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Make Gathering Griefers Auto-Flag

2

Comments

  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    George is like my philosophical soul mate, generally lol. So don't bite my head off George. But I'm seeing it from Goalid's perspective a little more at the moment.

    If they're going to create this land management system, that can kinda be used offensively by enemy guilds, enemy nodes, and this is the key part, unguilded and un-noded players, you need a way to fight back against it. If your only recourse is corruption system killing, especially against the unguilded and un-noded, that doesn't seem tenable to me. Maybe I'm missing something though.

    I may be misreading some of what Steven said, but my impression coming away from this stream is that the corruption system is going to be harsh...hella harsh. Even if it ends up being on the more lenient side (fat chance) how would you be able to keep constantly defending your resources against unguilded and un-noded players? It's like built in karma bombing. What am I missing?
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited October 2022
    Okeydoke wrote: »
    George is like my philosophical soul mate, generally lol. So don't bite my head off George. But I'm seeing it from Goalid's perspective a little more at the moment.

    If they're going to create this land management system, that can kinda be used offensively by enemy guilds, enemy nodes, and this is the key part, unguilded and un-noded players, you need a way to fight back against it. If your only recourse is corruption system killing, especially against the unguilded and un-noded, that doesn't seem tenable to me. Maybe I'm missing something though.

    I may be misreading some of what Steven said, but my impression coming away from this stream is that the corruption system is going to be harsh...hella harsh. Even if it ends up being on the more lenient side (fat chance) how would you be able to keep constantly defending your resources against unguilded and un-noded players? It's like built in karma bombing. What am I missing?


    I will take a bit of a roundabout way to land my answer so bear with me. Here it comes.

  • Mopy KingMopy King Member, Alpha Two

    Your decent way is go fight them. You are a node community? Talk to each other. Establish that you PK intruders. Then all together go and burn off the corruption with the sabotouers gone.
    Some of you might act trecherously, and attack your communities heroic PKers. Heal them. Protect them. You will turn purple for healing your Red heroes. The traitors might flag on your healers. Fair game take them out then.

    Wonderful human stories. So much better than npc questing (MQS).


    You dont need the proposal of this topic. You dont need to restrict human behaviour. Create your own red legends. Discover the traitors in your community. Or the enemy gatherers might turn around and pvp anyway.

    Dont you see how wrong it is to create such unnecessary systems?
    Dont you see how many real players stories WONT EVER HAPPEN if you try to control and make the game scripted?

    The thing is I think less interesting player stories will happen without something different for fighting off people purposely over harvesting a node.

    Sure you can PK them and get corruption.. Then that person can just come right back and start gathering. Meanwhile you're off working off your corruption.

    I just don't think PKing those people would be worth it for anybody... would people not just follow suit and overharvest another node on purpose for revenge?

    You can risk losing your gear by fighting people off of the resources on your land, or just go to that persons node and use up the resources there.. And if they're mad about it and kill you they go corrupt. Just sounds like a win/win to the people purposely harvesting scarce resources... and sucks to be the other guys.

    So yeah, I guess we just disagree where good stories would be more likely to be made. Fair enough.
  • LudulluLudullu Member, Alpha Two
    Okeydoke wrote: »
    It's like built in karma bombing. What am I missing?
    Hell, the lvl1 gatherer meme would literally work now, because everyone can just make a quick alt and go chop trees. And ya ain't PKing those bois with your mains. So you'd have to go down the George route of making lvl5 dudes to PK those lvl1 dudes, except your alts will stat dampen to all hell pretty quickly, while the lvl1 gatherers couldn't care less because they can either make more alts or just keep cutting trees on the og alt, if XP debt doesn't influence artisan stuff (which I don't think it does in any way).

    This shit is really starting to seem more and more abusable by the minute.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Hell, the lvl1 gatherer meme would literally work now

    Yeah the lvl 1 gatherer meme would make it all worse, but even that is not required. Max level players, either un guilded, or un-noded can just keep coming back. You lose more killing them every time, going deeper and deeper red.

    And this is all just assuming that the guild war declaration and node war declaration system will be free flowing and pretty unrestricted. If it's not, if it's overly burdensome to declare wars, then even those players will be an issue with this system.

