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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
- If killed by a random player: apply all penalties and respawn them in a random, faraway location with the slow cleanse path of running PvE for himself.
- If killed by a bounty hunter: apply the penalties and make them a prisoner, forcing them to work and generate income for their victims, the bounty hunter, and the node. Where they can cleanse their corruption 10 times faster.
Bounty hunters are tied to the military node and, therefore, the Verra's justice system.If, in the future, there is a role/profession capable of hunting heretics (corrupted) linked to the religious node, then the player should be forced to respawn in a spiritual place (like a monastery or else) where they can bring benefits to that node, to his hunters and victims!
Corrupted players who are caught should be made to work to compensate for their bad deeds, that's good content.
My proposal doesn't change the core of the system, but it's outcomes.
what i have to gain for going red, Killing greens in neighbouring nodes to slow there progression on there node to allow for the node my guild trying to level can get ahead of our neighbours to level lock there rank from progressing past ours.
However this could be
i agree there already dampened on combat ability without the artificial dampening ontop of it, Since you can drop gear on death it means anyone looking to go red will not be wearing there best gear set it will be an easy to obtain scrap set so there already stat dampened without the need to artificial dampen them.
that being said i think if they keep the dampening effect it should only be in place for players who kill to many low levels aka if they kill somone 5 levels below theirs which should have huge penalty.
however killing players there own level or close to it shouldnt have dampening penalty. However if they remove the equipment drop then i guess dampening is fine should be one or the other not both imo
it a real balancing act as it stands now though i think the penalty is to great for red players amd need to be toned back a little however that beings said it might appear worst on paper than in game so realy im waiting to see alpha 2 before i make real comments on it but as it stands now with the info we have i do beleive the risk vs reward for red players is far weighted on the risk side than the reward side of things.
One thing u gotta think about to is if the pvp players cant get there fix via open world pvp due to red penalty to harsh for the reward for them, im gonna tell you right now the next step will be a constant war declaration on every nearby node till they become rubble to get there fix if they get there fix without seiging there less incline to node seige but if they cant get there pvp fix they will literaly farm everything needed to maintain war decs till they win and then move onto next target. Destroyign anode also makes ruins which is another pvp zoen for them so it win win for them to destroy nodes
i would rather loose some materials now and then than loose the node completely that ive been working/living out of
Definitely disagree, because I've seen (and done) that and I disliked it.
Already the case so I agree with this (we just don't know how far from the death location it is).
As I said before, would only agree to this if the BH that caught me (or at least any BH) had to stand next to me and oversee all my actions (probably with an anti-afk mechanic too, cause I'd imagine people would just leave some twink there).
Disagree with the x10 speed too, cause it would definitely lead to a couple of friends (or a group of them) just PKing a ton of people, then killing the PKer(s) with their BH and removing their corruption really quickly while also giving that BH all the resource from the prison.
Going red will always have to be an undesirable status for it to mean anything. It's not a play style. It's meant as a punishment, it's to deter from committing certain actions, especially for repeating offences. Going deep red should always mean that someone is not playing the game as it is meant to be played.
I don't think one or two corrupting kills should be crippling, but it should always suck to turn red. It should always be a status you want to get rid of as soon as possible. Turning red is a warning. After very few un-purged ones you should feel you're digging your own grave.
There are already incentives for players to fight back against attackers, even when they know they will die. The death penalties for purples are half the normal one. I'd be surprised if it became the norm for people to just wait to die when green, dying always suck, if they can cut their loses in half, most people will.
If your server is going days in a row where you cant find anyone else on the ocean, or any caravans running at all, then your server is dead.
In order for this to happen, all castles on your server need to be abandoned, at the very least.
PvP may well not be placed in front of you every minute of every day, but there will ALWAYS be corruption free PvP opportunities for anyone that actively looks for them.
Your complaint here is basically that of being unhappy that you may have to look for PvP. The actual premise of your post is false, other than that.
Anything can become problematic in a way that wasn't intended.
Why should people be compelled to allow others to grow and become a threat to them and their people? If I allow them to flourish in my territory, it is my responsibility if they overpower me in the future.
As @NiKr pointed out, large groups killing everyone in their path is normal, and solo players being overwhelmed is also common. But then, in the future, when you encounter those same players alone, they will be green and not subject to attack?
Do you understand? What if the system was even better? If someone kills me under any circumstances, then I am permitted to kill them without any consequences in the future, regardless of their flag status.
Consider all of the MMO games where good solo fights have become rare and all PvP is about having larger numbers. How can we address this issue with the carebearly Corruption system?
Supervising? To me, it is enough if the BH defeats a red player.
I have considered the possibility of people using bounty hunter alts/friends to send PKs to jail , but this strategy will not actually be profitable. If the payment for prison labor is divided equally among the node, the victim and the bounty hunter, with each receiving 33% of the payment, then this means that 66% of the payment will not go to the bounty hunter's alt or friend.
You would be better off not Pkiling and go farm by yourself to yourself.
Since the payment is very split, this would not be a reliable source of income, you would have to be a BH who actually sent many PKs to jail, having least 3 or 4 prisioners simultaneously.
That only applies if your PK was just for fun rather than to secure content. But in the case you did PK for a more meaningful reason, your friend receiving a part of your income would just be an additional benefit for your group. Though again, that's only if the prison system's income goes to everyone else other than the PKer.
