ChipsAhoy007 wrote: » Azherae wrote: » "So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing" I disagree with this. Since that's the basis of the perception, I also then disagree with the idea as a whole. I also disagree with it because the system already literally does this. If you fight back, you already have a '-50% lootability'. The thing it is 'adding' is a lot of complexity around this which allows one to 'continue fighting without getting flagged. Which I think is a problem in healer-fighter duos, for example. If you are implying that a healer can heal someone who is flagged without getting flagged themselves, i'd really doubt that'll be the case. I don't think most of us want to see a corrupt player with 40 healers going around and decimating small villages(okay, maybe once... but that's it lol). If it's not a thing on Alpha 2 launch, my guess is it will be shortly after.
Azherae wrote: » "So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing" I disagree with this. Since that's the basis of the perception, I also then disagree with the idea as a whole. I also disagree with it because the system already literally does this. If you fight back, you already have a '-50% lootability'. The thing it is 'adding' is a lot of complexity around this which allows one to 'continue fighting without getting flagged. Which I think is a problem in healer-fighter duos, for example.
Azherae wrote: » There are certain 'ground area healing' abilities that we also don't know 'how they will work relative to flagging', but those may be changed, as they were only a part of Alpha-1 and Intrepid has confirmed that anything we saw before, ability wise, might also be changed.
NiKr wrote: » Azherae wrote: » There are certain 'ground area healing' abilities that we also don't know 'how they will work relative to flagging', but those may be changed, as they were only a part of Alpha-1 and Intrepid has confirmed that anything we saw before, ability wise, might also be changed. I'd assume that one would fall under the "switch"'s control, that's talked about in the 18th reference herehttps://ashesofcreation.wiki/Player_flagging
Azherae wrote: » Thank you. Though technically I referred to 'what happens if Hallowed Ground is started on a nonflagged player and you have the switch off and then that player flags?' The implication IS definitely that 'because the switch was on, them flagging up and being healed by standing in it will flag you, the healer'.
NiKr wrote: » Azherae wrote: » Thank you. Though technically I referred to 'what happens if Hallowed Ground is started on a nonflagged player and you have the switch off and then that player flags?' The implication IS definitely that 'because the switch was on, them flagging up and being healed by standing in it will flag you, the healer'. The explicit statement of "completion of skill" makes me think that they could have a fail state imbedded in the coding, where if the first flag check didn't match up with the final one - the skill effect would be flipped.
Azherae wrote: » Retroactively?
Azherae wrote: » Anyways, like I said, it doesn't matter. If Hallowed Ground is the same, I have multiple tests to run myself on its flagging and corruption effects in Alpha-2. Until then, consider it irrelevant. I'm sure if somehow my plans for use of it are correct, it will be intentional design anyway.
NiKr wrote: » Azherae wrote: » Retroactively? This is a very big assumption on my part and will obviously has to be tested, but if they go down the "animation based cd", then it'd seem logical to have a check of validity of effect at the end of the animation. And the mention of "completion of skill" makes me think that this is the case. So if you started a cast and it had a valid check (be it for flag or maybe for visibility), but then at the end the check was invalid - you got yourself a "failed" effect. L2 worked like this. You couldn't cast abilities if your didn't have a visual on someone, but if you had the visual and then during the cast you lost it - the ability effect would not go through. Azherae wrote: » Anyways, like I said, it doesn't matter. If Hallowed Ground is the same, I have multiple tests to run myself on its flagging and corruption effects in Alpha-2. Until then, consider it irrelevant. I'm sure if somehow my plans for use of it are correct, it will be intentional design anyway. I do think this matters, cause the same thing could be applied to aoe attack insteractions with the same switch and to even flagging itself. What if I do a forced attack on someone, but they move behind a tree during the cast? Do I get flagged because of my intention or do I not get flagged because the ability didn't attack (that is if the system I described is implemented). But yes, it's all gonna be in the testing. I'll personally be rooting and giving feedback for the system to be like I'm used to, just because I see merit in it from my own experience and because I hate gcd with an absolute passion and it seems to me that animation-based cd allows you to not have a gcd cause it servers the same function.
Azherae wrote: » It must 'tick' to decide which of those things it will do based on both position of player and 'intent of caster'. If I cast Hallowed Ground on a Green player and my Green party member and my Green party member then flags up by attacking the other green Player while they are both standing in my Hallowed Ground, the question is 'what happens then?' The extension of that, relative to the actual topic, is 'at what point, if any, do I get flagged while this is going on?'