    But assuming those players are not an issue, unguilded and un-noded would still very much so be an issue, no matter their character level. Unless I'm missing something here.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Steven started saying something today and I was about to (--) in my pants, but he didn't deliver the way I wanted it to happen and I was left disappointed.
    He started answering to people that said "other games have used such flagging systems but they werent successful deterrents" and he started giving reasons why the AoC system will work. As soon as he said "combat stats reduction" I was like "not again.. not again... STEVEN!! Just say that people should look at the bigger picture!! Just say that reaching max lv in AoC, or getting competitive gear wont be as ez as people are used in todays mmos!! Just focus on the true strong argument about why ppl wont go red. Not only because of the loss of items, but because these lost items WONT BE EZ TO REPLACE!! Come on.. enough with the stat weakening. Big picture Steven!! Those other mmos that had some flagging system (except L2) had ez lv up, had ez gearing up, had teleports and ez respawns. Big picture Steven!! AoC has many interlinked systems that support each other. All the philosophies combines make it things meaningful, that can't be thrown away just to have some griefing fun for a big, without lasting consequences. That's what happens in the other games that did away with real achievements, and make the gameplay to finish, and relied on lame tasks like "collect this fish by easily cliking the fishing action, then collect the next, fish, oh you have 200 fish, now you are a master angler. Now let's do colors. Now let's do mounts; dont worry about losing, you will easily game the achievement, it's just a matter of time without any other opposing force."
    In AoC people won't risk losing their HARD EARNED GEAR just to pk many random people, or for some lame raw mats percentage. Big picture. Complete picture.

    People should look at the bigger picture. People should somehow start holding on to more information and use that information that has been given over the years IF they want to contribute. People should look at the bigger picture and understand that enemy resource thiefs:
    1 will have to spend time traveling to the victim node through a world with tough open world mobs
    2 people will have to spend hours doing a lame activity, and that requires dedication and organization
    in order to effectively harvest a node critical resources you will need a lot of GOOD gatherers who may not be willing to engage in the ultimate goal of attacking a node which they may not consider as an enemy
    3 will eventually need to spend a lot of time in creating a node siege declaration scroll, and if that's not the goal why even go to such an effort

    It will be hard to achieve all that and coordinate ENOUGH players dedicated to ruin a nodes resources. The numbers of the 'griefers' wont be big. They can be dealt with. Even if such thing destruction happens at this point, it would be something to admire, not code to prevent. It would be such a historic gameplay that defenders would WANT to become a Red hero and become famous, not something that they see as an joyless task. In a few words such an event will be hard to happen in the scale that people are afraid off, and if it does it will make for good gameplay. Most of the times it wont be anything close to what people are afraid of. It will be just 10 or some nabs, trying to grief and they will get PKed in no time and sent home.

    Big picture. Dont sweat the small things.
  • LudulluLudullu Member, Alpha Two
    Okeydoke wrote: »
    Yeah the lvl 1 gatherer meme would make it all worse, but even that is not required. Max level players, either un guilded, or un-noded can just keep coming back. You lose more killing them every time, going deeper and deeper red.

    And this is all just assuming that the guild war declaration and node war declaration system will be free flowing and pretty unrestricted. If it's not, if it's overly burdensome to declare wars, then even those players will be an issue with this system.

    But assuming those players are not an issue, unguilded and un-noded would still very much so be an issue, no matter their character level. Unless I'm missing something here.
    Nah, I ain't getting myself unneeded XP debt on my main, f that. I'm making a lvl1 gatherer (or whichever will be the smallest lvl possible for this trick) and go fuck up some node's resources. EZ

    I sure as hell hope Intrepid has some solutions to this and Steven just forgot to mention those (or I might've missed them? gonna rewatch it later).
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Mopy King wrote: »

    Your decent way is go fight them. You are a node community? Talk to each other. Establish that you PK intruders. Then all together go and burn off the corruption with the sabotouers gone.
    Some of you might act trecherously, and attack your communities heroic PKers. Heal them. Protect them. You will turn purple for healing your Red heroes. The traitors might flag on your healers. Fair game take them out then.

    Wonderful human stories. So much better than npc questing (MQS).


    You dont need the proposal of this topic. You dont need to restrict human behaviour. Create your own red legends. Discover the traitors in your community. Or the enemy gatherers might turn around and pvp anyway.

    Dont you see how wrong it is to create such unnecessary systems?
    Dont you see how many real players stories WONT EVER HAPPEN if you try to control and make the game scripted?

    The thing is I think less interesting player stories will happen without something different for fighting off people purposely over harvesting a node.

    Sure you can PK them and get corruption.. Then that person can just come right back and start gathering. Meanwhile you're off working off your corruption.

    I just don't think PKing those people would be worth it for anybody... would people not just follow suit and overharvest another node on purpose for revenge?

    You can risk losing your gear by fighting people off of the resources on your land, or just go to that persons node and use up the resources there.. And if they're mad about it and kill you they go corrupt. Just sounds like a win/win to the people purposely harvesting scarce resources... and sucks to be the other guys.

