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Flagged for PVP - How long does it last?

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Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Depends on how much Corruption you have.
  • Mag7spyMag7spy Member, Alpha Two
    Raven016 wrote: »
    How long the corruption lasts?

    Forever until you work it off or die enough times.
  • Mag7spy wrote: »
    Raven016 wrote: »
    How long the corruption lasts?

    Forever until you work it off or die enough times.

    How do you work it off?
  • DepravedDepraved Member, Alpha Two
    edited July 2023
    Noaani wrote: »
    Depraved wrote: »
    Honestly, I feel like you should gain corruption for even attacking a green player. Albeit a small amount. I can see people who don't mind playing as combatants just attacking greens because they think it's funny, or to annoy them & to bait them into fighting back.

    what if i know you will attack me first because you have been griefing me for a while and maybe killed me a couple of times, then I attack you first to see if i can win the fight this time. now, I gain corruption, now im red and you can cc me but i cant cc you. you hit back stun me and kill me. I drop all my gear because of the tiny bit of corruption that you are suggesting.

    do you think this is fair? great idea genius.
    First of all, yeah, corruption on attack shouldn't be a thing.

    That said, if you are going to give a scenario, think it through better.

    If someone had attacked you a couple of times in this scenario, they would have corruption. If you think that you gaining corruption would result in you being killed and dropping all your gear, wouldn't that have happened to that other player first?

    Again, not saying it's a good idea, but your scenario here doesn't work.

    yes i thought about that. but hey i lost the fight. the example he is giving is to prevent people from initiating an attack on greens, giving them a penalty, as in initiating an attack on a green is not justified and should be punished by game mechanics. as in the person initiating the attack is in the wrong.

    so based on that logic of the person initiating the attack is wrong, im giving an example of a person initiating an attack and that person is right. people arent looking at both sides of the coin.
  • Mag7spyMag7spy Member, Alpha Two
    Raven016 wrote: »
    Mag7spy wrote: »
    Raven016 wrote: »
    How long the corruption lasts?

    Forever until you work it off or die enough times.

    How do you work it off?

    t8xlel8kdn0a.png
  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Percimes wrote: »
    90 seconds is both long and short. I wonder... Could it be one of the factor that lead to the open sea the become an always combatant zone?

    I can easily imagine a chain of adjustments where it became the chosen option. Internal testing of naval combat showed that to be interesting, a bigger ocean was required for ships to manoeuvre. With more space players would de-flag too easily or too frequently in naval battle and it was messing something with CC immunity or naval skills. To keep the de-flag timer consistent, it was decided instead to make the open sea a "purple zone". Upping the risks lead to upping the rewards.

    I repeat, just one way I imagine the reasoning. Everything completely pulled out of my a... well, you know how the saying goes.

    This is similar to where I landed on how they came to this decision. I could see they maybe wanted the open oceans to have additional risk of PvP, and the current corruption penalties felt too heavy handed in the context of multiple players on a ship out at sea. Maybe some technical limitations in being able to tune naval corruption separately from from not naval corruption, and eventually the fix being “screw it, just make them auto flag”
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Well, then maybe that's the way Steven should have spun the reason for the change - instead of:
    "We want to encourage intelligent calculations of Risk v Reward. These are elements that I think players feel really accomplished when they know that they overcame risk for the trophy. That not everybody makes it, but I did."
    "When you move off of land, you need to be careful! And there is a lot of opportunity... and because there is a lot of opportunity that is unique to that content, that's unique to that sea... that's treasure finding, that's NPCs, that's a lot of different things... there's a lot of different stuff...there needs to be risk associated with all of that."

    ---Steven - Development Update with New Map and Feature Discussions - August 26, 2022

    It's really just an excuse for more intense, adrenaline-fueled PvP combat.
    Which is great for Hardcore Challenge gamers who crave intense competition.
    Too intense for my interests.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Honestly, I feel like you should gain corruption for even attacking a green player. Albeit a small amount. I can see people who don't mind playing as combatants just attacking greens because they think it's funny, or to annoy them & to bait them into fighting back.

    Hard no. Otherwise you have anyone who attacks first being immediately subjected to being corrupted. Corruption should only be to deter griefing, not PvP in general.
    GJjUGHx.gif
  • ShabooeyShabooey Member, Alpha Two
    edited July 2023
    Are they making the open seas a loot hot-spot in order to fit with their risk v reward mantra? I haven't seen/read enough about them to know what content is going to be there.