And I think that my suggestion of "BH gotta be present around the PK at all times in the prison" would reduce that friend group interaction, because your PKing would now be wasting 2 people's time rather than one. The 33% of income could be a relative benefit, but as long as the corruption clearing is not faster than normal - your whole scheme of PKs is just wasting time, so I think that it would still be beneficial for the corruption system's goal of "reduce the amount of PKing in the game".
Sorry mate, but what you're basically saying is: "I don't want serious pvp competition because my friends and I want to pve on our own. Let's kill them while they're weak so we can keep our little garden safe."
Being green is the default status, nothing prevent anyone to attack, and kill, a green player, except their own reticence.
And there is the crux of the problem. You don't want there to be consequences, at least hard coded ones that can't be avoided. I'm sure you'd be fine if it was "left in the hands of the playerbase to rule themselves", because we know how ineffective and easy to avoid that can be. It's not cheating; It's cheaping.
The prison could be designed as a dungeon where PKs are sent to engage in both PvE and PvP activities with the goal of collecting loot and depositing it in the dungeon's storage to pay their fines or bail. For instance, if a PK has corruption points equivalent to 10,000 gold, he must bring sufficient materials and loot, including from other PKs in the dungeon, to cover his debt. The deposited riches will be used to gradually pay off fines/bail and purify the corruption.
PKs who are merely griefers and cannot engage in proper PvP will have a tough time in the dungeon, which could become their own personal hell. They may remain there until they have paid off all their debt and purify themselves. The payment should be divided among the victim, node, and bounty hunter. Alternatively, a PK could pay 3 times more from their own pocket and spend only a few minutes in the dungeon.
PKs will continuously drop loot in the dungeon, and some may even leave the dungeon naked, making the experience a gamble. The victims, bounty hunters, and nodes will benefit from this system, which requires no supervision. Prisioners may freely roam the dungeon and work towards their purification, nobody else can enter the prision.
THIS IS A BLAST!!!!!
Split the loot in three parts, 33% among the victims, 33% among bounty hunters who caught him, 33% among the hunters' nodes; subject to changes.
So, let's imagine the PK killed three different people:
First come, first served!
The PK will have to continue farming in the dungeon and gradually pay off those debts to reduce his corruption points. The server will handle the inner workings, and the PK won't need to know the specifics.
PKs who gain corruption by killing low-level players will most likely spend a longer time in prison, also they will probably die many times and end up naked, nakeds will resort to gathering only since the other PKs already looted and deposited the stolen gear to purify their own corruption points. Those who gained corruption in a level 50 vs. level 50 fight will have very little corruption points and will leave really quick.
Can you imagine, you kill another PK in prision and he drops a legendary item, what do you do then? Deposit it in the dungeon's storage and purify your corruption or try to hold to it?
I mean, everything about this sounds horrible.
It's all just pointless and stupid. Literally all of it. It makes the game worse.
you want the corruption system to lead to content, fine, what ever.
The thing is, it already does.
The beauty of the system Intrepid have now though is the content corruption leads you to is the content that is already in the game. This means that not only do Intrepid not need to spend time making your prison dungeon (which will directly result in some other dungeon not being made), but it means people participating in that content the game is going to have already now have an additional element to it. Someone may be out just farming animal skins and see a red working off some corruption, that makes the mundane activity that this player had at least somewhat more enjoyable - that player may chose to attack, may chose to ignore, or may chose to co-operate.
The entire point of the corruption system being worked off in the game world is to keep players together. Your suggestion is literally forcing players apart, and potentially keeping players in that partitioned off area for an extended period of time.
It is literally the opposite of what an MMO should do. An MMO should be doing everything it can to keep players together - where it makes sense to do so.
Should I answer lies? Should I wast my time with you?
Already wasted, cia
I'm almost positive I've heard Steven say he's not a fan of prison systems in discord because of ArcheAge, I'm inclined to agree.
I like their premise so far with bounty hunting, I just think they need to elaborate and iron things out so it's a bit more coherent. Keeping Bounty Hunters useful, developing around the ideas they already have etc.
And again, maybe corruption needs to circle into the religious node and the law and order portion needs to be apart of the military node.
Yeah, sorry. I usually remove any @ in posts I quote, I actually just forgot to do it in this case.
I'm not sure how you are using the word "lying".
You seem to be using it to denote any statement you disagree with - which is very much not the correct use of the word.
The correct use of the word is to note something a person says that the person knows is not true. You thinking a thing that I say isn't true doesn't make it a lie, it is only a lie if the person saying the thing knows it isn't true, yet says it anyway.
I don't say things I don't think to be true.
As such, nothing in the post you quoted is a lie.
That is because people keep asking about it. Things can still change. They constantly say it on stream Let the system get tested, and give feedback then
Also is an Achilles heel which will bring more development time in every expansion, new update, new system, new event and will bring a plaetoria of considerations and circunvents.
Hordes of purple players will kill every possible solo purple player in their way and in the future when they are found alone they will opt for green.
When the odds aren't optimal for you, then you can just flag yourself as green and make a run with your CC immunity!
This is what happens when a system is made for appeasing the carebears.
PvP should all related to laws and any violations should result in penalties such as fines, bail, kill rights, imprisonment, restricted access, or even pursuit and capture, be fought by bounty hunters and governments.
So people would fight as much as they want and have kill rights on each other when they break the law, plus other consequences depending on the law. Nodes should be able to be lawless for all I care.
Let the PvP people fight with no restraints.
It is a ridiculous idea assuming that someone who is using green at this very momment is someone "good", today's green is yesterday's red.