    So yeah, I guess we just disagree where good stories would be more likely to be made. Fair enough.

    Ye, not everybody wants to spend all day trying to destroy your precious little node. Get over your self. People have other things to do that chopping down your trees all day long. How much more discussions is this ridiculous topic worth?
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited October 2022
    Look at me wasting all this time... If organized masses of people come to take away your rocks, that means they are in a guild. Declare war on them tree chopping rock stealing guilds and pvp them without PKing. You dont need extra systems, like the other guys has been suggesting "soft flags" and what not. Bye
  • Your decent way is go fight them. You are a node community? Talk to each other. Establish that you PK intruders. Then all together go and burn off the corruption with the sabotouers gone.
    Some of you might act trecherously, and attack your communities heroic PKers. Heal them. Protect them. You will turn purple for healing your Red heroes. The traitors might flag on your healers. Fair game take them out then.

    Wonderful human stories. So much better than npc questing (MQS).


    You dont need the proposal of this topic. You dont need to restrict human behaviour. Create your own red legends. Discover the traitors in your community. Or the enemy gatherers might turn around and pvp anyway.

    Dont you see how wrong it is to create such unnecessary systems?
    Dont you see how many real players stories WONT EVER HAPPEN if you try to control and make the game scripted?

    Yes, people have to come together and work their way over the content.

    Bot aspirant gatheres should be treated as NPCs and killed on sight.

    Everybody should be praising their local hero PK, protecting the woods, the mineral riches and all your node's fauna.
    PvE means: A handful of coins and a bag of boredom.
  • DepravedDepraved Member, Alpha Two
    so big guilds can organize themselves and lock down farming areas and block content from players, but they wont destroy land?

    tbh i dont really care about the land. im just arguing because combat, my favorite thing to do after building my char, was punished by a system and possibly by is, but other players playstyles isnt.

    if you declare war and they dont accept it, can you still kill them without consequences?
  • Taaku wrote: »
    Could also have the Mayor of the node implement a "only residents" can harvest on the node. If they aren't a resident then they could auto flag. Would also make your choice of home node matter a bit more.

    My reaction woul be going to another node and declare war against them and kill everybody I see.

    Way to go my friend, stop this carebearing!
    PvE means: A handful of coins and a bag of boredom.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Depraved wrote: »
    so big guilds can organize themselves and lock down farming areas and block content from players, but they wont destroy land?

    tbh i dont really care about the land. im just arguing because combat, my favorite thing to do after building my char, was punished by a system and possibly by is, but other players playstyles isnt.

    if you declare war and they dont accept it, can you still kill them without consequences?

    In L2 a guild declaring war on another could kill their victims without going red. The victim guild could either surrender and lose valuable guild points, or declar war and reduce losses upon death.
    It would be stupid to do nothing, they would just get killed and the attacking guild had no risks.

    Strong guilds would abuse that. Victim guilds would form official alliances and kick the aggressors ass. The agressor would form an alliance and big balanced wars would start and maybe finish at some point.
  • DepravedDepraved Member, Alpha Two
    yeah but i mean in aoc. i suppose it will work that way but we dont know for sure. hopefully, it will work that way
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Depraved wrote: »
    yeah but i mean in aoc. i suppose it will work that way but we dont know for sure. hopefully, it will work that way

    Well since Steven played L2 wouldnt he take its good ideas?
  • Spare me the pseudo philisophies. How is this relevant to changing this open world mmo into scripted gameplay sessions?

    If you are worried about people gathering in your area go and PK them. Your problem. Dont flag them because they will be an incovenience to you.

    Same thing with leveling up. If somebody is taking mobs near me I pk him. It's my problem. I dont expect tje devs to autoflag him because he takes away my potential xp.

    People kepp asking for things that are to THEIR BENEFIT. Not the benefit of the game. THEIR COMFORT.
    How can you even type stuff like that and not expect to be told off?

    Yup!

    What the devs have to do is giving us tools to fight people.

    The carebears are a menace against good games, they just relentlessly want to farm gold like a bunch of self-entitled botters who demand being protected while doing so.
    PvE means: A handful of coins and a bag of boredom.
  • LudulluLudullu Member, Alpha Two
    Look at me wasting all this time... If organized masses of people come to take away your rocks, that means they are in a guild. Declare war on them tree chopping rock stealing guilds and pvp them without PKing. You dont need extra systems, like the other guys has been suggesting "soft flags" and what not. Bye
    A guild decided to sunk a node. That node needs a ton of mats to prepare proper defenses. They need rocks and trees in huge amounts. The guild prepares everything for the siege scroll, then makes the minimum lvl alts to go farm out every tree and rock in that node, so that they don't respawn for some time. Depending on the size of the node and the guild, this might take one evening.

