Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
Now that the weekend is over, I see this as a very good idea.
I don't see the rpoblem again... if you think it is efficient to get a small nerf (because low corruption) to steal the boss while close to death, or simply... to avoid the rival guild to get loots, you will do it.
I honestly don't understand people fearing so much getting corrupt, of they "don't farm it" ... already considering that killing few people will nerf them to the ground. . .
On other side there are topics saying there will be way to limit the corruption death penalty (the real problem being there).
You say it increase risk to allow free PvP on boss : sure, but for the team who pulls boss, for the team "ganking" it is less risk, and for both, rewards remain same.
NPC / PC = Gold^2 / Karma
I severely doubt that. The only way to clear corruption without death is via pve.
nobody bitching, the title is "what about" with a question mark at the end, it's called suggesting
and discussing something.
I personally don't see the point of having corruption in highly competitive legendary world bosses, I don't fear it nor will it prevent large guilds to dominate and roll over small groups - I only see it as a stepping stone
and tbh if anyone think it will help smaller groups, or solo players, or it will prevent/deter PK from zergs or do Anything else rather than being an annoyance during the content.. i think they have unrealistic expectations about the game
What does that have to do with abilities being the same?
It’s designed to prevent this in excess. This is the function of corruption that we’ll be testing and assisting the devs to appropriately calibrate during A2.
So, I guess we’ll see how far those knobs are turned as it’s built, but I’m hoping you’re going to be part of that testing as well.
The broader the audience, the better it will be.
Corruption dampens Adventurer abilities - combat abilities. It does not dampen Artisan abilities.
Stats are "PvX" just as gear is "PvX".
I got no idea how exactly it's supposed to work, but that's what they've said.
"The more skill and stat dampening applies (lower health and mana, lower gear proficiency), until the corrupt player ultimately becomes ineffective at combat.[8][17][18] This dampening only affects PvP combat.[19]"
You aren't being invited in to the group or raid of the side you are joining.
If you are a solo player and you come across a boss that has an AoE or some such, you aren't going to fare well. You still need to be in an organized raid that knows what they are doing to have any chance of just staying alive, let alone being useful.
It would perhaps be fair to only allow raids of 16 or more players (any less than that and you shouldn't stand a chance of survival) to join a side so that individual players do not get the wrong idea.
As to the spawn time, my assumption is that top end players will be able to get most of the way around the world in 45 minutes (if I were running a guild with this system, we would all be near the middle of the map, by the coast, with our fastest ships summoned). This gives guilds that are based closer to the encounter spawn a small head start, but it shouldn't be one that is not insurmountable.
If it turns out that half an hour isn't long enough, just increase the time. It's an MMO, we have patches every week for small changes like this.
As to the drama, the entire point of it is to kind of increase this a little.
In my experience of contested content in both Archeage and EQ2, drama around bosses is only ever a good thing if multiple guilds are getting kills. In situations where only one guild gets the kill, the other guilds stop showing up (and generally leave the game, in my experience).
The way bosses are set up in most games, the more of them you kill, the more of them you are likely to continue to kill - as you have better gear to be better able to take on the PvP that will be thrown at you. You are also in a better position to form alliances with other guilds on your server - I mean, if you were running a guild and were approached by a guild that has kill the last 12 boss spawns in a row and one that has killed none, and both ask you for an alliance, with no other detail I know which one I would be talking to first.
The system above "should" have things in a way where it is more likely that different guilds will get boss kills more often - and that is a good thing for literally every player in the game.
Even if one guild found that due to poor RNG they missed out on a reasonable shot at a boss, all that will do is heighten the dram on the next spawn where all guilds have an equal shot - so your concern as to some guilds sometimes missing out isn't actually an inherently bad thing (though again, is easily dealt with via a small patch to increase the notification time if deemed necessary).
Actually, I thought there were going to be "tells" on your character as to how much you were laden and perhaps even with what. Meaning your backpack and equipment visually changed.. remember the discussion, no idea if any movement on it
I found it "battle efficacy for PvP only."
Corruption causes stat and skill dampening that only applies to PvP against non-bounty hunters.
