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Corrupted players can't /trade or use storage.

13

Comments

  • LudulluLudullu Member, Alpha Two
    edited February 2023
    Noaani wrote: »
    I'm sure you will agree - this depends on when you played L2, and on what private server you played.

    This, this comment coming from Steven depends on when he played, and on what servers he played.
    I'm like 90% sure that official servers were waaaay worse with this than private ones (cause XP rates were lower, so karma would go away slower). And Steven played on the official ones. So, if anything, even my own suppositions are probably understating how long it'd take to cleanse yourself.

    Steven also played on earlier updates of the game and those were even harsher than later ones.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    NiKr wrote: »
    Noaani wrote: »
    I'm sure you will agree - this depends on when you played L2, and on what private server you played.

    This, this comment coming from Steven depends on when he played, and on what servers he played.
    I'm like 90% sure that official servers were waaaay worse with this than private ones (cause XP rates were lower, so karma would go away slower). And Steven played on the official ones. So, if anything, even my own suppositions are probably understating how long it'd take to cleanse yourself.

    Steven also played on earlier updates of the game and those were even harsher than later ones.

    Without going in to any detail at all - some of this isn't true.
  • OkeydokeOkeydoke Member, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »
    No, the primary reason will be to unlock previously locked content.

    I didn't say the primary reason. I said one of the primary reasons. Semantic issue I'm assuming.

    I wasn't setting an order of importance, but I agree with yours. Could be instances where pvp/pvx reasons take precedence though. Depends on how exactly these systems, and the game itself turns out.

    Noaani wrote: »
    PvP conflict like this will be limited to guild conflicts - based in no small part to the fact that we currently have no indication at all that we will even know what node an opponent is from, so can't really hold animosity towards a specific node due to the actions of one player.

    PvP conflict like what? I was referring to pvp conflict period. Who's enemies with who. Who's allied to who. Who kills who regularly. Rivalries will develop over time. They'll shift and evolve based on further pvp/pvx interactions. etc. Siege decisions will be made and influenced by all of this.

    Guild conflicts will evolve into node conflicts in many cases. There is a wild card in it all though. The hierarchy of affiliations. The tangled web of split loyalties between node, guild and alliance.

    Well I would assume we'll know enemy node players during node wars. Outside of that, I wasn't aware that there was no indication of node affiliation. Not sure if that's intended or not, but the players should eventually be able to mostly figure that out either way.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    I think a lack of node affiliation information is a good aspect. I feel the rivalries will be enhanced by this element. It will be cool to first learn a person's name, battle for a while, escalate and then come across the player in a tavern, ask around, build a picture and escalate some more. Of course, this also works for Guilds and the Guild Halls which will be easier to find in a Guild War I think.
    2a3b8ichz0pd.gif
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    Without going in to any detail at all - some of this isn't true.
    Could you go into that detail? Cause I'm definitely sure that the majority of private servers had higher rates. I'm sure that rates were tied to karma cleansing cause I tested that the last time this topic came up. I'm sure that Steven played L2 on earlier updates cause he played both Aion and AA and those came out right after the first few L2 patches, so he must've either moved on or at least greatly slowed down his L2 gameplay.

    The only thing I don't know for sure is whether he played on official or private servers, but afaik the majority of western players played it on the official ones and iirc I've seen some people (even here) who played with Steven back in the day, which leads me to believe that he did in fact play on official servers.

    So what exactly wasn't true in that comment?
  • VeeshanVeeshan Member, Alpha Two
    Neurath wrote: »
    Veeshan wrote: »
    Neurath wrote: »
    Azherae wrote: »
    'entirely out of the blue change' for me.

    RIP Crossbow too lol.