    The guild then uses the scroll and now the node citizens have to go to other nodes to get all of those resources. But all the others nodes are not interested in destroying their own ecosystems so they block the intruders to the best of their ability.

    If that original node has allied nodes - the guild can just go farm out their lands too. Because again, for a big enough guild that's not a problem at all. I dunno if you've played on mid-high rate private servers of L2, but even on those more relaxed servers I managed to make my guildies make several alts for several bosses and then use them to farm said bosses. This was in semi-casual guilds of big size too. And, in theory, AoC's guilds wouldn't even need to level up those alts, because "you see a tree - you chop a tree".

    And so after all of that, you have yourself an unprotected node about to get sieged by a big guild (which might also have allies). And that node couldn't really do anything about it, because PKing dozens of lvl1s would put them so fucking deep in XP debt that their chars would no longer exist.

    There's a chance that the victim node might try buying all the required mats in other nodes and tries to transfer them, which will then lead to the attacking guild raiding those caravans and benefiting even more from the whole situation.

    Imo that sounds like shitty design with 0 risk for a ton of reward, while also bordering on bullying the victim (though that's highly debatable).
  • truelyyytruelyyy Member, Alpha One, Alpha Two, Early Alpha Two
    edited October 2022
    I'm not sure I understand the problem. Just because resources are in a node doesn't negatively affect the node apart from the fact the resources are near by/easier to gather? To me this seems to be a bit of a stretch suggesting this is an issue. Just go to another node and gather resources there.
  • DepravedDepraved Member, Alpha Two
    truely wrote: »
    I'm not sure I understand the problem. Just because resources are in a node doesn't negatively affect the node apart from the fact the resources are near by/easier to gather? To me this seems to be a bit of a stretch suggesting this is an issue. Just go to another node and gather resources there.

    you didnt watch the dev stream did you?
  • Arya_YesheArya_Yeshe Member
    edited October 2022
    truely wrote: »
    I'm not sure I understand the problem. Just because resources are in a node doesn't negatively affect the node apart from the fact the resources are near by/easier to gather? To me this seems to be a bit of a stretch suggesting this is an issue. Just go to another node and gather resources there.

    It seems you missing some bits of important information.

    If you go to another node then you will need a mule or a caravan and risk being attacked that way too, not just ganks, but by guild wars and caravan assaults. Also the time spent on this will be much bigger.

    Also if you over harvest an area then it will happen land deterioration, so people comming to harvest fauna and flora in your node will actually turn your node into a sterile node... then how will you keep it from deleveling?

    Also if your neighbours just farm stuff over and over they will get richer than you and create problems for you... they could also fully harvest your stuff before a siege and ruin your defense preparations.
    PvE means: A handful of coins and a bag of boredom.
  • I think the OP's idea is quite clever. If land management is important, then we'll certainly need some way to prevent over-harvesting.

    If there's land management, then there must be land managers!
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited October 2022
    NiKr wrote: »
    Look at me wasting all this time... If organized masses of people come to take away your rocks, that means they are in a guild. Declare war on them tree chopping rock stealing guilds and pvp them without PKing. You dont need extra systems, like the other guys has been suggesting "soft flags" and what not. Bye
    A guild decided to sunk a node. That node needs a ton of mats to prepare proper defenses. They need rocks and trees in huge amounts. The guild prepares everything for the siege scroll, then makes the minimum lvl alts to go farm out every tree and rock in that node, so that they don't respawn for some time. Depending on the size of the node and the guild, this might take one evening.

    The guild then uses the scroll and now the node citizens have to go to other nodes to get all of those resources. But all the others nodes are not interested in destroying their own ecosystems so they block the intruders to the best of their ability.

    If that original node has allied nodes - the guild can just go farm out their lands too. Because again, for a big enough guild that's not a problem at all. I dunno if you've played on mid-high rate private servers of L2, but even on those more relaxed servers I managed to make my guildies make several alts for several bosses and then use them to farm said bosses. This was in semi-casual guilds of big size too. And, in theory, AoC's guilds wouldn't even need to level up those alts, because "you see a tree - you chop a tree".

    And so after all of that, you have yourself an unprotected node about to get sieged by a big guild (which might also have allies). And that node couldn't really do anything about it, because PKing dozens of lvl1s would put them so fucking deep in XP debt that their chars would no longer exist.

    There's a chance that the victim node might try buying all the required mats in other nodes and tries to transfer them, which will then lead to the attacking guild raiding those caravans and benefiting even more from the whole situation.

