Glorious Alpha Two Testers!
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.
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.
Comments
Gotcha, gotcha. I was under the impression that we would be able to “flag for PvP” in order for PvPers to have a more immediately recognizable “down to brawl” outlet. Sounds like they’re more so discouraging open world PvP altogether, since pretty much any open world PvP attempts in this system would immediately become sketchy and awkward as everyone attempts to figure out who’s down to fight and who isn’t. Which, to be fair, is pretty realistic, but in a gameplay context sort of muddies the water a bit imo.
Also puts a bit of a barrier to the element of surprise. If one PvPer in a constant flagging system finds another one out in the world, the first one knows ahead of time that it’s safe to plan a surprise attack and go hard from the beginning. With this system, they have to somewhat artificially meter their damage output in case the other person doesn’t want to fight back.
Which, again, is okay I guess. I just had a different impression of what the open world PvP/flagging system would be like.
Yeah, people might have to, god forbid, engage in communication.
"Hey, anybody wanna duel?"
"Oh, you're back. Wanna just fight for the spot, rather than one of us having to deal with being red?"
This does limit the element of surprise, but that's kindof beneficial to both parties. If I'm down 30% health at the start of the fight, I'm much more likely to go "fuck it, I cant win now anyway, so I'll just stay green", and then nobody gets a proper fight we'd both otherwise enjoy. (For this reason, I believe that Rogues sneak attack setups shouldn't be based on the initial engagement, but rather on setting up good positioning during a fight.)
The problem with lack of flagging-on-demand is that a PvPer who's looking for open world PvP experience is going to have to test non-combatants' willingness to PvP. This is bad for both sides: PvEers will get annoyed, and PvPers might miss a chance to PvP because the other PvPer doesn't know you're up for it. Could easily be solved by flagging-on-demand. A PvPer, in most cases, is not going to run to every player he meets verbally asking for PvP.
Perhaps we'll get another way to display whether we like PvP, to address this.
As for the risk of killing without intent?
Wiki has this: but also this: Seems that you'll be able to hit them as long as their nameplate looks "just right" and not risk killing them, but the risk of killing them if your intent is to grief, is there. No problem here.
I can put it in a few different ways for you.
Citizen sees evil doer, tries to kill said evil doer, ends up dying, proving once again evil doer is evil.
or
Cops raid meth lab, cop get killed, meth cooks charged with cops' death.
or
Cowboys form posse to catch murderous evil doer, cowboy is shot a killed by murderous evil doer, murderous evil doer is responsible for the death of that cowboy.
Once you're red, you're a criminal basically, you're free game. Or you allow people to go red and just play defensive without consequence (well as long as they don't die).
The system doesn't weight the conditions properly. It's essentially "corruption is bad, so screw any logic". Let's also increase their corruption for cutting down trees while we're at it.
I'm still hopeful because this part is not set in stone. As per wiki:
Your example is different - when there is no corruption involved, nobody is guilty of anything.
While the game marks you as corrupted, the game is basically saying "this guy needs karma to bite him"
And you running around the world while corrupted is you not working back your karma to neutral.
If consentual PvP is fine for non-corrupted, why is it not fine for corrupted? It's not a crime. It's not griefing. It's your everyday AoC thing.
If cutting down trees is fine for non-corrupted, why is it also fine for corrupted? Indeed, hence Bounty Hunters. Non-Combatants have no business here, and the usual rules should apply.
Let's go with JustVine's language.
You have plenty of opportunity to not be a target. Why are you complaining that you are a target, when you're choosing to be one?
What’s your perspective on repeatedly killing a player that shows no interest in PvP?
If you don't want to be an objective to all possible participants have you considered.... only fighting people who only fight back so you don't get flagged? You know you don't need to kos anyone near by right? Your problem seems to be rooted in the fact that you don't understand that becoming a participant in objective based PvP is completely optional. I doubt IS will change corruption in the way you desire because of this.