    The other reason is that, like a few have mentioned, that it's too difficult at the minute to change the corruption system for the open sea. I have no technical background so no idea how easy/hard that would be but to a layman like me it doesn't seem that difficult to do. Might cause a problem if one person on your ship gets the killing blow and goes red but the rest of you don't? I don't know I'm just thinking aloud.

    Or is it they just want the open seas to be a place where people can get their pirate on?
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Shabooey wrote: »
    Are they making the open seas a loot hot-spot in order to fit with their risk v reward mantra? I haven't seen/read enough about them to know what content is going to be there.

    The other reason is that, like a few have mentioned, that it's too difficult at the minute to change the corruption system for the open sea. I have no technical background so no idea how easy/hard that would be but to a layman like me it doesn't seem that difficult to do. Might cause a problem if one person on your ship gets the killing blow and goes red but the rest of you don't? I don't know I'm just thinking aloud.

    Or is it they just want the open seas to be a place where people can get their pirate on?

    I vaguely remember something being said about underwater dungeons or something. Not positive though. I will try to find where I heard it.
    vmw4o7x2etm1.png
  • Percimes wrote: »
    90 seconds is both long and short. I wonder... Could it be one of the factor that lead to the open sea the become an always combatant zone?

    I can easily imagine a chain of adjustments where it became the chosen option. Internal testing of naval combat showed that to be interesting, a bigger ocean was required for ships to manoeuvre. With more space players would de-flag too easily or too frequently in naval battle and it was messing something with CC immunity or naval skills. To keep the de-flag timer consistent, it was decided instead to make the open sea a "purple zone". Upping the risks lead to upping the rewards.

    I repeat, just one way I imagine the reasoning. Everything completely pulled out of my a... well, you know how the saying goes.

    This is similar to where I landed on how they came to this decision. I could see they maybe wanted the open oceans to have additional risk of PvP, and the current corruption penalties felt too heavy handed in the context of multiple players on a ship out at sea. Maybe some technical limitations in being able to tune naval corruption separately from from not naval corruption, and eventually the fix being “screw it, just make them auto flag”

    Yeah, also having to consider players individually rather than one crew working together. Some manning the weapons, others the sails, another the rudder... All bound on the same moving object. It feels more like mobile battlefield, like regular land caravan, than a battle of individual players.
    Dygz wrote: »
    Well, then maybe that's the way Steven should have spun the reason for the change - instead of:
    "We want to encourage intelligent calculations of Risk v Reward. These are elements that I think players feel really accomplished when they know that they overcame risk for the trophy. That not everybody makes it, but I did."
    "When you move off of land, you need to be careful! And there is a lot of opportunity... and because there is a lot of opportunity that is unique to that content, that's unique to that sea... that's treasure finding, that's NPCs, that's a lot of different things... there's a lot of different stuff...there needs to be risk associated with all of that."

    ---Steven - Development Update with New Map and Feature Discussions - August 26, 2022

    It's really just an excuse for more intense, adrenaline-fueled PvP combat.
    Which is great for Hardcore Challenge gamers who crave intense competition.
    Too intense for my interests.

    Hehe, technical difficulties don't sell as well as promoting excitements, well, depending of the crowd. But, as I said, it could be only one of many factors, minor one at that. And it still only my imagination trying to spin logical arguments.
    Be bold. Be brave. Roll a Tulnar !
  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Shabooey wrote: »
    Are they making the open seas a loot hot-spot in order to fit with their risk v reward mantra? I haven't seen/read enough about them to know what content is going to be there.

    Generally yes. Dygz gave the quote a few posts up.

    @Dygz
    Well, then maybe that's the way Steven should have spun the reason for the change

    I am providing obviously an assumption, but something like that is the general way my brain tried to make sense of the decision. Seems absolute and out of character. Almost every other aspect of the game there’s a lever to adjust to come to an ideal amount of interaction they want to see, so it feels odd to me, if there wasn’t a reason, to give all the control away in this one area.
  • Ayeveegaming1Ayeveegaming1 Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Shabooey wrote: »
    Are they making the open seas a loot hot-spot in order to fit with their risk v reward mantra? I haven't seen/read enough about them to know what content is going to be there.

