unless they intentionally were selecting to force attack (which might be unlikely, seeing as how they were currently fighting other combatants and that would be unnecessary). As noted here, any attacks that are not forced attacks will not hit green non-combatants: https://ashesofcreation.wiki/Player_flagging 2. For a large guild vs. guild battle like this, folks might opt to utilize the guild war system, which would then operate outside the usual PvP flagging system entirely: https://ashesofcreation.wiki/Guild_wars All that being said, the corruption system and its finer points will certainly be something we look for additional feedback on once folks are hands-on with testing it in-game, to let us know their thoughts on the balance between fun and fair!
Sathrago wrote: » Yeah but what about outside of objective-based pvp? It would be kinda lame if you can only attack each other during prime-time.
oophus wrote: » 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.
LieutenantToast wrote: » Sathrago wrote: » Yeah but what about outside of objective-based pvp? It would be kinda lame if you can only attack each other during prime-time. The finer points of the guild wars system are still in the design/development stages as noted on that page, and I can definitely understand a desire for more openly structured guild fights vs. objective-based ones. Perhaps some greater rewards/risks for utilizing this particular guild war system could help incentivize folks to use that as their primary method for beating each other up