Azherae wrote: » NiKr wrote: » Azherae wrote: » Retroactively? This is a very big assumption on my part and will obviously has to be tested, but if they go down the "animation based cd", then it'd seem logical to have a check of validity of effect at the end of the animation. And the mention of "completion of skill" makes me think that this is the case. So if you started a cast and it had a valid check (be it for flag or maybe for visibility), but then at the end the check was invalid - you got yourself a "failed" effect. L2 worked like this. You couldn't cast abilities if your didn't have a visual on someone, but if you had the visual and then during the cast you lost it - the ability effect would not go through. Azherae wrote: » Anyways, like I said, it doesn't matter. If Hallowed Ground is the same, I have multiple tests to run myself on its flagging and corruption effects in Alpha-2. Until then, consider it irrelevant. I'm sure if somehow my plans for use of it are correct, it will be intentional design anyway. I do think this matters, cause the same thing could be applied to aoe attack insteractions with the same switch and to even flagging itself. What if I do a forced attack on someone, but they move behind a tree during the cast? Do I get flagged because of my intention or do I not get flagged because the ability didn't attack (that is if the system I described is implemented). But yes, it's all gonna be in the testing. I'll personally be rooting and giving feedback for the system to be like I'm used to, just because I see merit in it from my own experience and because I hate gcd with an absolute passion and it seems to me that animation-based cd allows you to not have a gcd cause it servers the same function. For clarity, (last response because I really don't want to go into the weeds on this one), Hallowed Ground is a ground template that Heals allies over time and Damages enemies over time. It must 'tick' to decide which of those things it will do based on both position of player and 'intent of caster'. If I cast Hallowed Ground on a Green player and my Green party member and my Green party member then flags up by attacking the other green Player while they are both standing in my Hallowed Ground, the question is 'what happens then?' The extension of that, relative to the actual topic, is 'at what point, if any, do I get flagged while this is going on?'
Asraiel wrote: » So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing and the system instantly flags the attacked player as combatant the moment he starts defending and fighting back or cc.
chucksticks wrote: » Asraiel wrote: » So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing and the system instantly flags the attacked player as combatant the moment he starts defending and fighting back or cc. If I'm understanding the system correctly, couldn't one way to maximize loot drop be to jump the victim with enough firepower so they wouldn't have a chance to counterattack?
Dygz wrote: » Combatants are rewarded for flagging for PvP
Warth wrote: » P.S. its also amusing how you make the argument, that ganking a target that isnt fighting back PvE chucksticks wrote: » Asraiel wrote: » So the chance that someone gets killed without firstly trying to fight back or cc its attackers are slim to none existing and the system instantly flags the attacked player as combatant the moment he starts defending and fighting back or cc. If I'm understanding the system correctly, couldn't one way to maximize loot drop be to jump the victim with enough firepower so they wouldn't have a chance to counterattack? The time to kill is supposed to be ~ 60 seconds long, so unless you do bring half a raid full of rogues and rangers, this does seem like a very unlikely, scenario to happen. Not sure what to tell you If you don't realize 6 flagged mages casting fireballs, 4 warriors, 6 summoner pets and 3 tanks charging toward you. No reason to be a surprised pikachu then, learn to pay attention
Asraiel wrote: » non combatant are then theoreticly punished for not flagging and also punished cuase the chance to kill their oponent doenst exist. then the only reward there is that the attacker gets a deathpenalty by killing you.
Asraiel wrote: » so in other words the current system does give 2 rewards to those that fight back (flagging combatant) and applys 2 penaltys and 1 reward to those that dont fight back (non combatant) where however the reward is that the attacker gets a death penalty upon killing you.
Asraiel wrote: » not to fight back should not recive that penalty cause you giveing away the option to kill your attacker and get to loot him for that you flagg yourself combanant and sign the attacker that he doesnt get punished if he kill you.
Asraiel wrote: » the current is for a non combatant a: loss loss win situation for a combatant a: win win situation
Asraiel wrote: » by changeing the droppenalty for non combatant this changes to a: win loss win situation it should be enouth reward to flagg combatant only to get the chance not to be killed and to have the chance of looting your attacker.