Asgerr wrote: » So it's tribalism if one disagrees that a change should be made to the game that directly derails it from its original premise. Cool. Good to hear it.
People will already be fragmente. People are already making plans of spending their entire game being artisans. That's not going to be same experience as those who play mainly PvE raiding, or who open world and instance PvP.
So when does accepting that the smallest section of the total map is going to be autoflagging for PvP, become the toxic approach?
Asgerr wrote: » NaughtyBrute wrote: » @Asgerr This thread was not about if this change was good or bad. There is another thread for that. You are clearly trying to turn the conversation to what you feel comfortable discussing. So, let me say this because you might have missed it.. As a PvPer, I like this change. Is it clear? The discussion is not about that. It's a about the reasoning given by Steven for this change and more specifically, how the corruption system is now presented as not conforming with the risk-vs-reward philosophy. The reason is that they would otherwise need to extend the range of a coastal Node's area of influence across a much larger portion of the world than any other type of node. With this change you limit that insane amount of resources and XP a larger surfaced node would gain by virtue of sitting on the coast. The risk vs reward exists: Risks: You invest time, money possible Guild specs in a ship and it can be destroyed When you die you lose materials (though fewer now) If your ship is destroyed you then have to swim to the coast and can be attacked by mobs Rewards: You get to PvP to your heart's content You gain the materials of the opponent as normal You may even gain bigger treasures from the special NPCs which Steven mentioned. Seems balanced to me.
NaughtyBrute wrote: » @Asgerr This thread was not about if this change was good or bad. There is another thread for that. You are clearly trying to turn the conversation to what you feel comfortable discussing. So, let me say this because you might have missed it.. As a PvPer, I like this change. Is it clear? The discussion is not about that. It's a about the reasoning given by Steven for this change and more specifically, how the corruption system is now presented as not conforming with the risk-vs-reward philosophy.
Asgerr wrote: » You play FFXIV. Do you thrown the game away because there's PvP?
Asgerr wrote: » You've played WoW I believe, did you throw the game away because some areas were free PvP between Horde and Alliance?
Asgerr wrote: » Or do those games have enough other content where you don't care what that small subset of PvP does?
Asgerr wrote: » And yes I get that it's the auto-consent. But how is going into a watery wasteland that auto-consents to PvP, any different than consenting to PvP in any any other instance?
Asgerr wrote: » Despite some NPCs, there, there is nothing to do at sea. All of the exploration worthy content will be within the Node's ZOI. Which accounts for a large portion of the seas anyway.
Asgerr wrote: » That's what I'm saying, not that "auto-consent PvP is all good and you're bad for not liking it", it's that you're dismissing 80% of a world, for a 20% of content which in all likelihood you weren't even going to play.
XiraelAcaron wrote: » Asgerr wrote: » NaughtyBrute wrote: » @Asgerr This thread was not about if this change was good or bad. There is another thread for that. You are clearly trying to turn the conversation to what you feel comfortable discussing. So, let me say this because you might have missed it.. As a PvPer, I like this change. Is it clear? The discussion is not about that. It's a about the reasoning given by Steven for this change and more specifically, how the corruption system is now presented as not conforming with the risk-vs-reward philosophy. The reason is that they would otherwise need to extend the range of a coastal Node's area of influence across a much larger portion of the world than any other type of node. With this change you limit that insane amount of resources and XP a larger surfaced node would gain by virtue of sitting on the coast. The risk vs reward exists: Risks: You invest time, money possible Guild specs in a ship and it can be destroyed When you die you lose materials (though fewer now) If your ship is destroyed you then have to swim to the coast and can be attacked by mobs Rewards: You get to PvP to your heart's content You gain the materials of the opponent as normal You may even gain bigger treasures from the special NPCs which Steven mentioned. Seems balanced to me. Again with the heavy assumptions on your part. Sorry @NaughtyBrute for highjacking the thread. Anyway, for PvE players the first and second reward are not interesting. They dont want to PvP and they harvest their own mats. You see where the imbalance lies here?
hleV wrote: » I might be wrong, but wasn't the Corruption system put in place to fight off griefing? The Risk vs Reward is still there: you have a risk of PvP, you get reward for enduring. Now Open Sea seems like an activity that is past the point of a PvE player getting griefed while he's leveling, no?
Voxtrium wrote: » @Dygz Without using corruption can you make up a system that you would find enjoyable to participate in open world auto flagging PVP? Examples being like safe corridors provided by NPCs that allow safe passage between each landmass but only encompass a very small area so as to leave most of the ocean OW PVP. Having any optimal or mandatory content be available within the safe area of a node effectively creating the sole reason to go to sea and thus the auto PVP area to gain gold and no other reason. Either or these or a separate one that could appeal to you?