XP debt causes stat and skill dampening that applies across the board.
I could maybe see a 2 boss setup, where, out of potential 12 bosses, half would spawn on the eastern continent and half on the western. And we apply your suggestion of random spawn but to both continents at the same time. And after some period of time we could have the super epic ocean boss spawn. This way you'd give guilds on both continents assured drops and then pit them against each other during the ocean fight. We'd pretty much create a "faction"-based system, but with more internal drama for each "faction" because guilds on either continent can still fight each other for content if they see a benefit in that.
For the general open world PK sure, but i was referring to Legendary world bosses, which has one of the Best rewards in the game... the reward is way to high for corruption to deter any kind of PK whatsoever, it will do nothing besides being annoying, but zergs will 100% dominate and PK other people during that particular content, that's why I don't see the point in having corruption there
ofc you are correct when it comes down to the general open world, completely different case when it comes down to PKing a random gatherer in the open world
If I were running a top end guild in a game with a system like this, I would locate myself centrally, and travel to the spawn as it is announced. I may get there 10 - 15 minutes late, but that shouldn't be an issue.
If I am one step down from that, I may position myself equidistant from three or so spawns on one continent. I know that if the spawn happens on another continent I am not going to have a shot at it, but if it is any of these three, I'm in with a good chance at getting enough damage in before the larger guilds get here so that it is hard for them to get credit (remember, most damage to the boss wins, and since HP isn't restored or replenished, and since the mob doesn't reset, all damage from the time it spawns counts).
Perhaps as an aspect of being a smaller guild, I have made an agreement with a smaller guild on the other continent that we would come to their aide if the spawn is on their continent, and they come to our aide if it is on ours. These guilds will perhaps take 50 - 60 minutes to get to the boss, meaning it has been happening for 20 - 30 minutes by the time they get there, but that additional reinforcement may be what is needed to prevent the top guild that showed up 15 minutes through from getting the kill.
If you are a part of a very large alliance, you could even split your forces up in to three - have one part on each continent centrally located between the spawns there, and have the third part stationed central to the whole map to go to the spawn, likely arriving a little late.
You could also potentially be a smaller guild that knows they have no shot at any of the bosses, but sets up a perimeter around a spawn location, causing issues with others trying to get to that location if that is the boss that shows up (guilds won't want experience debt when taking on bosses).
The thing that all of this will also do is see different guilds showing up to the fight at different times. This means the ebb and flow of the fight will always be in flux.
This makes the fight MUCH more interesting than a fight where the spawn time and location is known, and everyone is there waiting for it - the outcome of these fights is usually known the week before the spawn happens.
I bet ones who like to repeatedly gank low level players find corruption to be an annoyance too.
You COULD still kill everyone and take it all yourself, but you will be corrupted and other guilds will hate you.
this isn't Final Fantasy 14...
I've never played that game. I still like the idea.
How so? This has nothing to do with "more PvP".
No, this offers NO risk for the deviant behavior that the Corruption system was supposed to manage. You can now kill without any risk. So, obviously there should be no reward of this either, right?
This will either change back, or the Corruption system will need to be removed entire because it does not work as they were hoping.
Wrong, I, many others, and most importantly, the game's director disagree with you, the changes bring More PvP which equals to More risk, so we are getting higher rewards because of that.
There is no basis on which to assume this will bring "more PvP"
The only thing we OBJECTIVELY know, is there will be no risk for killing without cause anymore.
The game director can come in here and dispute that if he wants
Because they offered no rationale for this change at all, and in fact it just undermines the idea that the Corruption system as designed works *at all*. By removing it here, it admits that... because the entire reason it exists is to prevent the behavior above whole KEEPING risk/reward in tact.
lol imagine being this entitled... I'm not even gonna bother replying to your nonsense.
a person that says a game removing the punishment system for PK in a zone, doesn't mean we will have more PvP in that zone because theres no basis to assume that.... is already braindead.
I can tell you aren't a pvper, it has everything to do with more PvP. Corruption has everything to do with reducing pvp, the reason for you wanting that is so people won't attack you.