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Expanding the role of corruption

QuiQSilv3rQuiQSilv3r Member
edited February 2022 in General Discussion
I know corruption left unchecked can spread in areas around nodes however is there any system in place that rewards a population for being corrupted? For example if a node was allowed to become corrupted would the corrupted ground allow players labeled as corrupted to be buffed back to their normal DPS? The way i would see something like this playing out is if corruption was spreading and a guild wanted to help spread the corruption and became corrupted themselves using the corruption as a way to allow themselves to successfully combat non corrupted players attempts to stop the spread of corruption? This would turn some nodes into areas of extreme danger with many corrupted enemies being present and the high chance of a gank or PVP scenario while also allowing an avenue for kill hungry players to battle it out while also giving an area for beginners and people wary of pvp to stay away from and maybe have something for them to enjoy later when they are willing to risk it. What do you guys think?

Comments

  • QuiQSilv3rQuiQSilv3r Member
    edited February 2022
    You could even give corrupted players an advantage of corrupted ground, increase the number and level of mobs, but decrease the aggro distance of mobs on corrupted players allowing them to more effectively traverse corrupted areas while hindering the more noble/non corrupted players. This idea also gives people areas where they can hard farm mobs for resources.
    Edit: The more corrupted you are the less corrupted monsters will aggro you so it can even scale until you are so corrupted that a monster wont attack until you aggro it.
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Corruption for players is a punishment. It is not intended to be a story goal or in any way a positive part of gameplay. The explanation for Corruption is tied to the story as an explanation, and related to the Corruption we see in the world and in monsters in that way, but it's not intended to be a regular part of gameplay or something to strive for.

    We will already have areas for "kill hungry players to battle it out while also giving an area for beginners and people wary of pvp to stay away from". There will be open PvP areas where everyone is flagged purple and available to be attacked without consequence. But they will not be for Corrupted players; if players want a free-for-all without consequences they can go to areas like that and look for people to attack. They won't be able to take their Corrupted red selves over there and live free and happy.
     
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  • CROW3CROW3 Member, Alpha Two
    edited February 2022
    The player corruption system exists to punish murder hobos and deter griefing. Full stop.
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  • JahlonJahlon Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    Atama wrote: »
    There will be open PvP areas where everyone is flagged purple and available to be attacked without consequence.

    So this is incorrect. Corruption applies to the world. There are no PvP areas where everyone is flagged.

    There are EVENTS where everyone is a lawful combatant (Sieges & Wars) or events where you can join (Caravans) but there is never a time where you auto flag into PvP against your will.
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  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Jahlon wrote: »
    Atama wrote: »
    There will be open PvP areas where everyone is flagged purple and available to be attacked without consequence.

    So this is incorrect. Corruption applies to the world. There are no PvP areas where everyone is flagged.

    There are EVENTS where everyone is a lawful combatant (Sieges & Wars) or events where you can join (Caravans) but there is never a time where you auto flag into PvP against your will.

    Potato, po-tah-toe. There will be open PvP areas which are free-for-alls. They happen during caravans, sieges, guild wars. I guess saying "everyone is flagged" is not accurate, rather flags are just ignored in those areas; there is no flagging system there. But those are the battlegrounds that are mentioned sometimes, and those are places where you are guaranteed to find PvP.

    But being auto-flagged, and having an area where flags don't matter, they are basically the same thing. If you go into those areas during those events, you are vulnerable to attack and there will be no corruption for people who kill you. This will not be a world where you run around and everyone around you is green and you can't ever PvP without risking corruption. There will be plenty of opportunities for wannabe murder hobos who have a bit of restraint.
     
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  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited February 2022
    I could agree that strong mobs may appear, rewarding good xp and decent loot in a nice apocalyptic setting. But no flag free PvP zone.

    Any meaningless PvP content ideas dilute the open world PvP dynamic. I have explained so many times that if you provide an avenue for people to let off steam you lessen the chance for spontaneous, emotional confrontations. You lessen the chance for people to form rivalries and wars. You lessen the chance for PK, which in turn means that I wont ve able to loot that red players body (or ashes).

    Providing grounds for players to PvP freely means that you move PvP away from PvE and exploring. You isolate it.

    I rly wish people would stop suggesting for ways to PvP, without consequences such as optional perma flag on, battlegrounds or zones such as the one described here.

    AoC will be a PvX ecosystem. Mess too much with the pvp concept of it (or the pve scene) and it wont work as the devs intend it.


    We have guild wars, which takes a death penalty toll on both sides due to the deaths frequency and need to be alert at all times, we have castle sieges, which requires guilds to stop progressing and instead make preperations for a chance to win a castle, but potentially make lots of enemies.
    We have caravans in which the traders risk their goods at an attempt to make profit in another node, and you have the bandits who have to waste time camping or looking for a caravan in a large world.
    We have node sieges, which as Steven finally clarified, is a big deal WHEN it happens.

    Why would you want to move all those pvp hungry players in a corrupted zone? Why take them away from the ecosystem? So that they can kill respawn kill respawn and not even remember who killed them? Not even care? Not even bother to hold grudge, flaring wars and content?


    No to mindless PvP concepts.
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    The OP may have confused the two uses of the word 'Corruption' in the game.

    1. If you kill a player who does not fight back, you become corrupted (red) and can drop your gear when you are killed. Bounty Hunters will hunt you down, there is an in-game bounty hunter society also.
    2. The corruption/evil in the world itself must be resisted by players by fighting boss spawns and perhaps other ways which we do not yet know. If we don't succeed, this corruption can harm nodes, like making buildings and services inactive.

  • I think, i misused corruption like someone pointed out, i should have indicated the difference between corruption from killing non combatants and the corruption as in evil component of the game that the devs are already including, i was merely suggesting the possibility for players to align themselves with that evil
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    tautau wrote: »
    The OP may have confused the two uses of the word 'Corruption' in the game.

    It’s understandable because lore-wise, they’re the same. It’s just that they have nothing to do with each other mechanic-wise (and shouldn’t).
     
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