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.
Levels of corruption / Consequences (questions)
Goratrix
Member, Alpha One, Alpha Two, Early Alpha Two
Hello,
I have questions in regards to the consequences of corruption on characters.
From what I have gathered so far, having high corruption will make you have a chance to drop "completed" items, as well giving you higher xp penalty on death and making your character not be as efficient as he would normally be in combat.
Sounds about right? Do we have more details on this? As in:
- What is the drop rate on completed items at high corruption?
- Is XP penalty referring to leveling experience? In that case that would have no effect at max level? Or are there other levels of character progression that may be affected by this?
- What kind combat "power nerf" a character would have with high corruption?
- Besides dropping items are there other consequences when dying with high corruption?
Also, are corrupted players going to depend on ALT characters in order to utilize day-to-day activities usually done in a town/node? In example, if you look at Ultima Online, "RED" players would get "guard whacked" (insta-killed) when entering a town. But there was one town in the world that was kind of the "murderer's capital" and they could go there to buy supplies and interact with NPCs that they did not have access to in normal towns.
How will housing work for a corrupted character?
Can one have a house just "out in the wild" that is not part of a node?
I have questions in regards to the consequences of corruption on characters.
From what I have gathered so far, having high corruption will make you have a chance to drop "completed" items, as well giving you higher xp penalty on death and making your character not be as efficient as he would normally be in combat.
Sounds about right? Do we have more details on this? As in:
- What is the drop rate on completed items at high corruption?
- Is XP penalty referring to leveling experience? In that case that would have no effect at max level? Or are there other levels of character progression that may be affected by this?
- What kind combat "power nerf" a character would have with high corruption?
- Besides dropping items are there other consequences when dying with high corruption?
Also, are corrupted players going to depend on ALT characters in order to utilize day-to-day activities usually done in a town/node? In example, if you look at Ultima Online, "RED" players would get "guard whacked" (insta-killed) when entering a town. But there was one town in the world that was kind of the "murderer's capital" and they could go there to buy supplies and interact with NPCs that they did not have access to in normal towns.
How will housing work for a corrupted character?
Can one have a house just "out in the wild" that is not part of a node?
0
Comments
Corrupted players can have bounties on them depending on how badly they are corrupted (idk if a player needs to put it on them, im not sure) which creates the profession of 'Bounty Hunter'.
You could literally hunt corrupted players for a living, hope to see a tracker class to match this.
Isn't that cool? i think its awesome.
^This.^
The game's still in Alpha ... we only know the details at a high level (provided from the devs and in the wiki).
U.S. East
Things that have been thrown out as possibilities:
- XP penalties being able to regress your level
- Bounty Hunters being able to loot your dropped items (potentially all of the equipped gear, depending on the level of corruption)
- Level of corruption gained increases proportionally with the difference between the player PKing and the victim.
- You can do certain quests, or tasks or grinding to work off your penalties
I have a feeling there are going to be many people accepting the first few levels of corruption in order to get obtain their gank high.
To add, I doubt the first few levels of corruption will mean much. Probably just negligible xp loss and slightly weakened stats. Heck i'd probably be willing to participate in the corruption system a bit up to and not including the item drop phase, and i'm no pker.
I like the idea of getting hunted by bounty hunters and running for my life. Imagine the high of killing a bounty hunter whose sole purpose for the last hour or so has been hunting and killing you.
Imagine how righteously vindicated bounty hunters will feel after hunting down and murdering their villainous prey.
This sorta sums up how I feel, I dont wanna be that jerk that spawn camps a starter area, but every once in awhile deciding to make a play on a caravan or something and have a bounty come looking for me sounds kinda fun lol
Caravan PvP won’t flag you with corruption though.
To get corruption you have to kill players who haven’t fought back, which doesn’t sound like a lot of fun to me, personally.
If you have an experience debt, the experience aspect of it is not the penalty. The experience aspect is simply how you remove the penalty - by gaining experience - and also means that you are slower leveling while working this debt off (if you are leveling at all).
However, the actual penalty with experience debt is the debuff associated with it. That debuff includes components that lower your skills, lower your HP and mana pools, lower your proficiencies with gear, and also lower the drop rate on mobs you kill.
These aspects of experience debt are the penalties, the experience part is simply how you work at getting rid of these penalties.
These penalties are likely to stack with stat dampening penalties in PvP associated with having corruption, so if you have enough corruption that one kill doesn't remove it all, after being killed you will find yourself with two sets of penalties being applied to you in PvP, each reducing your effectiveness.
Doesn't sound like a good system to promote pvp, or really going out into the world at all without a group.
I don't think level 1 ganking is going to be a problem because other games have starting zones you are forced into. This game won't really have starting zones in the same way those games do.
U.S. East
It is if you take the position that being corrupt isn't a state you are supposed to remain in.
The idea is that if you gain corruption, you want to clear it off as soon as the situation allows for it. With that in mind, the system is just fine.
If they fight back, then it's fair game and no corruption is gained or accrued.
PvP is not Ganking.
Could it be abused by trying to get hit first by another players AoE/AC ability?
Sounds like the aggressor could take the risk by initiating and see if the defender fights back and if he/she doesn't the aggressor could stop attacking to avoid getting corruption from a defenseless kill?
You have to force attack someone to hit them. Jumping into someone's aoe doesn't mean they hit you.
yes, you can choose to stop attacking if it looks like they aren't going to fight back. You only get corruption if you score a killing blow on a green player.
Player A is a combatant for attacking player B, player C is a combatant for attacking player A, unless player A kills player B and player B didnt fight back, in which case player A is corrupt, and player C can attack player A without needing to flag as a combatant.