    Future expansion content :P

    I think the crossbow is a left over from Apoc but if the crossbow returns I will not be unhappy. :)

    crossbows i think have a place in AoC tbh mechanically they would function as a reverse bow where a bow it load draw and fire for a cross bow it be fire draw load. they should have higher dmg output but slower attack speed. This may not seem like a big difference but in terms of combat is actually is when it comes to PvP combat, being able to fire and duck behind a tree to reload in relatively safely is quit handy where bows your dont have that as much or not as impactful due to lower dmg but faster speed so crossbows would work better when there places to take cover however bows would be better in openfield or harder to use LoS.
    Also if there classes that have weapon swap switching to a crossbow and fireing to finish somone off is more effient than a bow since you can skip the draw and load part of the mechanic

    So yeah there is a place for them since they can be mechanically different from other range weapons if implemented properly however if they do a say WoW where a crossbow was a copy and paste of the gun/bow range weapons then there no reason
  • VeeshanVeeshan Member, Alpha Two
    edited February 2023
    I hope the storage restriction doesn't kick in until higher tiers of corruption. I think "minor offenders" shouldn't be hit so harshly. If the intention is to give players a risk/reward for becoming corrupt, the risk can't be TOO high too early.

    i would agree tbh i think u should be able to atleast use your freehold storage but the whole corruption system need to be looked at and balanced once players get here hands on it, you cant go to hard on it but you cant go to leniant the game realy revolves around getting a fairly equal balance on this penalty and i think that will be the hardest part of this game tbh.

    im a pvper more ordinated player however i do everything i dont want top see AoC to become a gank fest but i do want Open world pvp to happen but meaning ful pvp either be it defending ur camp or nodes near your freehold or warring ur neighbours. Now if your mayor could always have atleast 1 war up with a neighbouring node where there no penalty im fine with, it allows you to defend your territory resources from neighbours and it is somewhat consensual aswell since if you dotn want to be appart of it you could leave the area where the war is or leave the node. this way there will always be pvp content for players in that area between the 2 node and have it have purpose without it being a gankfest you cant avoid
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    Yes, I agree about the Crossbow. I've used a lot of Crossbows as a ranged weapon on my tanks. Often performed ranged pulls with a Crossbow. I hope the devs find a way to use the sold skins from Apoc. All skins from Apoc were supposed to transfer to the MMO.
    2a3b8ichz0pd.gif
  • VeeshanVeeshan Member, Alpha Two
    Neurath wrote: »
    Yes, I agree about the Crossbow. I've used a lot of Crossbows as a ranged weapon on my tanks. Often performed ranged pulls with a Crossbow. I hope the devs find a way to use the sold skins from Apoc. All skins from Apoc were supposed to transfer to the MMO.

    tbh how they seem to be implementing weapons there more than capable to add new weapon typesi n the future fairly easily, like all it is are new set of animations and a new weapon tree and add new items for those weapons, however this would be something they would do after they get stuff they want in the game but not hard to add into the game at a future date thats for sure
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    We got lucky because Toast used to answer all questions about weapons with 'Please check the wiki' but the devs chose a hard question for Steven lol. I have no worries or concerns. It was just a surprise.
    2a3b8ichz0pd.gif
  • DepravedDepraved Member, Alpha Two
    Noaani wrote: »
    NiKr wrote: »
    Noaani wrote: »
    Not being able to trade or use storage while corrupt isn't new information - we've known this for a few years.

    Unless people are only just realizing this now, I'm not sure what this thread is about.
    I don't remember if it was explicitly stated that we couldn't use our freehold storage as PKs.

    Though no! @Noaani I just doublechecked, Steven said we could use freehold storage.
    c39btmzm0tg5.png

    So that was a change.

    edit: there was also the change of "players can pvp within the freehold but not the house" (before it was the whole freehold), so there's just that 1-2 seconds of running that PKers would need to hide themselves from any pursuers.

    Ah ok, so that was a change based on what we had previously been told.

    Was literally no mention at all of that in the OP - though George isn't overly good at being accurate or precise with words and often just makes assumptions people know what he is talking about without him actually talking about it.

    However, this isn't a surprise at all, and is something many of us have been expecting for a few years (well, there aren't many left from this discussion).

    Many years ago, a few of us on these forums discussed corruption. An actual discussion, not a back and forth bitchfight like what happens now.

    One of the scenarios we all agreed was viable based on the mechanics as we knew them, but was not desirable at all was for a player to set up a freehold next to a road (the kind of position you would want for a tavern or store). This freehold would then become a safe zone for that player, and they could use it for storage.

    Thus, any passers by could simply be attacked and killed by this player, and they could then store what ever that player dropped immediately. Should it look like they are losing, or should a large group of players come around looking for revenge, they just stand on their freehold, away from any prospect of PvP.

