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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Powerful gear that gives the wearer corruption status.
PenguinPaladin
Member, Alpha One, Alpha Two, Early Alpha Two
Pretty much what it says on the tin. Anyone have any thoughts about having unique gear that potentially gives very powerful buffs, but as long as its worn you're red. Maybe while its in the inventory and not worn you're purple.
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Comments
This doesnt make the punishment of being currupted not a punishment. It punishes you for equipping the "corrupted gear" as well.
This would go against the curruption system, and reward someone for being currupted. I dont support this.
If they were two separate systems, let say corruption and perversion, they could coexist. Now who shall be the ones branded perverted?
"Sir! There's a pervert over there!"
Corruption isn't some romanticized YA super power. It's a mindless decaying force like the Nothing or Mashadar (for the RJ folks).
I am simply trying to think of a way to use the mechanic of dropping equipt gear while red. In a more player opted in, im willing to drop my gear scenario. I get always dropping gear being tedious for most players, but at the same tine killing someone for their specific weapons or armor is interesting to me.
https://www.youtube.com/watch?v=-2tOghQrcaM
Once you pick those cursed swords up, your position is shown on the map (L2's map was grid-based, so your square would light up with an icon of the sword, so people would know your general position). Everyone in the world would know that a cursed weapon was picked up (a big screen shake and redness). You'd get boosted stats and a ton of hp/cp (CP meaning combat points and being smth like a second pool of hp that depletes before the main HP pool). Here's more info on the system.
As you can see at the end of the video, the stat growth could be big enough to farm bosses just with 2 people (usually took a party or two). This was most likely because they increased their stats through PKing people. Btw, you couldn't kill <20 lvl players while you were in this form, so super casuals were fine.
These items would be hunted for once they've dropped, because guilds would usually use them to try and farm difficult bosses. The main counter to these swords would be the Dagger classes, which could circumvent the huge pool of CP that you'd get with the sword, or a Hero character, who'd remove the CP in one hit. In the video there's no Heroes and the dudes mainly attack afk people, so there's not much resistance either (cause I'm pretty sure this is a small private server). On more active servers there'd be big fights for and around these characters.
This mechanic allowed lucky solo players to farm party locations and/or gave small guilds a chance to bring down a boss that they otherwise might've not been able to. Overall a fun feature. I'd definitely love if there was smth like this in Ashes, especially considering that the lore could definitely allow something like "you drop an item filled with corruption and it now consumes you, giving you power that others cannot posses" or some shit like that.
Oooooohh. Sorry, @PenguinPaladin I misunderstood what you were going for here. Just so I'm clear - if the situation, Player A is a massive murder hobo and when he's finally killed, drops a helm looted by Player B. That helm is now imbued with some portion of Player A's corruption, and can transmit some of the corruption to Player B.
That's interesting. I'd almost see this as a rare event-like experience that could create a unique (so cool if it were intelligent) item that extends the chaotic, corrosive nature of corruption. If it were an intelligent item it would want to be fought over, thus projecting notifications outward to other players or mobs. So the question would be can Player B get that item somehow cleansed - which may turn it into a rare - before other players (or other mobs) track down and kill Player B?
That would be cool - and aligns with corruption.
This would also differentiate found weapons and crafted weapons.
Yep. Overall, I would want this to be a super rare outcome for an item drop - especially when dealing with Red behavior. Otherwise, you'll be incentivizing a lot of murder hobos - or groups hacking on each other to trigger rare item drops.
Well i could just be a very rare occurrence on boss drop. And not change red players gear.
Imagine, a boss drops a corrupted sword. One guy gets the loot role, he equips it without looking over it and hmmm. Hes gone red, someone realizes what happened and kills him, then the witnesses know that the guy who killed him has something worth killing him over, even tho he hasnt equipt it to turn red yet.
soul calibur, its a fighting game. There is a sword called soul edge and it corrupts one.
If the idea is to have an opt in to the gear dropping mechanic, just have that as a condition on the item.
Items with negative effects are often interesting - however it is not something I would want to see at launch. For a game launch, you focus on getting the base systems right, and then after that you can start using those systems in different ways.
I agree