    Imo that sounds like shitty design with 0 risk for a ton of reward, while also bordering on bullying the victim (though that's highly debatable).

    You are over exaggerate:
    willingness of gatherer/crafter playerbase to grief is this form
    amount of such skilled gatherers that will coordinate to such task
    the amount of time that the above players will willingly spent doing such a monotonous activity
    probability rare and furthermore the success rate of these events.

    This hole topic is a non-issue.
  • LudulluLudullu Member, Alpha Two
    You are over exaggerate:
    willingness of gatherer/crafter playerbase to grief is this form
    amount of such skilled gatherers that will coordinate to such task
    the amount of time that the above players will willingly spent doing such a monotonous activity
    probability rare and furthermore the success rate of these events.
    Again, all it takes is literally one semi-big guild. You've played L2, you must know how guilds can be quite well-coordinated. Especially when the reward is nice. Deleveling a node will be one of the biggest rewards in the game, because it might be in the way of your node's progress.

    Spending one evening to completely fuck up some node's ecosystem is literally nothing to an even semi-coordinated big guild. They'll just make alts and go gather everything they see in the target node.

    The only thing that could stop this is a huge lvl gate on gathering resources, which would go directly against the ability to become an artisan from the lowest lvls. There's a small chance that nodes will only have some super high quality resources that can only be farmed by high lvl artisans, but I doubt that'll be the case.

    If anything, your suggestion of "just PK them" would take so much more coordination amongst plain neighbors rather than already coordinated guildmates.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    You are over exaggerate:
    willingness of gatherer/crafter playerbase to grief is this form
    amount of such skilled gatherers that will coordinate to such task
    the amount of time that the above players will willingly spent doing such a monotonous activity
    probability rare and furthermore the success rate of these events.

    This hole topic is a non-issue.

    It's not the gatherer/crafter playerbase doing it, it's an organized node force or guild that would be doing this to a rival node. And they could do it on unguilded, un-noded alts, theoretically. Or on their mains, if they have reason to believe you can't war dec them.

    I wouldn't call the topic a non-issue. But we're probably debating it prematurely. Because there's just too many things we don't know about yet to even have a real foundation for a debate.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Nah, I ain't getting myself unneeded XP debt on my main

    True, but the basis of my point was that it doesn't matter because people can't keep killing you and going further red. So even on your main, conceivably, you wouldn't get much XP debt anyway. But yeah, ideally you'd want to do this on as low level an alt as possible.
  • GoalidGoalid Member, Alpha One, Alpha Two, Early Alpha Two
    My solution to this problem now after reading comments, is that this is easily exploitable and I will use it in Alpha 2 until you all realize that it needs to have a counter.

    Even a mechanic like letting people plant seeds in a forest to account for over-gathering would work. I just think the added open world PvP would be fun.
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  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Show me how you will fail to command an army of griefing gatherers that will successfully deplete a notes critical sources, and make them bend for your solution
  • novercalisnovercalis Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    I had made a suggestion that citizens of a node yields more from a resource vs someone who isnt a citizen.

    Node A, Citizen A - chopping trees takes 10 hits, yields 100 lumber

    Node B, Citizen B - Invades Node A, chopping trees takes 3 hits only, yields 30 lumber.

    They have a reason to invade, to start the respawn timer on your node, but they dont get the full yield, since they are doing sloopy work chopping a tree down quickly as possible. (we can call this also land management - someone who is considerate and took the time to chop a tree down proper for maximum result)
    {UPK} United Player Killer - All your loot belongs to us.
  • SigtyrSigtyr Member, Alpha One, Alpha Two, Early Alpha Two
    Goalid wrote: »
    My solution to this problem now after reading comments, is that this is easily exploitable and I will use it in Alpha 2 until you all realize that it needs to have a counter.

    Even a mechanic like letting people plant seeds in a forest to account for over-gathering would work. I just think the added open world PvP would be fun.

    Amazing how people will come up with all these convoluted ways the corruption system will be exploited, but simply taking a 200 person force and chopping down trees in a node is just unthinkable.

    Can’t wait to make it meta lmao.
  • ClintHardwoodClintHardwood Member, Alpha Two
    edited October 2022
    In Albion Online, if a group comes to your guild's zone and starts taking your resources, you just organize and kill them. I hope AoC will allow the same. My one concern is that Steven will pander too much to the carebears and overtune corruption so much that PKing becomes entirely pointless. Bots and intruders will harvest your resources and you just have to sit and watch because a single kill will corrupt your legendary sword of flame into a flaccid silicon dildo as two dozen bounty hunters encroach to beat you like the loot piñata you are.
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