    So, this player is negating many risks the game has set in place. They have given themselves a literal safe zone in the area in which they plan on PvP'ing others, and they have given themselves a storage device allowing them to offload any gains from this PvP, meaning others can't gain that back when killing this player.

    This means this player is circumventing more than half of the penalties associated with PvP for profit over someone doing the same, but not around a freehold that they own. I mean, they are essentially even immune from Bounty Hunters (as we understood the mechanics at the time).

    Clearly, this is not a situation Intrepid would want left in the game. While some people would love to stand up on their soap box and say shit like "it's an open world PvP game, all these things should be left in place for players to figure out", the problem is that they are just objectively wrong. Primarily, Ashes is a game, games are required to be fun. The above situation creates more "unfun" than it does "fun" by a large amount, and so needs to not exist in the game.

    This should be a basic concept that any and all games abide by. If something adds more unfun than it adds fun, it shouldn't be in any product whose sole purpose is to provide fun. Likewise, any poster here that doesn't understand this needs to literally get a clue.

    This "change" (which is basically what we came up with at the time) would then mean that the player would need to actually go inside their freehold to be in a safe zone - this is still an advantage, but much less of one. It also means the player would need to work off their corruption before being able to offload their gains.

    Back when we talked about it, corruption was still said to be worked off via quests, not via experience gain - so it will be a little easier than we had envisioned back in the day, but it still means they can't immediately just deposit and carry on.

    While it doesn't absolutely remove the possibility that a player could set up a freehold next to a road and use it in a similar way, it does allow for players that are attacked by this 'rebel' to fight back more readily, and have a chance at getting some of their stuff back, and perhaps even making some gains. All of these things add in some fun back to where there was just unfun.

    remember the stats dampening. it might be possible for a player who do something like that to kill the first person they see, but not the second, because of the stats dampening.

    I still prefer if red players cant have access to storage anywhere.

    however, you can still go red and have a friend (or another character on a 2nd pc) be near you in case you die, then he can pick up your gear and loot and give it back to you later. this is even better than walking back to your freehold and depositing things
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    If I kill a red and some nearby fool picks up the dropped gear, that fool gonna be in PvP with me instantly.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Depraved wrote: »
    Noaani wrote: »
    NiKr wrote: »
    Noaani wrote: »
    Not being able to trade or use storage while corrupt isn't new information - we've known this for a few years.

    Unless people are only just realizing this now, I'm not sure what this thread is about.
    I don't remember if it was explicitly stated that we couldn't use our freehold storage as PKs.

    Though no! @Noaani I just doublechecked, Steven said we could use freehold storage.
    c39btmzm0tg5.png

    So that was a change.

    edit: there was also the change of "players can pvp within the freehold but not the house" (before it was the whole freehold), so there's just that 1-2 seconds of running that PKers would need to hide themselves from any pursuers.

    Ah ok, so that was a change based on what we had previously been told.

    Was literally no mention at all of that in the OP - though George isn't overly good at being accurate or precise with words and often just makes assumptions people know what he is talking about without him actually talking about it.

    However, this isn't a surprise at all, and is something many of us have been expecting for a few years (well, there aren't many left from this discussion).

    Many years ago, a few of us on these forums discussed corruption. An actual discussion, not a back and forth bitchfight like what happens now.

    One of the scenarios we all agreed was viable based on the mechanics as we knew them, but was not desirable at all was for a player to set up a freehold next to a road (the kind of position you would want for a tavern or store). This freehold would then become a safe zone for that player, and they could use it for storage.

    Thus, any passers by could simply be attacked and killed by this player, and they could then store what ever that player dropped immediately. Should it look like they are losing, or should a large group of players come around looking for revenge, they just stand on their freehold, away from any prospect of PvP.

    So, this player is negating many risks the game has set in place. They have given themselves a literal safe zone in the area in which they plan on PvP'ing others, and they have given themselves a storage device allowing them to offload any gains from this PvP, meaning others can't gain that back when killing this player.

    This means this player is circumventing more than half of the penalties associated with PvP for profit over someone doing the same, but not around a freehold that they own. I mean, they are essentially even immune from Bounty Hunters (as we understood the mechanics at the time).

