worddog wrote: » If choosing to make your attacker corrupted costs you 2x the resources you would normally drop on death, than the amount of resources gatherers will collect will reflect the severity of the corruption status.
worddog wrote: » If corruption is difficult to remove and brings great risk to the corrupted player, than gatherers will be more willing to make longer trips and collect more resources on each trip.
worddog wrote: » If choosing to make your attacker corrupted costs you 2x the resources you would normally drop on death, than the amount of resources gatherers will collect will reflect the severity of the corruption status. If corruption is easily removed and not that big of a deal, than gatherers will make shorter trips and carry less resources between runs. If corruption is difficult to remove and brings great risk to the corrupted player, than gatherers will be more willing to make longer trips and collect more resources on each trip. From a PvPer and Gatherer perspective, a harsher corruption system seems to be a win-win. More risk and more reward is what both types of players want. I'm okay with losing a bunch of resources if I know my attacker will be a known target among the community because of it. But if I die and no one cares than the whole thing feels pointless.