Dolyem wrote: » You only gain corruption for killing a green, not damaging
PherPhur wrote: » I don't know other solutions to this problem, if there even is any. But I imagine that there will be a debuff that gets tacked onto your character every time you do damage to a green, which last for I'm going to guess a couple minutes at least. If you do any damage to them again before the debuff duration has expired then the duration refreshes. And if the green player dies within that time, from anything, then you will receive corruption. This way all attackers on a green suffer corruption and people will usually not try to keep a player at low health hoping they die to a mob while they're questing/tasking/farming/ect.
Voeltz wrote: » Yeah it's silly. The people on this forum like it tho because it's easy to abuse. Take someone down 95% of their HP and get mobs to last hit them and bypass corruption completely. That's like having a PvE system where looting rights and xp are given only to whoever does the killing blow.
George_Black wrote: » And how does the attacker know when to stop at 95%? The HP bar of players isnt visible to non party members.
Voeltz wrote: » That's you speculating. We don't know how accurate or inaccurate the nameplate deterioration will be. Didn't play Lineage but I played Archeage, and in that game it was not fine, it was exploited. The problem with having only 1 person gaining corruption is if a group is involved, only one person is punished and the rest get to keep doing it. That was my experience in Archeage, that's what every group did. Not more severe, distributed amongst those involved based on contribution. Why is it that rewards such as loot and XP are shared in a group setting, but punishment(corruption) is not? You wouldn't want all the loot and xp going to whoever got a lucky last hit on a mob, yet you're ok with it when it comes to corruption. Why is that? Even the combatant status is spread if you help another combatant in any way, but corruption is where the line is drawn for some odd reason. Doesn't make any sense. Contribution is contribution whether positive or negative.
Voeltz wrote: » @George_Black Neither would shared corruption. Now you're drawing conclusions on top of a false premise. Maybe you need to look up what the word shared means. It means divided, not multiplied. If a group of 8 people share a pizza, it doesn't mean there are now 8 pizzas. You also forgot about all the other forms of Open World PvP. So to make the conclusion that there would no longer be any World PvP is actual silliness. Your entire arguement, if you want to call it that, is emotional. You do not determine anyone's credibility. Again, continuing your speculation on something you can't understand. Just because something worked doesn't mean it can't be improved. Wooden wagon wheels "worked" and so did typewriters. Thank God you're not a developer because your type of thinking and stubbornness would have left us in the dark ages.
George_Black wrote: » What emotional? What are you saying. "The corruption system worked in L2. 0 problems." Where is the emotion on that? It's a fact. God I love it when people run out of arguments and they talk about my behaviour. It's the sign that says "this guy gave up. You are free now." Cya mate.
Voeltz wrote: » George_Black wrote: » What emotional? What are you saying. "The corruption system worked in L2. 0 problems." Where is the emotion on that? It's a fact. God I love it when people run out of arguments and they talk about my behaviour. It's the sign that says "this guy gave up. You are free now." Cya mate. Yes, every one of your posts is filled with emotional rants and name calling. Like I said, just because something "worked" in your subjective opinion, 20 years ago in your favorite game, does not mean it is without flaws and cannot be improved. My experience in a more recent game with the same flagging system, was that it didn't work and was easily exploited. I love it when people quote me, ignore every point I made, then claim I don't have any arguments all in the same post. Didn't make a single rebuttal. Laughable. Simply restating "It wOrKeD iN LiNeAgE 2" over and over and using made up scenarios is not an arguement. Come up with something better.
George_Black wrote: » What emotional? What are you saying.
Voeltz wrote: » Not more severe, distributed amongst those involved based on contribution. Why is it that rewards such as loot and XP are shared in a group setting, but punishment(corruption) is not? You wouldn't want all the loot and xp going to whoever got a lucky last hit on a mob, yet you're ok with it when it comes to corruption. Why is that? Even the combatant status is spread if you help another combatant in any way, but corruption is where the line is drawn for some odd reason. Doesn't make any sense. Contribution is contribution whether positive or negative.
NiKr wrote: » Voeltz wrote: » Not more severe, distributed amongst those involved based on contribution. Why is it that rewards such as loot and XP are shared in a group setting, but punishment(corruption) is not? You wouldn't want all the loot and xp going to whoever got a lucky last hit on a mob, yet you're ok with it when it comes to corruption. Why is that? Even the combatant status is spread if you help another combatant in any way, but corruption is where the line is drawn for some odd reason. Doesn't make any sense. Contribution is contribution whether positive or negative. Would it give the PK count to all in the group as well? Because PK count would be exactly like 8 pizzas instead of one pizza split amongst 8 people. And even if it doesn't, a group of people who're getting attacked would just need to die once to the attackers to pretty much completely disable their entire group. Respawning and coming back within 5 minutes is way easier than trying to cleanse 8-victims-worth of corruption within the same 5 minutes. This is why George says that this will remove owpvp from the game. Yes, there'll be wars that will comprise the majority of pvp that will happen in the game, but if a party in a guild has an important goal and the goal is worth a ton of time/money - they'll just leave the guild for a few days and will become untouchable, because no sane group would go corrupt against them. Giving corruption to the entire party brings the risk of PKing way over any value of the reward. Oh, also, here's the most obvious abuse of this: A member leaves the party for a minute Kills the victim Rejoins or just gets help clearing corruption ??? Profit So "giving it to the whole party" just won't work out as you wish. I guess we'd have to go even further and say "give it to all who attacked the victim within a certain timeframe" and/or gave any kind of support (buff/heal) to the attacker within a certain timeframe. We'd then have to figure out what that timeframe is. Is it just a minute? Then we go back to the example I provided. Is it more than a minute? Then the game will lose the potential casual-friendly mechanic of "sell your buffs to make some money". "It wOrKeD iN LiNeAgE 2". People made quite a nice sum, considering that all they did was just sit in the city (in Ashes they'd be sitting near dungeons or other POIs). How would you address those issues?