    Clearly, this is not a situation Intrepid would want left in the game. While some people would love to stand up on their soap box and say shit like "it's an open world PvP game, all these things should be left in place for players to figure out", the problem is that they are just objectively wrong. Primarily, Ashes is a game, games are required to be fun. The above situation creates more "unfun" than it does "fun" by a large amount, and so needs to not exist in the game.

    This should be a basic concept that any and all games abide by. If something adds more unfun than it adds fun, it shouldn't be in any product whose sole purpose is to provide fun. Likewise, any poster here that doesn't understand this needs to literally get a clue.

    This "change" (which is basically what we came up with at the time) would then mean that the player would need to actually go inside their freehold to be in a safe zone - this is still an advantage, but much less of one. It also means the player would need to work off their corruption before being able to offload their gains.

    Back when we talked about it, corruption was still said to be worked off via quests, not via experience gain - so it will be a little easier than we had envisioned back in the day, but it still means they can't immediately just deposit and carry on.

    While it doesn't absolutely remove the possibility that a player could set up a freehold next to a road and use it in a similar way, it does allow for players that are attacked by this 'rebel' to fight back more readily, and have a chance at getting some of their stuff back, and perhaps even making some gains. All of these things add in some fun back to where there was just unfun.

    remember the stats dampening. it might be possible for a player who do something like that to kill the first person they see, but not the second, because of the stats dampening.

    Stat dampening wont have that much of an effect. It will take a few kills before you will get to the point where you cant kill anyone.

    However, the "changes" here plugged in the issue of the above mentioned player having a safe zone for them to hide in should stat dampening be causing them issues.

    As to players picking up a friends dropped gear if they are killed - in the same way the above undesired activity was prevented with the "changes" being discussed in this thread, that specific action will one day also be addressed. When it is eventually addressed, much like in this thread, there will be many people that decry the change, claiming it came from nowhere, that it is diminishing open world PvP somehow and that the game is how ruined for them.
  • LudulluLudullu Member, Alpha Two
    Noaani wrote: »
    As to players picking up a friends dropped gear if they are killed - in the same way the above undesired activity was prevented with the "changes" being discussed in this thread, that specific action will one day also be addressed. When it is eventually addressed, much like in this thread, there will be many people that decry the change, claiming it came from nowhere, that it is diminishing open world PvP somehow and that the game is how ruined for them.
    If they counterbalance all those changes with reasonable corruption gain values - I'll be all for it. And if they restrict randos from picking up PKer's loot and only allow the PK killer to do that (and tie that into the BH system) - I'll be the first one to praise that kind of design.
  • What if looting automatically flagged a player as purple?



    PvE means: A handful of coins and a bag of boredom.
  • LudulluLudullu Member, Alpha Two
    Arya_Yeshe wrote: »
    What if looting automatically flagged a player as purple?
    That could lead to all kinds of abuses. A bait corpse with some semi-good loot to entice a random passerby to flag themselves, while some pvp-hungry dudes wait around the corner or behind a tree.

    This also punishes anyone who'd be willing to stand up to the PKer, because now this player would be a target for anyone around them while the whole purpose of the system is to make the PKer "a mob" so that green players could enact revenge w/o fear.
  • NiKr wrote: »
    Arya_Yeshe wrote: »
    What if looting automatically flagged a player as purple?
    That could lead to all kinds of abuses. A bait corpse with some semi-good loot to entice a random passerby to flag themselves, while some pvp-hungry dudes wait around the corner or behind a tree.

    This also punishes anyone who'd be willing to stand up to the PKer, because now this player would be a target for anyone around them while the whole purpose of the system is to make the PKer "a mob" so that green players could enact revenge w/o fear.

    That bait sounds cool af!

    Maybe, if a green attacks he PK then the green can loot and stay green... but if the green is simply ninja looting then he becomes purple. That would be fair!
    PvE means: A handful of coins and a bag of boredom.
  • LudulluLudullu Member, Alpha Two
    Arya_Yeshe wrote: »
    Maybe, if a green attacks he PK then the green can loot and stay green... but if the green is simply ninja looting then he becomes purple. That would be fair!
    This would depend on how Intrepid codes their flagging rules. A purple last hitter becomes red, but does the game track which green finishes of a red, considering that there's no change in the green's state.

