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Fix For Corruption "cheasing/ gaming the system"
Settite
Member
So as it stands now, this is an interaction I imaging happening which would be an issue:
*I kill green to get loot.
*I am now red so I have friends or guild mates kill me so a bounty hunter doesn't kill me and take loot.
*Friend/guildmate gives loot back to me and anything else I may dropped once I'm back green.
*rinse wash and repeat, thus "gaming" the system.
As it stands now I believe this will be an issue. Some people will say, well what if your friend decides not to give back your stuff, however I have a tight knit gaming group and we would be willing do that for each other (not that I'd do it in the first place), however its very within the realm of possibility would I want a resource that I myself can't collect but I see someone else collecting it. Maybe something like mithril ore or something.
The solutions I offer are these:
*friends and guild mates can't reduce your corruption nor take drops from you, however if they kill you then ud still drop drops so if there's a random Joe passing by they could claim it.
*if you delete a player as friend there is a 24 hr cooldown before you can re-add them.
*if you leave a guild there is a 24hr cooldown before you can rejoin it.
(This last option may be a bit much)
*if you're red, no friends or guildmates would show up on your mini and or world map.
These are just some general thoughts. Feedback? I imagine iv missed some things so let's discuss, should your be free to do so.
*I kill green to get loot.
*I am now red so I have friends or guild mates kill me so a bounty hunter doesn't kill me and take loot.
*Friend/guildmate gives loot back to me and anything else I may dropped once I'm back green.
*rinse wash and repeat, thus "gaming" the system.
As it stands now I believe this will be an issue. Some people will say, well what if your friend decides not to give back your stuff, however I have a tight knit gaming group and we would be willing do that for each other (not that I'd do it in the first place), however its very within the realm of possibility would I want a resource that I myself can't collect but I see someone else collecting it. Maybe something like mithril ore or something.
The solutions I offer are these:
*friends and guild mates can't reduce your corruption nor take drops from you, however if they kill you then ud still drop drops so if there's a random Joe passing by they could claim it.
*if you delete a player as friend there is a 24 hr cooldown before you can re-add them.
*if you leave a guild there is a 24hr cooldown before you can rejoin it.
(This last option may be a bit much)
*if you're red, no friends or guildmates would show up on your mini and or world map.
These are just some general thoughts. Feedback? I imagine iv missed some things so let's discuss, should your be free to do so.
1
Comments
iirc, this is part of intended gameplay.
Being killed by your friend still punishes you with exp debt - but yes, you get to keep the loot.
Doesn't work as the game can't determine who your friend is, unless you are dumb enough to be friends or in a guild with them.
Doesn't matter as you have no incentive to share it with them in the first place.
Doesnt matter either with voice - com
But yes, I completely support the suggestion of your friends/party/guild/alliance/raid-mates not being able to even attack you when you're red. This would also match the flagging rules for that kind of interaction
I'd argue xp debt would mean nothing If your max level since it's already been stated that you can't b deleveled because of it. I'm fine with it if is left this way, however it will suck for gatherers since they will become the main targets in my opinion.
"Experience debt" is just the name of a debuff.
That debuff lowers your mana and HP, your skills and stats, your proficiency with the gear you are using, and lowers the droprate of mobs you kill.
That is the real penalty. The experience part of that is simply the mechanism by which you remove this debuff.
I believe the other penalties would be xp debt and gear degradation. (Correct me if I'm wrong. ) at max level the xp won't matter since you can't be deleveled and if your taking something that's worth it when killing another then you may just make more than the cost of repairs. Though depending on how much gear degradation you suffer upon death, it could be enough of a deterant.
Oo gotya gotya, though it's only a true penalty if you have to endure it for long so I still hope they prevent friends/guildmates from lowering your corruption.
In other words, if you have a group of friends - make them help you remove your corruption through mob grind rather than just kill you.
That'd be reasonable. I suppose I'm not the biggest fan of just dying to rid yourself of corruption. I like the idea of questing to get rid of it, or even having a timer aswell that only ticks down when you're not in a safe place.
Look at this in the context of PvE.
Dying to a boss once and losing a significant amount of your strength won't work if you want to have challenging pve content in the game
@NiKr
And as I see it, it would also work well as a "world boss contestant filter". Say you have a super strong boss and several guilds who want to farm it. And those guilds decide not to partake in wars against each other. Outside of the obvious "fuck up their farm by just being present to trigger the anti-zerg mechanics" action, the first farmers wiping and "deleveling" would give some time to the other groups to attempt the boss, while the og raid levels back up. And those who manage to farm the boss first would really deserve the loot.
Alternatively you could have a religious buff that gives you a "buffer" of some %s when you go out farming shit. And if you go corrupt - the buff goes away, which would lead to you immediately deleveling in case of death. And this kind of mechanic would be reminiscent of holy crusades (well, outside of the obvious slaughtering of countless peoples during said crusades ).
I believe you missed some important points:
In any case, I believe that ways to "game" the system will be found and it'll need be balanced/fixed, I think it's very likely that they'll heavily increase the gear degradation for being killed as a red.
How about adding in, you can't trade with the person that killed you, you killed for x amount of time? Of course, people could just get a 3rd player to help them. Then have a reduced time on when the dropped items can be traded. But that could also be a pain, for all the people, not trying to exploit