Asgerr wrote: » All ocean exploration is ultimately just sailing to the next piece of land, where ideally there's a node, and therefore no auto-flagging.
Asgerr wrote: » And if you wanna dive for content in the middle of international waters, searching for treasure, then hey, guess what. Pirates are a thing.
NaughtyBrute wrote: » how the corruption system is now presented as not conforming with the risk-vs-reward philosophy.
NaughtyBrute wrote: » @CROW3 I am sure if they wanted to make corruption work in open sea, they would find a way, but I still believe that non-protected PvP in open sea is a good decision.
NaughtyBrute wrote: » This is not a post about if auto-flagging is good or not, or about preference between the two. It is about the corruption system and the logic inconsistency of applying this system. (for transparency, I would prefer the complete removal of this system, but what irks me more is the logic inconsistency) The corruption system was presented as a tool that complies with the risk-vs-reward philosophy. E.g. an attacker risks becoming corrupted if he kills a player that doesn't fight back and the defender risks losing much more loot if he doesn't fight back. Both sides are risking in order to get rewarded. In the open-sea, as Steven mentioned in the stream, the rewards will be grater and the risk needs to be higher. Is the corruption system unable to handle that? If the reward is more valuable, wouldn't that make the attacker more willing to become corrupted and the defender more willing to fight back to minimize his loses? Why is now the corruption system presented as an obstacle to the risk-vs-reward philosophy for open-sea content? In the open-sea now, with the auto-flagging, what is the risk for the attackers? E.g. if let's say 3 ships that are co-operating spot 1 ship, why wouldn't they attack? Where is the risk? How are the bounty hunters affected by this change? Would they be able to hunt corrupted players in the open-sea? Contrary to what Steven said, this change is actually going against the risk-vs-reward philosophy. If you outnumber the enemy, there is no risk in attacking. You cannot treat the corruption system as a helpful tool for land content and as an obstacle for open-sea content.. those things cannot be true at the same time, just because the ground changes! When you need to add exceptions to a system, in order to make the content fun, then maybe that system is not good enough. If it is good enough, use it everywhere.. if it is not, remove it from everywhere! The approach Intrepid is taking makes no sense.
CROW3 wrote: » NaughtyBrute wrote: » @CROW3 I am sure if they wanted to make corruption work in open sea, they would find a way, but I still believe that non-protected PvP in open sea is a good decision. Why only at sea and not on land?
Asgerr wrote: » If you know an area is free PvP, going there is akin to consenting to PvP. Like if you're going into the enclosure of a starving lion, it's consenting to the idea that you might get eaten by it.
Asgerr wrote: » You can absolutely explore it, but there are risks there. Much like in the rest of the world. The difference there is: you lose fewer materials, and have normal death penalties, and the enemy doesn't go corrupt Which would then force a ton of other players to buy ships to even chase them out to sea for their bounties. It'd be a whole mess. Not to count the ways in which you'd need to code the materials dropped to float or sink and having players swim to them etc
Asgerr wrote: » And why are territorial waters not considered open seas? I fail to see where the enclosure is.
Asgerr wrote: » How do you deal with single player games then? Even in those where you can explore you are at risk of being attacked by mobs. Even in MMOs, exploring anywhere means you may have to fight. The difference here is you're fighting a person rather than a sea monster.
NaughtyBrute wrote: » CROW3 wrote: » NaughtyBrute wrote: » @CROW3 I am sure if they wanted to make corruption work in open sea, they would find a way, but I still believe that non-protected PvP in open sea is a good decision. Why only at sea and not on land? As I said earlier, I would prefer if the corruption system is completely removed, or at least have other areas of non-protected PvP, like world bosses, high-level dungeons, etc. But, this was not their design philosophy.. until now at least However, my initial point is not related to this decision.. it is related on the reasoning behind it, since the corruption system was presented now as a hinderance for the risk vs reward philosophy, while before it was presented an compliant. I would much prefer if they said that they decided to have non-protected PvP zones, instead of hiding behind this weird inconsistent logic (at least from my perspective)
Dolyem wrote: » Variety, flavor, it makes sense that an ungoverned area wouldn't have law. Why shouldn't it be done? It makes for a far more interesting world when you sitting on a "safe" piece of land looking out into the ocean knowing you are looking at a far more dangerous world than what you're currently residing in. And it's your choice to enter that dangerous world, or stay in the one with safeguards.