akabear wrote: » ... Stating the obvious, early AoC will be very different to the later game. I think earlier, players that are peaceful to aggressive will vie to find their position in the world so there will be a distinct lack of sense both ways. But as players decide their bias and create both their position and reputation in the world be that as individuals or by clan or node then things will become more predictable. ... But never really an issue once a feel for the game was established
maouw wrote: » akabear wrote: » ... Stating the obvious, early AoC will be very different to the later game. I think earlier, players that are peaceful to aggressive will vie to find their position in the world so there will be a distinct lack of sense both ways. But as players decide their bias and create both their position and reputation in the world be that as individuals or by clan or node then things will become more predictable. ... But never really an issue once a feel for the game was established How was the flagging system introduced to new players in L2? It seems like a lot of people are alarmed when they first hear of it - would it be more helpful to introduce it to new players after they're a bit more accustomed to the world?
Tyrantor wrote: » A timer seems like an awful idea. Especially considering there is no toggle so we are technically forced to engage someone to "test" their interest in fighting back in the first place.
maouw wrote: » idk man, the main 2 reasons to kill a green are: you wanna to steal from them - in which case you reap what you sow as far as I'm concerned you want them to move/leave the area - in which case you can now move/leave the area too (you got mad and lost your temper - you failing to control anger is not anyone else's problem) Whose Who's been counting these threads? what are we up to now?
Nightly wrote: » daveywavey wrote: » Nightly wrote: » This is exactly what I'm talking about though. If there is so much hate for PKing why bother putting it in the game at all? Freedom of choice. You have the freedom to drop a cinderblock on your foot, but why would you hurt yourself for no reason? Going red is pointless, it's not a choice.
daveywavey wrote: » Nightly wrote: » This is exactly what I'm talking about though. If there is so much hate for PKing why bother putting it in the game at all? Freedom of choice.
Nightly wrote: » This is exactly what I'm talking about though. If there is so much hate for PKing why bother putting it in the game at all?
Atama wrote: » Dropping a cinder block on your foot is certainly stupid and counterproductive, but if people didn’t do stupid things on purpose just for fun or to test themselves or to try to impress people we’d never have the show Jackass.
akabear wrote: » But I suspect the feeling will be like that in New World, where you fill your inventory just border of max where your run speed is impacted and run a beeline between cities, avoiding all around through fear of being dropped.
Noaani wrote: » Tyrantor wrote: » A timer seems like an awful idea. Especially considering there is no toggle so we are technically forced to engage someone to "test" their interest in fighting back in the first place. As far as I can tell, this is all by design. Only attack a player if the reason you are attacking them is good enough for you to take on corruption. If you are not willing to take on corruption, don't attack the player. If you want PvP in general, find it in a manner that isn't subject to corruption. It's all very simple, and very obvious.
vmangman wrote: » akabear wrote: » But I suspect the feeling will be like that in New World, where you fill your inventory just border of max where your run speed is impacted and run a beeline between cities, avoiding all around through fear of being dropped. There is no such feeling in New World. If you're a PvE'er in New World, you just turn off PvP and never have to worry about anything. Not to mention that even if you turn on PvP, you still wouldn't be at risk of losing anything upon death.
Tyrantor wrote: » Noaani wrote: » Tyrantor wrote: » A timer seems like an awful idea. Especially considering there is no toggle so we are technically forced to engage someone to "test" their interest in fighting back in the first place. As far as I can tell, this is all by design. Only attack a player if the reason you are attacking them is good enough for you to take on corruption. If you are not willing to take on corruption, don't attack the player. If you want PvP in general, find it in a manner that isn't subject to corruption. It's all very simple, and very obvious. The point you're leaving out however is that you would only be subject to said corruption should you strike the killing blow per design, what you suggested with a timer would allow the attackee to initiate that killing blow via NPC/Mob and force corruption on the attacker even if they had no intention of killing the player while green.
Tyrantor wrote: » It seems unrealistic to consider every time you attack someone that it's risking corruption.
If your assumption is every player has 1 health point and you're risking corruption by attacking them, that is a very thin view for this discussion.
Tyrantor wrote: » Lol I'm not sure if anyone else thinks this sounds dumb. "You can prevent the player from suiciding by doing some PvE" If someone chooses to kill their own character that's their own stupid decision. Real player agency would involve a toggle allowing us to mark our characters combatant not some suicide/PvE stopgap.
Neurath wrote: » If they take my earlier suggestion and add Timers instead of Last Hit Wonder, then it would mean groups of players will become corrupted too, rather than the last person to hit the green alone.