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.
Comments
good to see things are business as usual~
Perhaps we need a new diagram. Are people having trouble understanding the chart?
I don't think so, @maouw.
The PK crowd fully understands the chart. But, they're still gonna post their weekly new thread anyway ... of why the current corruption mechanic is "unfair" and to bargain for something better.
Unfortunately a lot of pvp players have been , are now and will continue to be a-holes because they like being a-holes. This game will be no different with toxicity , you really cant get around it in open world pvp games.
Edit: will add that my information comes solely from the wiki.
Maybe its incentive to make the player try to pvp back and not just stand there. I really don'[t know otherwise.
Yes for sure it gives an incentive to fight back. But against an enemy you can’t beat who is essentially ganking you. The only way for them to get corruption is for the non combatants to take a 2x death penalty. Which to me feels like a double punishment to the non combatant.
You are looking at it the wrong way.
Combatants will have HALF the penalties of non combatants.
Steven wants to encourage fighting back.
If you, the player, die as non combatant to another player or mob, you will lose the same xp and drop the same raw material/certificates.
If you, the player, fight back and lose to another player, you will lose half the xp and drop half the raw materials that you would have dying to a mob.
The system is meant to have no rewards because the reward is getting to PvP whenever you want essentially. The penalty is mostly in effect to stop griefing so you are really not meant to be able to stay corrupted for long without the entire map trying to kill you.
If the penalty doesn't prove to be enough to stop widespread pvp they will probably buff it until it does. At least against those that stand no chance or do not want to pvp.
The game will almost always have something pvp to do without risk of corruption. So actual PvPers will probably be in those areas. PKers are most likely to be corrupted and will probably be killed since people have hated them since Diablo 1. xD
U.S. East
I can understand what you’re saying but it’s not, in my opinion a fair way of doing it.
Say you gank someone gathering that’s way lower level than yourself. You can think great.. if you want me to get corruption for this, I’ll get twice as much loot than if you fight back and die either way.
Maybe it is just the way I’m looking at it but I don’t think my opinion is invalid.
It was done to punish players for not fighting back, but ya it is a question to why are you punishing players for a decision that is like 90% of the time not going to be their decision to make. Technically getting one shot will be determined by the game as not fighting back.
U.S. East
The thing with that is if you attack someone that is a lower level, and they don't fight back, the corruption you gain is multiplied due to that level difference.
So sure, the attacker may gain more easy to access harvests, but they also gain far more corruption.
Also, I think you are totally unaware of a key aspect of the system - kill count. Kill count increases the corruption you gain per kill
Lets say that I gain 10 corruption for killing an equal level player, and another 1 point of corruption per 10 kill count.
So, I go out and kill 10 people. The first 9 kills get me 10 corruption each, but the 10th one gets me 11, as I then have a kill count of 10.
So I now have 101 corruption, and a kill count of 10.
Lets say I now work off my corruption. I now have a corruption of 0, and a kill count of 10.
Lets say I now go out and kill another 10 players. The first 9 kills (11-19) give me 11 corruption each, and the 10th kill (my 20th over all), gives me 12.
This means I gained 111 corruption for those 10 kills, as opposed to the 101 previously.
Now imagine this when people have months worth of kills in their kill count.
It still depends on how you look at it. I don't think he looks at it the wrong way. That is how math works
Plus, the attacker will have the advantage. You might not be prepared. The attacker can have buffs up or what not. While you are buisy doing something else. They proberly attack you from behind. How much damage will they have done to you, before you can even attack back. So unless you are higher level, better geared, way better player. Your build is good at countering theirs etc. A combination of those, you will most likely lose the fight anyway. So they only reason to fight back, is to get punished less. You will still get a death penalty and lose stuff
Seriously? You think people will risk dropping gear by gaining corruption, gear that took thousands of mats and recipes to combine just so that can loot 200 animal bones from you?
for players less inclined on PvP, it might feel less like a reward and more like a requirement to fight back just so they lose less on death. I'm not convinced that "they'll get corruption for killing me" will outweigh "I'll lose less if I hit them back"
I'm just trying to throw a potential problem out here so I can see how it works..
corruption, corruption never changes
You can't hold hours of gathered materials on you at a time, so people can't take that much from you.
But then again, if your ganking people as some sort of sniper or rogue, you'll eventually be 1 shotting anyone.
That would be very difficult to balance.
I mean unless you can show a source that says that inventories are small and that caravans aren't just massive then that is a really weak counter argument.
You simply can't make that statement as we don't know how long it'll take to fill an inventory of gatherables.. But I do not expect to be able to fill my inventory in under an hour.
And no, I'm not going to spend any time finding you sources. Go back and watch all the live streams from 2017 onwards like I did, you'll find it in there somewhere.
I think you can check all that information in the wiki: https://ashesofcreation.wiki/Inventory
@Noanni is right. Mules can carry 10 times more items than a player. Caravans can carry 10 times more than mules. You can check it in the reference number 7 in the wiki, there's a link to a Livestream from July 2017 when they talked about it.
Mules? Mining in Ultima Online Flashbacks!
They did stay on that stream that the figures of 1,10,100x were generalizations only.
Interested to see what those who are testing might find!
While they are generalizations, a little bit of critical thinking goes a long way here, imo.
It is probably fair to say that the developers want a harvester/processor or processor/crafter relationship to have a caravan a week, or there abouts. This is based on good game design, and ensuring the caravan system remains an integral aspect of the game. If we could hold too much in a caravan, caravans would be too rare.
So, if we assume a caravan holds a weeks worth of harvesting, that means a players inventory holds 1% of a weeks harvesting.
If we were to assume that a players inventory can hold even an hour worth of harvests, that would mean a caravan can hold 100 hours worth of harvests.
Now, I am not interested in spending 100 hours harvesting, I honestly don't know many people that are.
20 hours to me would be the absolute top I would spend a week.
This means a player inventory would hold about 1% of 20 hours of harvesting, or 12 minutes.
Obviously, there is some generalizations and assumptions here, but that is all fairly sound.
If a player wishes to spend longer harvesting, they have the option of taking a mule which would then up that capacity to about 2 hours worth of harvesting, but also makes them an obvious target for someone to attack in PvP (a player with a mule heading towards a node just sounds like a good target).