Asgerr wrote: » I believe there is already something like that for the corruption system. If I'm not mistaken, if you, say, go on a killing spree and gain a lot of corruption, the next time you gain corruption it'll have a multiplier, to account for previous misdeeds. How long of a period of time is taken into account for said multiplier is yet unknown and to be tested
ragonrok wrote: » I would like the warrior node to offer very significant corruption removal. Then the entire server knows exactly where the reds are and it's their choice to take the risk of going there
FuryBladeborne wrote: » OP, There is no criminal or jail system. Corrupted players can work off their corruption by grinding experience (which will not level them, just remove corruption) or by dying. Dying will cause experience debt with most of the penalties of corruption and require the player to grind the experience off before removing the penalties or actually gaining experience. Corrupt players will gain increasing skill and stat penalties in PVP as more players are killed. If the corrupt players refuse to burn off corruption and instead keep gaining corruption, then the corrupt player will eventually become combat ineffective in PVP due to stat penalties. If nothing else will stop the murder spree, being combat ineffective should make it happen. If a player keeps becoming corrupt and removing corruption repeatedly, then the player will start gaining corruption faster. I just want to add, corruption is only gained from killing non-combatants. If a player attacks another and the attacked player fights back, then that is consensual PVP and neither player gets corruption. Most of what I said should be here,https://ashesofcreation.wiki/Player_corruption If you need sources for anything, I should be able to find them.
Santanico wrote: » FuryBladeborne wrote: » OP, There is no criminal or jail system. Corrupted players can work off their corruption by grinding experience (which will not level them, just remove corruption) or by dying. Dying will cause experience debt with most of the penalties of corruption and require the player to grind the experience off before removing the penalties or actually gaining experience. Corrupt players will gain increasing skill and stat penalties in PVP as more players are killed. If the corrupt players refuse to burn off corruption and instead keep gaining corruption, then the corrupt player will eventually become combat ineffective in PVP due to stat penalties. If nothing else will stop the murder spree, being combat ineffective should make it happen. If a player keeps becoming corrupt and removing corruption repeatedly, then the player will start gaining corruption faster. I just want to add, corruption is only gained from killing non-combatants. If a player attacks another and the attacked player fights back, then that is consensual PVP and neither player gets corruption. Most of what I said should be here,https://ashesofcreation.wiki/Player_corruption If you need sources for anything, I should be able to find them. Thank you for your post, yes I know there is no jail system, and it's corruption based. My fear is however players will find a way to munipulate the effects of corruptiion, so this is kind of a back up system, say if a player gets 200 MDK (murder death kill) a sliding scale of some other punishment will happen. My greatest fear is players will find a way out of it and we will get a toxic enviroment like Archeage.
Recluse74 wrote: » Santanico wrote: » FuryBladeborne wrote: » OP, There is no criminal or jail system. Corrupted players can work off their corruption by grinding experience (which will not level them, just remove corruption) or by dying. Dying will cause experience debt with most of the penalties of corruption and require the player to grind the experience off before removing the penalties or actually gaining experience. Corrupt players will gain increasing skill and stat penalties in PVP as more players are killed. If the corrupt players refuse to burn off corruption and instead keep gaining corruption, then the corrupt player will eventually become combat ineffective in PVP due to stat penalties. If nothing else will stop the murder spree, being combat ineffective should make it happen. If a player keeps becoming corrupt and removing corruption repeatedly, then the player will start gaining corruption faster. I just want to add, corruption is only gained from killing non-combatants. If a player attacks another and the attacked player fights back, then that is consensual PVP and neither player gets corruption. Most of what I said should be here,https://ashesofcreation.wiki/Player_corruption If you need sources for anything, I should be able to find them. Thank you for your post, yes I know there is no jail system, and it's corruption based. My fear is however players will find a way to munipulate the effects of corruptiion, so this is kind of a back up system, say if a player gets 200 MDK (murder death kill) a sliding scale of some other punishment will happen. My greatest fear is players will find a way out of it and we will get a toxic enviroment like Archeage. When you kill a player and go corrupt you get 2 stat points added to your character. The first is "Player Kill" and the second is corruption. Corruption can be worked off as stated before by death and or exp. from killing mobs. The first, Player Kill, can only be erased via a quest, which will either take a ton of time, money or both. The player kill stat is a multiplier of sorts. Steven got this from the Lineage 2 karma system. So for example... you kill your very first player of equal level and go corrupt, you get 1 player kill added to your stat, and you get 100 corruption. If you gain exp. or die to get rid of corruption, your player kill stats remains at 1. So the next time you kill someone and go corrupt, your player kill stat goes to 2, and your corruption now may be 150. This system basically lets you keep on killing, but over time, the penalties become so overwhelming that your character becomes so in debt with corruption, that it is nearly impossible to work off. And trying to die it off only causes you to lose tons of Exp... and the chance to lose actual gear. There will be players who try to play the perma corrupt player, but they will soon realize it is not worth it due to stat penalties in PvP, and the ever adding up cost of maintaining gear on their character. If they try to lower their Player Kill stat with the quest, that will drain their time and money (waiting for more details on this) at which point they wont be a bother because they are too busy running the quest to PK.. The system in place will work.
tautau wrote: » Do we KNOW that town guards will attack corrupt players, or are we making that assumption from past games? thanks, TT