George_Black wrote: » The flagging system was taken from another mmo. Why should they replace an mmos flagging system for your google doc? Anyway.. herehttps://m.youtube.com/watch?v=DeKhbtog_pI That game started in 2003. Nobody complained.
GrandHarfang wrote: » George_Black wrote: » The flagging system was taken from another mmo. Why should they replace an mmos flagging system for your google doc? Anyway.. herehttps://m.youtube.com/watch?v=DeKhbtog_pI That game started in 2003. Nobody complained. A simple and proven concept. Thank you for the link.
tautau wrote: » My first impression is that it adds a lot of complication without giving us any benefit. Could you explain why we care who is the attacker or defender? I agree that your proposed system gives us more information, but I do not see how it is generally Useful information. Since the current PK count already adds punishment to particularly bad/red players, how does your calculations of how much corruption to assign improve upon the current system? Thanks, TT
Strevi wrote: » First thing: the fact that you even asked about the possibility if players should flag themselves as combatants show that you want a New World style game, more a PvE game than a PvP. It should be clear that such a mechanic would make the game PvE but somehow many fail to understand why or pretend to not understand. So you should get no support for such "improvements". Anyway, here are my comments: "Attack ratio" should be called "defense ratio" because increases when defense is higher. Or because it tries to influence the corruption change, could be called corruption factor (then better invert it, to be attack/defense so that you can multiply) But I understand that the intention is to enhance the punishment of attackers and reduce the punishment of defenders. And to give a high corruption to those who just help others to die being killed by NPCs. The table about the attack and defense points don't describe the red vs others interaction (including vs bounty hunters). A clear statement about when the points reset is missing. Or how they decrease? Do they decrease at all? The weakness of the system is that punishes attackers. Some players might attack first because they see the opponent coming to loot them. You can be a lone gatherer and you see another player running and suddenly changing direction straight toward you. Why wait to be attacked first? Also the wiki states that corruption will increase gradually. The game wants to allow ganking but not repeated ganking, like killing 10 players or one player over and over repeatedly. The game will have factors but will consider the level difference between them rather than counting how many times a player attacked another one.
George_Black wrote: » The flagging system was taken from another mmo. Why should they replace an mmos flagging system for your google doc? .
George_Black wrote: » GrandHarfang wrote: » George_Black wrote: » The flagging system was taken from another mmo. Why should they replace an mmos flagging system for your google doc? Anyway.. herehttps://m.youtube.com/watch?v=DeKhbtog_pI That game started in 2003. Nobody complained. A simple and proven concept. Thank you for the link. No worries. Make sure to use it if you chance upon some stubborn people with persistent personal concepts.
FuryBladeborne wrote: » @Jahad It looks like your system will make it so that players who do not kill non combatants very often will suffer less corruption if they need to kill a non combatant while the punishment for being corrupted can be higher than it is presently. I think this will result in players gaming the system. That is, players will look for fights in which they can be counted as defender; and, once they have enough points as a defender they get a greatly reduced penalty for killing one non combatant of their choice. IMO, I don't think we need to reduce penalties for killing a player that does not fight. I also don't think we need to increase corrupted penalties at this point. They seem quite harsh compared to other MMOs and we haven't even tested the current system yet.
Jahad wrote: » The Problem with the LIneage 2 System is that i have to stand still and let me get killed if i want the other player gets punished. If i drop nothing, thats fine. LIke in Lineage 2 classic, as far as i know. But if i farmed for an hour and might lose (whatever number) of my hard earned stuff, i wont stand still. I will do everythng i can to attack and escape. So i get pvp flagged and if he kills me he even gets a reward for doing so.
SongRune wrote: » Not a few PvPers on these forums over time have indicated that corruption wouldn't be a meaningful deterrent to them.
Jahad wrote: » tautau wrote: » My first impression is that it adds a lot of complication without giving us any benefit. Could you explain why we care who is the attacker or defender? I agree that your proposed system gives us more information, but I do not see how it is generally Useful information. Since the current PK count already adds punishment to particularly bad/red players, how does your calculations of how much corruption to assign improve upon the current system? Thanks, TT The question is who gets corrupted? If a 2 man party kills another player does only the killer get corruption or both ?
SongRune wrote: » Would you prefer hard on/off flagging? If not, why not?