Liniker wrote: » I feel like similar to the open seas, this would help to protect the PvErs in the game, by alleviating the need for gankers to PK random people, since now they have the oceans and they would also have the open world bosses areas to PK, and this would make the content even more challenging, and reducing the number of people that have access to Legendary gear, making it actually Legendary and not the "endgame" set that every guild can obtain.
Liniker wrote: » it's not meant to be a mechanic to use to wipe out other groups during a boss fight.
Dygz wrote: » It's all the same ability.
Neurath wrote: » I was under the impression corruption doesn't affect pve ability, only pvp ability. Not sure what all the bitching is about.
Neurath wrote: » I severely doubt that. The only way to clear corruption without death is via pve.
Dygz wrote: » Gaining xp slowly reduces Corruption score. What does that have to do with abilities being the same?
Liniker wrote: » 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
NiKr wrote: » Dygz wrote: » Gaining xp slowly reduces Corruption score. What does that have to do with abilities being the same? I think he meant overall ability to do that content. Being severely red will dampen your pvp stats, while your pve ones won't be touched. I think that's what Neurath was talking about.
Dygz wrote: » I still don't understand what that is supposed to mean. Corruption dampens Adventurer abilities - combat abilities. It does not dampen Artisan abilities. Stats are "PvX" just as gear is "PvX".
NiKr wrote: » Noaani wrote: » The reason I would want all world bosses to be like this (with a one per week spawn regime) is because it will build tension and drama over time. Different guilds and alliances will make agreements to join up for world bosses in order to dislodge the top tier guilds - and while these alliances will be system based, they will also be very temporary. My main doubt with this kind of system would be, in fact, the drama part. If everyone's alerted and "invited" to these bosses and can then sign up to sides - it'd be similar to LFRs and the stuff like that
Noaani wrote: » The reason I would want all world bosses to be like this (with a one per week spawn regime) is because it will build tension and drama over time. Different guilds and alliances will make agreements to join up for world bosses in order to dislodge the top tier guilds - and while these alliances will be system based, they will also be very temporary.
Strevi wrote: » Liniker wrote: » Strevi wrote: » I agree with legendary materials to drop from legendary world bosses but not with legendary gear. Let people who are crafters to have their place in the game too. At least let the gear be rare and materials more frequent. As a crafter I don't care who kills the boss really. but you need to remember that crafters don't gather the legendary mats, that is the job of master gatherers, crafters use the mats after they get gathered and processed That's fine. Then master gatherers will be in the middle of the action too. I thought the unprocessed things are called resources and after are processed are called materials. Liniker wrote: » the corruption system is amazing but it should be used only for it's intended purpose: deter ganking and PKing in the open world where there is nothing to gain, I don't know how anyone can tell if there is something to gain or not. If I run between nodes as a high skilled crafter, they cannot tell if I am loaded with Tier 4 materials or not, right? They have to attack me and see what drops. That is part of the game but I will not take often the risk to do that run, if I can pay others to do the job for me.
Liniker wrote: » Strevi wrote: » I agree with legendary materials to drop from legendary world bosses but not with legendary gear. Let people who are crafters to have their place in the game too. At least let the gear be rare and materials more frequent. As a crafter I don't care who kills the boss really. but you need to remember that crafters don't gather the legendary mats, that is the job of master gatherers, crafters use the mats after they get gathered and processed
Strevi wrote: » I agree with legendary materials to drop from legendary world bosses but not with legendary gear. Let people who are crafters to have their place in the game too. At least let the gear be rare and materials more frequent. As a crafter I don't care who kills the boss really.
Liniker wrote: » the corruption system is amazing but it should be used only for it's intended purpose: deter ganking and PKing in the open world where there is nothing to gain,
Dygz wrote: » Yes. Corruption does not only dampen the PvP part as far as I know. I found it "battle efficacy for PvP only."
Noaani wrote: » Not really. 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.
Noaani wrote: » 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).
CROW3 wrote: » 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.
NiKr wrote: » These two things seem to contradict each other though. You either have a fully random spawner with short notice so that more guilds have higher chances to be the ones to get the boss, or you have a longer notice and have the big guild always win because they can dominate anyone smaller w/o too many problems.