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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
PvP corruption work around
Bstone2691
Member, Alpha Two
so i have been reading a lot more about the pvp system and i like it for the most part but it seems to have a bit of a plot hole centered around the bounty hunter system in that it says when a player has corruption he will get dampening
from the wiki
"Corruption penalties occur as the corruption is gained.[20] The higher the corruption score:
The more skill and stat dampening applies (lower health and mana, lower gear proficiency), until the corrupt player ultimately becomes ineffective at combat.[21] This dampening only affects PvP combat.[22]
Corrupted player's combat penalties do not apply when battling bounty hunters.[23]"
this is a fine and good but these affects do not apply against a bounty hunter only non bounty hunter players
so what is to stop me from having 2 friends in another group and me solo bounty hunting use my path finding to find the corrupted player they get him low and i come in to finish him off
Also when it comes to removing corruption says it can be removed when killed by a player whats to stop me from just killing a friend to remove his corruption ? or will it be like EvE onlines sec rating
Im new and maybe im missing something i really want this game to be the best and i was looking into ways that this system can be broken/worked around so they can be addressed it sounds good on paper but i think everyone knows that once this systems get in the hands of the masses anyway to get around them will be used and exploited
from the wiki
"Corruption penalties occur as the corruption is gained.[20] The higher the corruption score:
The more skill and stat dampening applies (lower health and mana, lower gear proficiency), until the corrupt player ultimately becomes ineffective at combat.[21] This dampening only affects PvP combat.[22]
Corrupted player's combat penalties do not apply when battling bounty hunters.[23]"
this is a fine and good but these affects do not apply against a bounty hunter only non bounty hunter players
so what is to stop me from having 2 friends in another group and me solo bounty hunting use my path finding to find the corrupted player they get him low and i come in to finish him off
Also when it comes to removing corruption says it can be removed when killed by a player whats to stop me from just killing a friend to remove his corruption ? or will it be like EvE onlines sec rating
Im new and maybe im missing something i really want this game to be the best and i was looking into ways that this system can be broken/worked around so they can be addressed it sounds good on paper but i think everyone knows that once this systems get in the hands of the masses anyway to get around them will be used and exploited
0
Comments
I think your friend will be tagged by the other two. and it's likely they wiill have the bulk of the damage, so most likely they will get credit for the kill. Corrupted players are treated as monsters by the game, for the most part.
Death removes some of the Corruption. Death is the quickest way to remove Corruption, but Corruption not necessarily all removed from just one death. After respawning, that character will have at least 4x the death penalties to work off.
As for "clearing my friend's corruption", they'll still suffer all the penalties that come with death while being red. If you really want to help your friend, better help him grind that corruption off.
Neither of those are a work around. As the system is currently presented, those are working as they should. Now Intrepid might change smth once people, who have never even heard of Lineage 2, finally test the system out, but I personally don't see it changing too much.
In my opinion, the more people smacking the corrupted player, the better.
TLDR; The situation you have given is not really a problem since it accomplishes the goal of the corruption system as the red name is intended to die for killing non combatants multiple times in a short time period.
Just keep in mind that the amount of corruption that results from doing anything worth while will probably take more than one kill to remove. Since a corrupt player respawns in a random location, this means that when you kill your friend, they are no longer by your side and are now out by themselves, corrupt, without any friends near by, in a location they may not wish to be in, and with experience debt that will take at least as long to work off as the corruption they just lost would have taken.
It may well be better to stay by your friends side and assist them in working off their corruption via experience gain.
Thinking about red rez prohibition makes it sound like a good idea.
Most people will not gain much corruption, since they will kill 1 or maaaayyyybe 2 players in a moment of anger. Which means that if those red players die they will become green (or white) again. They can be rezed.
Now if you have somebody that is out for a killing spree they may as well respawn away from their friends, instead of being rezed by them.
If you have a large guild that protects an area, each one of they can go red, instead of the designated "mad lads".
Let them all go red, instead of rezing and killing only a couple of them.
If they all go red it means they all have less corruption points (than what only a couple would have gained by delivering all the killing blows). Which means upon death they can be rezed, having lost all their corruption points.
Remember that players can do redemption activities to erase the kill count, which leads to less corruption points on fresh kills.
So you might as well understand that the corruption system works perfectly since 2003 L2 and enjoy the game as it is intended.
And at that point I feel like rezing them would be viable, because if they killed someone while they were farming with their friends, they weren't really genociding people but still got a ton of corruption. Grinding it off would take too long so it'd be faster to rezkill yourself a few times and remove it (though I'd assume your gear and XP debt would be real fucking bad, but that's a topic for another discussion).
But now here's a tie-in to the BH system. Let's say you PK someone deep in a dungeon and get a ton of corruption. You got your friends with you to rezkill you, but it'll still take a few mins (if you were under mobs or maybe there's a bigger fight going on, etc) so any surrounding BHs might get you on their radars. And they'd probably go towards you to claim their reward. If your friends can rez you, you gonna stay in the same place for a while and high lvl BHs that were in the same dungeon would have a higher chance of getting to you. But if you have to rez on your own and respawn in some random place, you might have more time to run away from other BHs, or maybe even kill them because the ones on the outside are weaker than dungeon-farming ones. And now you might even have enough time to run to your freehold and just wait for your friends to come kill you safely.
So in a way allowing PK rezing could be beneficial for both the BHs and the PKers.
Imo flagging up would be just fine, because you still become a ffa pvp piñata.
Flagging purple is enough
I don't see any reason at all why they would allow for this, honestly.
Now there's also the issue of XP debt removal and how that would work in party farming. Let's say you got so much debt that your stats equal that of a lvl40 character (while you're at lvl50). In theory you'd have to fight lvl40 mobs to remove the debt, right? But what if your party of lvl50 people just "powerlvls" you through your debt? Is there a limit to that? Does that even work? Can't wait till we get some answers in Alpha2.
In a new MMO, any workaround or exploit will be known by thousands of players within hours of being discovered, and so developers need to make the assumption that what ever is the path of least resistance is the path that all players will take.
If they want corrupt players to respawn in a random location, they wouldn't build in a work around for it, because then everyone will just use that work around.