Corrupted being a target is not the issue. In fact, Corrupted SHOULD be a target because they committed a crime and you can get their gear piece should you manage to kill them. The issue is with ADDITIONAL, nonsensical, uncalled for, penalty for Corrupted's non-criminal action of defending themselves.
Somebody who kills innocent players is a griefer and the corruption system is in place for those. Somebody you don't like, a player from an enemy guild, somebody who verbally harasses you/trolls you, somebody whose loot I want, somebody who's contesting the resources in the area - killing any of those, while a crime, is not griefing. You have to understand that not everybody who ever goes Corrupted is a toxic PvP griefer that deserves the worst punishment possible, increasing that punishment for doing literally anything, if possible.
I'm corrupted, I have a death penalty. Come and kill me, and potentially loot my gear piece. But don't punish me for merely defending myself and winning, as that's not something that only Corrupted would do, it's a simple and completely accepted action in AoC (yet isn't if you're corrupted, somehow).
I have already addressed your "corrupted is bad, so their punishment doesn't need logic". Please refrain from posting if all you have to say is "don't become corrupted".
I think where we disagree is that:
you think it's ok for a criminal to kill in self-defence.
whereas I think it's only ok for an innocent to kill in self-defence.
I also don't think you understand this properly:
The bounty hunters aren't the only police in this game.
The entire server turns against you the moment you go red - bounty hunters just specialize in it and get bonuses for doing it.
EDIT: this is also a massive cop-out from your sense of justice.
You killed a green - so who has the biggest burden of revenge? Greens or bounty hunters?
Of course greens should have their revenge.
Oh, so it's not that you disagree with the premise of a Red in Ashes, it's that you disagree that killing others that constitutes a crime shouldn't make one Red, and therefore be subject to the consequences of being a Red ... got it.
No, if you kill someone who doesn't fight back, you should become red, even if you did that not for griefing purposes. Never argued about that, so not sure where you're coming from. You just shouldn't gain additional corruption for fighting back and winning, just as is the case when you fight back as non-corrupted. You already have the death penalty of being corrupted, performing an action that is otherwise legal should not make you more of a criminal than you already are, like cutting down trees doesn't make you more of a criminal.
I'll 'apologize' that I basically went 'so just don't volunteer for the objective' but I figured you would have already thought of the above and went 'I don't like that'.
I didnt say that btw
Intrepid could very well do that - is that what you'd prefer? I thought you'd be happy that at least you get to have a cat-and-mouse relationship with bounty hunters - if you'd rather have an authoritarian relationship to them feel free to push for it.
Greens never consented, bounty hunters know what they're signing up for.
Greens consented the moment they attacked a Corrupted player. We're not talking about Corrupted continuously killing Greens that don't fight back here.
Please listen
This is what everyone is trying to tell you: while red you are ALWAYS considered an aggressor.
If you don't want to be attacked, work off your red.
Right, but without the threat of more corruption you WON'T feel compelled to run which I perceive is key part of the objective based PvP involved You will almost always want to fight in cases where the numbers won't overwhelm you in the change you propose. You running is part of the green's challenge in clearing you, the objective and part of what having a well bred mount is going to be vital for.
Additionally the threat of corruption snowballing, is part of what I perceive as part of what makes going red an effective enough threat in the first place to make it a rarer activity.
This is you:
"I killed a green non-consentually. I want to keep my redness"
"Greens shouldn't kill me because I don't consent. I killed him 5 minutes ago. He should get over it."
No.
I think the main objective is going be for the bounty hunters, which don't give you additional corruption. Greens should have no business here, and leave the job to BHs. Yet the fact that the corrupted might hesitate to defend themselves and gain additional corruption, may compell non-combatants to attack, which is just bad system design in my opinion.
You BROKE consent by killing a green.
You CANNOT uphold it after you JUST BROKE IT. Karma demands your blood as payment.