    The other reason is that, like a few have mentioned, that it's too difficult at the minute to change the corruption system for the open sea. I have no technical background so no idea how easy/hard that would be but to a layman like me it doesn't seem that difficult to do. Might cause a problem if one person on your ship gets the killing blow and goes red but the rest of you don't? I don't know I'm just thinking aloud.

    Or is it they just want the open seas to be a place where people can get their pirate on?

    https://youtu.be/SiAOz_RGdlY
    vmw4o7x2etm1.png
  • ShabooeyShabooey Member, Alpha Two
    Perfect thank you!
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Noaani wrote: »

    The issue with players being able to flag themselves is it increases the understanding players will have of whether someone is likely to fight back or not (which I gather is the reason you want it), but in turn this will drastically impact the corruption system. Steven has talked about this in the past.

    I would be interested in reading/viewing that... can you reference the Steven has talked about this in the past?
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Raven016 wrote: »
    How long the corruption lasts?

    nope. The flagged for pvp part. in my scenario no one has obtained corruption (yet)
  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Depraved wrote: »
    I drop all my gear because of the tiny bit of corruption that you are suggesting.

    do you think this is fair? great idea genius.

    I think you only have a chance to drop a single piece of gear. Not all.

    I like your energy though.

  • AbaratAbarat Member, Alpha One, Alpha Two, Early Alpha Two
    Raven016 wrote: »
    Mag7spy wrote: »
    Raven016 wrote: »
    How long the corruption lasts?

    Forever until you work it off or die enough times.

    How do you work it off?



    picking up garbage on the roads of Verra
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    I am providing obviously an assumption, but something like that is the general way my brain tried to make sense of the decision. Seems absolute and out of character. Almost every other aspect of the game there’s a lever to adjust to come to an ideal amount of interaction they want to see, so it feels odd to me, if there wasn’t a reason, to give all the control away in this one area.
    Feels like he always had it at the back of his mind because in May 2018, when I first asked him about Ashes PvP compared to other games, and we kinda mentioned FFA PvP zones/murderbox games:
    I told Steven: "EvE is a murderbox to me."
    Steven said, "Well, EvE is a murderbox if you go to certain sectors, right?"
    I said, "I don't know! I'm staying away from EvE because it's too PvP-centric for me!"
    And he was all, "Oooh! I seeee."
    ---The Ashen Forge - Episode 15: An Interview with Steven Sharif

    Even then, he says that his hopes are that the PvP in Ashes is meaningful, such that the rewards are worthy of the risk.
    So... really, as long as he moves the lever up on the rewards, he feels it's OK to move the lever up on the PvP competition as well.

    It just happens that for me, it's not possible to gove me a reward that would compensate for open world, auto-consent FFA PvP combat.
  • DepravedDepraved Member, Alpha Two
    Dygz wrote: »
    I am providing obviously an assumption, but something like that is the general way my brain tried to make sense of the decision. Seems absolute and out of character. Almost every other aspect of the game there’s a lever to adjust to come to an ideal amount of interaction they want to see, so it feels odd to me, if there wasn’t a reason, to give all the control away in this one area.
    Feels like he always had it at the back of his mind because in May 2018, when I first asked him about Ashes PvP compared to other games, and we kinda mentioned FFA PvP zones/murderbox games:
    I told Steven: "EvE is a murderbox to me."
    Steven said, "Well, EvE is a murderbox if you go to certain sectors, right?"
    I said, "I don't know! I'm staying away from EvE because it's too PvP-centric for me!"
    And he was all, "Oooh! I seeee."
    ---The Ashen Forge - Episode 15: An Interview with Steven Sharif

    Even then, he says that his hopes are that the PvP in Ashes is meaningful, such that the rewards are worthy of the risk.
    So... really, as long as he moves the lever up on the rewards, he feels it's OK to move the lever up on the PvP competition as well.

    It just happens that for me, it's not possible to gove me a reward that would compensate for open world, auto-consent FFA PvP combat.

    you cant have that adrenaline release everyday at your age dygz ahah
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Depraved wrote: »
    you cant have that adrenaline release everyday at your age dygz ahah
    EXACTLY!!!

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