Dygz wrote: » Steven said that the Open Seas have unique NPCs and unique treasure-finding opportunities and... with greater rewards comes greater risk. But, for PvPers, it's reduced risk: It's half the normal death penalties, inlcuding half normal dropped mats/resources. And no risk of gaining Corruption. Increased chance of PvP combat is a boon for PvPers; not a bane, so... It's not really a risk v reward thing. It's really just: with greater rewards comes more PvP combat.
Dygz wrote: » International waters answers why there's no Corruption, I suppose, but... What does international waters have to do with why it's half normal death penalties there??
Rando88 wrote: » Dygz wrote: » Steven said that the Open Seas have unique NPCs and unique treasure-finding opportunities and... with greater rewards comes greater risk. But, for PvPers, it's reduced risk: It's half the normal death penalties, inlcuding half normal dropped mats/resources. And no risk of gaining Corruption. Increased chance of PvP combat is a boon for PvPers; not a bane, so... It's not really a risk v reward thing. It's really just: with greater rewards comes more PvP combat. No it's more risk, you can be attacked at any time. Just because someone likes pvp doesn't mean it's less risk. Dygz wrote: » International waters answers why there's no Corruption, I suppose, but... What does international waters have to do with why it's half normal death penalties there?? Because everyone is a combatant and when you are a combatant that's the death penalty just like on land. Why would you want to change the system even more? That's the only change really, everyone is purple in the open ocean right? As for why the change, i guess so we can have pirates be a thing. I think it makes sense for the open ocean to be kind of lawless.
mcstackerson wrote: » Dygz wrote: » Time is an investment, maybe, but not a risk - especially when there is no risk of Corruption and death penalties are cut in half. Corruption isn't a risk unless you choose to take it. If the death penalty being reduce on the ocean is an issue then let's raise it, maybe it could be higher than it is on land.
Dygz wrote: » Time is an investment, maybe, but not a risk - especially when there is no risk of Corruption and death penalties are cut in half.
Dolyem wrote: » Didn't we discuss this several times in the other open sea pvp thread?
Iandriel wrote: » Dolyem wrote: » Didn't we discuss this several times in the other open sea pvp thread? I apologize if this has already been answered. I just had a specific question.
Dygz wrote: » Doesn’t seem to be. And I might circumvent that - if I were going to play - by using an aquatic mount to explore the Open Seas, rather than a ship.
Azherae wrote: » Rando88 wrote: » Dygz wrote: » Steven said that the Open Seas have unique NPCs and unique treasure-finding opportunities and... with greater rewards comes greater risk. But, for PvPers, it's reduced risk: It's half the normal death penalties, inlcuding half normal dropped mats/resources. And no risk of gaining Corruption. Increased chance of PvP combat is a boon for PvPers; not a bane, so... It's not really a risk v reward thing. It's really just: with greater rewards comes more PvP combat. No it's more risk, you can be attacked at any time. Just because someone likes pvp doesn't mean it's less risk. Dygz wrote: » International waters answers why there's no Corruption, I suppose, but... What does international waters have to do with why it's half normal death penalties there?? Because everyone is a combatant and when you are a combatant that's the death penalty just like on land. Why would you want to change the system even more? That's the only change really, everyone is purple in the open ocean right? As for why the change, i guess so we can have pirates be a thing. I think it makes sense for the open ocean to be kind of lawless. You could be attacked at any time before. The 'defender' was in the same situation on land. The only 'power' you had on land was 'the option to give Corruption instead at the cost of materials'.
