FuryBladeborne wrote: » If someone wants to take the increasing death penalty to karma bomb someone, they can just go ahead and do that However, I do like the idea of not adding corruption for killing the same player in a short time of perhaps 5-10 minutes. It would probably be a good idea to point this out once testing for corruption starts. Which should be Alpha 2.
Noaani wrote: » Straight up no. A toggle is only of use for people looking for PvP for the sake of PvP, which is not the idea of hte corruption system. Anyone out playing the game as the game is intended (PvP'ing over resources, spots, because you dislike a guild or person, etc) is in the exact same position, with or without a toggle. The whole suicide by mob thing is very much an edge case of an edge case if this timer were bought in. It is in no way the normal way the game would be played. If the timer were in the game, people simply wouldn't attack another player unless they were willing to take on corruption, so if the person doesn't fight back, the attacker would simply carry on killing them.
Noaani wrote: » 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. Straight up no. A toggle is only of use for people looking for PvP for the sake of PvP, which is not the idea of hte corruption system. Anyone out playing the game as the game is intended (PvP'ing over resources, spots, because you dislike a guild or person, etc) is in the exact same position, with or without a toggle. The whole suicide by mob thing is very much an edge case of an edge case if this timer were bought in. It is in no way the normal way the game would be played. If the timer were in the game, people simply wouldn't attack another player unless they were willing to take on corruption, so if the person doesn't fight back, the attacker would simply carry on killing them.
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.
Rhuric wrote: » Noaani wrote: » 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. Straight up no. A toggle is only of use for people looking for PvP for the sake of PvP, which is not the idea of hte corruption system. Anyone out playing the game as the game is intended (PvP'ing over resources, spots, because you dislike a guild or person, etc) is in the exact same position, with or without a toggle. The whole suicide by mob thing is very much an edge case of an edge case if this timer were bought in. It is in no way the normal way the game would be played. If the timer were in the game, people simply wouldn't attack another player unless they were willing to take on corruption, so if the person doesn't fight back, the attacker would simply carry on killing them. I've had a dedicated PvPer nerd rage because I landed an ultimate with an uncurable lethal poison on him. He ran to the nearest NPC guards and attacked them so I wouldn't get the credit for the kill before the poison killed him. The timer idea is great instead of a last hit marks the corrupted. Even if someone runs off to protect their loot the aggressors would still be red.
Warth wrote: » Rhuric wrote: » Noaani wrote: » 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. Straight up no. A toggle is only of use for people looking for PvP for the sake of PvP, which is not the idea of hte corruption system. Anyone out playing the game as the game is intended (PvP'ing over resources, spots, because you dislike a guild or person, etc) is in the exact same position, with or without a toggle. The whole suicide by mob thing is very much an edge case of an edge case if this timer were bought in. It is in no way the normal way the game would be played. If the timer were in the game, people simply wouldn't attack another player unless they were willing to take on corruption, so if the person doesn't fight back, the attacker would simply carry on killing them. I've had a dedicated PvPer nerd rage because I landed an ultimate with an uncurable lethal poison on him. He ran to the nearest NPC guards and attacked them so I wouldn't get the credit for the kill before the poison killed him. The timer idea is great instead of a last hit marks the corrupted. Even if someone runs off to protect their loot the aggressors would still be red. @Rhuric they still drop the loot, even when dying to the monster.
Rhuric wrote: » Warth wrote: » Rhuric wrote: » Noaani wrote: » 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. Straight up no. A toggle is only of use for people looking for PvP for the sake of PvP, which is not the idea of hte corruption system. Anyone out playing the game as the game is intended (PvP'ing over resources, spots, because you dislike a guild or person, etc) is in the exact same position, with or without a toggle. The whole suicide by mob thing is very much an edge case of an edge case if this timer were bought in. It is in no way the normal way the game would be played. If the timer were in the game, people simply wouldn't attack another player unless they were willing to take on corruption, so if the person doesn't fight back, the attacker would simply carry on killing them. I've had a dedicated PvPer nerd rage because I landed an ultimate with an uncurable lethal poison on him. He ran to the nearest NPC guards and attacked them so I wouldn't get the credit for the kill before the poison killed him. The timer idea is great instead of a last hit marks the corrupted. Even if someone runs off to protect their loot the aggressors would still be red. @Rhuric they still drop the loot, even when dying to the monster. Ah, so it would be better for the green to retaliate and go purple then, so they lose less on death.
Tyrantor wrote: » Toggle = Used in most group vs group pvp scenarios to avoid corruption and non-combatant death penalties by people participating in pvp (not just looking for).
akabear wrote: » The PvP system is pretty much a direct copy of the Lineage 2 system,. Perhaps rather than trying to picture from the previous explanations and the wki, someone put this video together some time ago which pretty much sums up the proposed systemhttps://youtube.com/watch?v=DeKhbtog_pI
Warth wrote: » @Rhuric they still drop the loot, even when dying to the monster.
unknownsystemerror wrote: » Warth wrote: » @Rhuric they still drop the loot, even when dying to the monster. Can you link a citation for that?
Vhaeyne wrote: » In lineage 2 the system worked fine for the most part. Yes, it was not perfect. Aside from Darkfall,UO, and EVEs systems, nothing is perfect. The AOC system is a modified version of the L2 system. I expect it to be fine, for AOC. The karma system is lenient enough to allow non-hardcore players a place in the world. Maybe after a few more alphas they will learn it needs some more tweaking, but I expect the flagging system to be fine. I personally would rather have full loot, but I guess that causes too much "Emotional Distress" to work for a MMO that is trying to have a remotely large audience. I would say just give it a shot, it is way too soon to tell if a modified version of a proven system is unusable.
akabear wrote: » Whilst there might be a relative safety from the pk system by participating within caravan fights, I can see that very action escalating conflict to potential fights of recompense be that one on one, clan vs clan or even node vs node.