    And this would still leave the bait issue. While it definitely sounds nice to a pvper, it would be a lose-lose for any non-pvp person (or even some pvpers). You'd see a pile of loot, but you'd be afraid to take it cause you'd get flagged. I guess it could be seen as a risk/reward thing, but I dunno if I like bait-type equations for that part of the game.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Arya_Yeshe wrote: »
    What if looting automatically flagged a player as purple?

    To me, the appropriate solution to the issue here is to simply make it so PvP loot has a window of 10 seconds or so where only the player/group/raid that got the killing blow can loot it. I mean, I expect this to be the case anyway, for a number of reasons.

    While this doesnt make it impossible to retrieve a friends gear or materials if they are killed in PvP, it does make it unlikely enough that people wont plan for it - and really, that is all you need.
  • I hope that in addition to:
    Loss of gear upon death.
    Bounty hunters pin pointing reds on the map.
    Reds cant CC greens.
    Stats degration for reds
    And this months statement, people can relax about random PKing and stop trying to seperate the playerbase into PvP and PvE with hard protections.

    The flagging/corruption system is here to stay. AoC is an open world pvp mmo.

    Yes, Intrepid can make PvP completely non-existent. This way PvE players can safely gather their mushrooms. That's also how you finish a game in three weeks and then complain that the game is dead.
  • @Myosotys LOL, spot on!
    PvE means: A handful of coins and a bag of boredom.
  • RymRym Member, Alpha Two
    AoC is an open world pvp mmo.

    Music to my ears 🥰
    787m8dm96z5g.gif
  • VeeshanVeeshan Member, Alpha Two
    NiKr wrote: »
    Arya_Yeshe wrote: »
    What if looting automatically flagged a player as purple?
    That could lead to all kinds of abuses. A bait corpse with some semi-good loot to entice a random passerby to flag themselves, while some pvp-hungry dudes wait around the corner or behind a tree.

    This also punishes anyone who'd be willing to stand up to the PKer, because now this player would be a target for anyone around them while the whole purpose of the system is to make the PKer "a mob" so that green players could enact revenge w/o fear.

    and then they quickly learn not to look corpses that dont belong to them :P

    tbh you can just bait fight by having a low level purple player with a high level nearby to one shot anyone who attack him sooo yeah people will learn not to fall for traps. :P

    Also dieing to pve i beleive drops your materials too so if somone loot that corpse it would be stealing/graverobbing which u would think would make u purple anyway. so yeah looting anything from a player corpse should make u purple it also inline with risk vs reward, reward free loot, risk could be a trap :p
  • @Veeshan I fully agree!

    Many mechanics that people say that can be "exploited", "abused" or "circunvented" are just everyday mechanics which people will learn to dodge.

    I am in for having a 1000 possible baits, that's better than trying to have zero baits, a game with zero baits isn't a game at all!
    PvE means: A handful of coins and a bag of boredom.
  • VeeshanVeeshan Member, Alpha Two
    edited March 2023
    Arya_Yeshe wrote: »
    @Veeshan I fully agree!

    Many mechanics that people say that can be "exploited", "abused" or "circunvented" are just everyday mechanics which people will learn to dodge.

    I am in for having a 1000 possible baits, that's better than trying to have zero baits, a game with zero baits isn't a game at all!

    the thing with traps are if you fall for the same trap twice well thats shame on you right there :P first time is like well played you got me there 2nd time is welp im an idiot you cant relay blame anyone else :D

    Caravans wwill be another one people use to bait you might see a lightly defended caravan aka golden oppotunity but turns out there a bunch of defenders hiding nearby waiting to ambush the ambushers for the stuff they have on them while avoiding corruption since thats sanctioned pvp event. makes you think twice when attacking any caravans maybe it is lightly defended maybe its not :p mindgames :D
  • PercimesPercimes Member
    edited March 2023
    Wiki wrote:
    When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[3][4][5][6][7] These ash piles are immediately lootable by any player.[4] Player flagging is not triggered by looting.[8]

    How you die is irrelevant for looting purpose.

    You were green and got killed by a mob? Any passerby can loot your ashes.
    You were attacking a caravan and died? One of your "friends" could loot your ashes and stay silent about it, or blame the defenders... (edit: that's a sanctioned pvp event, so no drop on death, my bad)
    Watch a guild's attempt at a world boss in hope they fail so you can ninja loot the battlefield!