Rando88 wrote: » Azherae wrote: » Rando88 wrote: » Dygz wrote: » Steven said that the Open Seas have unique NPCs and unique treasure-finding opportunities and... with greater rewards comes greater risk. But, for PvPers, it's reduced risk: It's half the normal death penalties, inlcuding half normal dropped mats/resources. And no risk of gaining Corruption. Increased chance of PvP combat is a boon for PvPers; not a bane, so... It's not really a risk v reward thing. It's really just: with greater rewards comes more PvP combat. No it's more risk, you can be attacked at any time. Just because someone likes pvp doesn't mean it's less risk. Dygz wrote: » International waters answers why there's no Corruption, I suppose, but... What does international waters have to do with why it's half normal death penalties there?? Because everyone is a combatant and when you are a combatant that's the death penalty just like on land. Why would you want to change the system even more? That's the only change really, everyone is purple in the open ocean right? As for why the change, i guess so we can have pirates be a thing. I think it makes sense for the open ocean to be kind of lawless. You could be attacked at any time before. The 'defender' was in the same situation on land. The only 'power' you had on land was 'the option to give Corruption instead at the cost of materials'. Yea, but the protections are gone. You CAN be attacked on land, but you can be a noncombatant on land which offers you some sort of protection because you won't seem worth killing. If you do you will be considered a murderer and bounty hunters will go after you. Doesn't happen in the sea.
Mag7spy wrote: » You are missing the point when you are talking about punishments in the term with corruption and law. You are fully aware that the punishment is extremely high as well, which means a punishment on your character out weighs any possible benefit of attacking people.
Mag7spy wrote: » You are stating the obvious there is a dangerous level of risk because the punishment flags them and ensures they can't go to towns and are a target for everyone. All while ignoring or down playing the level of risk when it is open flagged pvp.
Mag7spy wrote: » If people aren't flagging and fighting there is less overall risk because of the height of the punishment ensuring constant pvp doesn't go on between people like that.
Mag7spy wrote: » End of the day you are not trying to defend the corruption system, you are simply trying to push towards PVE content on the sea so you don't get attacked. Yet none of you will be honest saying you just want pure pve and not PvX.
JamesSunderland wrote: » In the Open Sea you are constantly under threat of being killed and is a constant kill threat for other people, you can't simple choose to play peacefully and take advantage of the PvE and resources present there, even if the death penalty in the sea is only 50%(We don't know yet) i can easily assure you that you are way more than twice more likely to be killed there. In the Open sea there are no "victims" only killers that kill killers and the killers killed by other killers. If you aren't ready to kill and to be killed the open seas just isn't for you.
Bullvinne wrote: » I for one wish they would just have FFA open world pvp everywhere, remove the corruption/combatant/non-combatant stuff. Just make everyone a "Combatant" and keep the reduced drop rate for gatherables/gold for everyone. My favorite open world pvp experience was the ORIGINAL classic wow, before they added PvP currency/rewards and flying mounts (and ruined open world pvp). You had 1-2 "safe zones" to get use to the game, but by a certain level all game play outside of a town was risky business. You could gank, or be ganked. form a hunting party or call in guildies to take down gankers, etc. No flagging system to get in the way. It was great until Blizzard went and screwed it up.
Azherae wrote: » Bullvinne wrote: » I for one wish they would just have FFA open world pvp everywhere, remove the corruption/combatant/non-combatant stuff. Just make everyone a "Combatant" and keep the reduced drop rate for gatherables/gold for everyone. My favorite open world pvp experience was the ORIGINAL classic wow, before they added PvP currency/rewards and flying mounts (and ruined open world pvp). You had 1-2 "safe zones" to get use to the game, but by a certain level all game play outside of a town was risky business. You could gank, or be ganked. form a hunting party or call in guildies to take down gankers, etc. No flagging system to get in the way. It was great until Blizzard went and screwed it up. Would you say that Pv(P/X) MMOs in general are better when this is the case, in terms of gameplay? Brief explanation of why: This sort of change is the type of 'silent dealbreaker' you get for certain types of game. It's the sort of change where it's not 'degrees' anymore. Before, people who don't like that style were around complaining about the Corruption system because they were thinking 'this won't be harsh enough', but they had a reason to engage and talk. This type of change wouldn't get as much voice. There's no reason to say anything, you just 'conclude the game isn't for you and move on' if you weren't already really committed to playing it. So I'm interested in what the overall gameplay loop advantage you experience, is.