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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
PvP players ideas: "Getting the same CORRUPTION for hitting a player as finishing him (killing)"
Lineager
Member, Alpha One, Alpha Two, Early Alpha Two
As a player of Lineage 2 and many other PvP games and a supporter of open world PvP, I have an idea how to overcome the system of cunning (tricky) killing of players. When you deal damage to 95% of a player's health and another player finishes him (last hit) and gets corruption. It is necessary to make sure that everyone who inflicted damage on the player receives the same corruption as the player who finished (killed) the player.
Edited: To bring clarity to the thread. If you decide PK players, then this is your choice and it's great, part of the game, interesting content - we love it . But still, in AoC, as well like in L2, PK carries corruption (karma in L2) and, in my opinion, it should be given not only to the finishers (last hit which kills), but also to those who help him - through hitting PK's target. So that the accomplices would also be punished - accomplices in murder.
It can be same corruption like a last hit-giver (finisher) or something, like, last hit-giver (finisher) gets 1k corruption , who helped him to kill gets 500 corruption and etc.
Edited: To bring clarity to the thread. If you decide PK players, then this is your choice and it's great, part of the game, interesting content - we love it . But still, in AoC, as well like in L2, PK carries corruption (karma in L2) and, in my opinion, it should be given not only to the finishers (last hit which kills), but also to those who help him - through hitting PK's target. So that the accomplices would also be punished - accomplices in murder.
It can be same corruption like a last hit-giver (finisher) or something, like, last hit-giver (finisher) gets 1k corruption , who helped him to kill gets 500 corruption and etc.
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PKing someone implies that they didn't fight back, so the attacker had 0 problems with killing their victim. Why would their group help him do the PKing if the victim didn't fight back in the first place.
Parties will just have designated killers who will get no help, but will get all the corruption. This is already the plan for quite a few people on the forum.
Because it will be possible to abuse the PK system. Where all corruption is to be collected by one person, the rest will be clear.
I understand what you mean, but there will be situations where players will kick people out of the monster-spots and stay clean.
Why would I do this? What about XP debt, stat dampening, bounty hunters seeing me on the map, chances of losing gear.
Edited: To bring clarity to the thread. If you decide PK players, then this is your choice and it's great, part of the game, interesting content - we love it . But still, in AoC, as well like in L2, PK carries corruption (karma in L2) and, in my opinion, it should be given not only to the finishers (last hit which kills), but also to those who help him - through hitting PK's target. So that the accomplices would also be punished - accomplices in murder.
It can be same corruption like a last hit-giver (finisher) or something, like, last hit-giver (finisher) gets 1k corruption , who helped him to kill gets 500 corruption and etc.
also, organized parties will have a designated pker, usually the tank. and implementing this "solution" simply means the tank leaves the party, kills the other dude, then rejoins.
its a bad solution
I see no reason to get corruption after you left the gatherer and somebody comes and kills him.
Yeah, it's possible, as I said he can get also part of the corruption, like half of corruption gets a PK. Or as you said it could be applied to the PK's helper, later when he get PK status. Good idea.
Well, just being grouped wouldn't matter, but if you healed the attacker, or damaged the non-combatant you should probably be an accomplice.
But if we gonna have corruption, then there's this:
- only the people who agreed in such attack should get corruption, even healers and buffers.
You have to suffer the consequences for being in a group that has people willing to do things that you didn't agree with.
If you are buffing and healing one ganker, then the ganker wins the fight and only he gets corrupted it's VERY ODD gamewise to say the least... this would make people extremely mad.
This will become just like in those MMOs with people aggroing mobs and then running away and making the mobs switch to and kill the players from the other guild.
Corruption is a bad idea, people people fight freely.
The more rules you make the more rules you have to make on top of it.
id only heal the attacker if the defender hit him...that means he would go purple as well .-.
just fight them..and you can have ppl with trash gear going red. tanks n stuff. theres many ways but i dont wanna help ppl figure this out ahah.
the corruption system needs to exist, or you would remove all the risk, it would go against the design philosophy
Whether to give the party corruption or not takes this thread even deeper.
In my opinion, "Damage dealers" as a Healers need to be given a certain amount of corruption - same or not.
I don't know if it's been mentioned yet, but what if I don't want to kill someone but just interrupt what they are doing? So I damage the other player so that he interrupts what he is doing (but without intention to kill him) and stop damaging him when he interrupts his activity or before he dies.
If now another random player comes along and kills him I would get corruption according to your suggestion without wanting to kill the player...
I don't know... I see the problem you describe, but the solution is not perfect.
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That's why I like when attacker (not killer) gets some part of corruption, not the same. But btw, if we compare to real life, when accomplice get some punishment, but not the same, like a killer.
you cant respawn in real life
sys ur religion.
And what would be the timer for buffers too? Would it be just a "if there's even a single one of your buffs on the killer - you will also get corruption, no matter if that buff has 30 minutes duration and you didn't even know that the killer did the PK"? Cause that sounds like shit design. And depending on buffer design, there could be a chance that buffers will be able to sell their buffs to people and this mechanic would then be abused in order to kill the buffers and loot them.
No, it really doesn't. And you saying that doesn't make it so. Whether you need help or not is missing the point completely. It's possible and it happens. This also serves a dual purpose for people like yourself that like to get around corruption by CCing or reducing people to low health while their fighting mobs and getting the mobs to do the finishing blow. Convenient you left that part out of your argument.
That would be determined by the amount of buffs and the strength of their benefits. It would have to be tested like a lot of things. Long term buffs tend to be weaker so that wouldn't contribute much. The more buffs, the more corruption builds. Same as damage, same as anything. And your last sentence is so absurd I feel no need to debate it.
This would kinda make sense considering that Steven made that "abuse" of the system easier by having nameplate decay indicate how much dmg the target has received. In L2 you had 0 info about that so it was truly difficult to avoid corruption (though not impossible). Ashes will also supposedly have 30sec+ ttk, so it's gonna be EVEN EASIER to avoid getting corruption on people how're attacked by mobs.
I'm sure people will complain about this "abuse" during testing. In L2 you had buffers that could buff a target for 20 minutes. They would stand near a teleporter and sell their buffs for solo players. Made quite a lot of money by doing that. If Ashes has long-lasting buffs like that, I could definitely see how buffers might stand at the entrance of a dungeon and sell their services to any small groups or solo players.
That's what I said.
ok lets say you are a healer or buffer and your doing your own thing, then someone comes to you and asks you for heals or buffs. they say hey ill pay you 1000 gold for heals or buffs. you take the money and heal or buff them, then 2 seconds later they go and murder someone nearby because they didnt like him or it was a kos. is it fair that you get corruption?
another example. you are leveling with your party and you see another party coming. you know they will pvp you for the spot (because youve played these type of games before and you developed a sense of awareness and know when someone will attack you before they do it) then you decide to strike first and focus fire kill their healer before the go purple. is it fair that everybody in your party gets corruption? now ur all red, you cant cc the other party, but u can be cced, and you get your stats dampened. the strategic decision you made, while having a risk, would give u an advantage and ultimately the reward of winning the fight. but now u gonna lose a 7 vs 8 and ur whole party will be gearless. even if you win the 8vs7, everybody will have corruption x8 instead of just maybe 1 or 2 players. probably pretty hard to cleanse all that before they come back and kill you, or someone else shows up and kills you.
another example. lets say you are trying to find someone willing to pvp, then you see a guy and hit him once. you realize he doesnt wanna pvp and then you leave. 2 seconds later he dies to a mob cuz he messed up, maybe overpulled or whatever the reason. is it fair that you get corruption?