    Hey, it's not a penalty if you loot your stuff back before some else does. So be prepare and die in dark corners.
    Be bold. Be brave. Roll a Tulnar !
  • SpifSpif Member, Alpha Two
    I'd prefer that any looting of any player's corpse, other than your own (and maybe a party member), should flag you purple for a short time.

    If not, some people will be vultures. Others will try to train you to take your stuff while staying green.
  • SongcallerSongcaller Member, Alpha One, Alpha Two, Early Alpha Two
    I prefer the current iteration of no purple on loot. Mimicks battlefields in real life. Battlefields were often looted and the best items removed without conflict.
    2a3b8ichz0pd.gif
  • DepravedDepraved Member, Alpha Two
    Veeshan wrote: »
    Arya_Yeshe wrote: »
    @Veeshan I fully agree!

    Many mechanics that people say that can be "exploited", "abused" or "circunvented" are just everyday mechanics which people will learn to dodge.

    I am in for having a 1000 possible baits, that's better than trying to have zero baits, a game with zero baits isn't a game at all!

    the thing with traps are if you fall for the same trap twice well thats shame on you right there :P first time is like well played you got me there 2nd time is welp im an idiot you cant relay blame anyone else :D

    Caravans wwill be another one people use to bait you might see a lightly defended caravan aka golden oppotunity but turns out there a bunch of defenders hiding nearby waiting to ambush the ambushers for the stuff they have on them while avoiding corruption since thats sanctioned pvp event. makes you think twice when attacking any caravans maybe it is lightly defended maybe its not :p mindgames :D

    no death penalties on pvp events. you wont drop anything
  • VeeshanVeeshan Member, Alpha Two
    edited March 2023
    Depraved wrote: »
    Veeshan wrote: »
    Arya_Yeshe wrote: »
    @Veeshan I fully agree!

    Many mechanics that people say that can be "exploited", "abused" or "circunvented" are just everyday mechanics which people will learn to dodge.

    I am in for having a 1000 possible baits, that's better than trying to have zero baits, a game with zero baits isn't a game at all!

    the thing with traps are if you fall for the same trap twice well thats shame on you right there :P first time is like well played you got me there 2nd time is welp im an idiot you cant relay blame anyone else :D

    Caravans wwill be another one people use to bait you might see a lightly defended caravan aka golden oppotunity but turns out there a bunch of defenders hiding nearby waiting to ambush the ambushers for the stuff they have on them while avoiding corruption since thats sanctioned pvp event. makes you think twice when attacking any caravans maybe it is lightly defended maybe its not :p mindgames :D

    no death penalties on pvp events. you wont drop anything
    Depraved wrote: »
    Veeshan wrote: »
    Arya_Yeshe wrote: »
    @Veeshan I fully agree!

    Many mechanics that people say that can be "exploited", "abused" or "circunvented" are just everyday mechanics which people will learn to dodge.

    I am in for having a 1000 possible baits, that's better than trying to have zero baits, a game with zero baits isn't a game at all!

    the thing with traps are if you fall for the same trap twice well thats shame on you right there :P first time is like well played you got me there 2nd time is welp im an idiot you cant relay blame anyone else :D

    Caravans wwill be another one people use to bait you might see a lightly defended caravan aka golden oppotunity but turns out there a bunch of defenders hiding nearby waiting to ambush the ambushers for the stuff they have on them while avoiding corruption since thats sanctioned pvp event. makes you think twice when attacking any caravans maybe it is lightly defended maybe its not :p mindgames :D

    no death penalties on pvp events. you wont drop anything

    Which is a shame because denying certain resources/supplies before a seige or before a major attack is a big part of warfare, i think material drop should still be a thing during pvp events however XP loss shouldnt be.
    If somone gonna attack you but they havant stockpiled enough seige equipment yet it allows defenders to kill the gatherer or mules trying to bring in the resources to make said items before seiges which can hinder them before the main event and so on this should be part of the game which means materials dropping on death during these events should be a must since it allows side to deny the other crucial materials leading up to the major event.

    also when it comes to caravans alot of the materials (as much as one person can carry will be carried on each defender person to limited loss if they do loose the caravan from an attack
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