PherPhur wrote: » George_Black wrote: » Shared xp and loot doesnt shut down open world pvp, now does it? You want to have entire groups go red for a silly reason like that? Nobody will be able to flag anyone with your suggestion. The abuse would be like this: Group shows up in zone, flags one guy. Guy runs into mobs, dies, group goes red. Group has to get out of there. 0 contest for the zone. The dead guy is rezed by his friend. Keep farming unopposed. I dont care about your AA experience, plain and simply because your reasoning is one of overexagerration. You are not credible anymore. Your solution would create big problems, plus it leans on the side of restricting pvp even more. Plus.... it worked fine in L2. Done. The broken nameplate doesnt help attackers bring the hp of the victim tp 95%. The attacker risks going red in this system. Your solution gives all the power to the victim. Which will be abused. IS is thinking things through. You cant see one step further than your position/desire, nor do you see the ties to the rest of the game design. Stop the victimhood mentality. If the entire group attacks the one green all at once, and kills him... Well it depends if they hit the green more than 3 or 4 times times(the amount of hits I'd imagine it'd be tuned to before you get the debuff). If everyone hit once and took him down it'd be only the killing blow that gave corruption. One guy should probably hit the green a few times to decide if the green wants to flag himself and fight back or not first. If you cant one or two shot him with your group that is. Either way its not less WPvP, it changes hardly anything for PvPers, only griefers does it really effect. Griefers and PvPers looking to exploit corruption.
George_Black wrote: » Shared xp and loot doesnt shut down open world pvp, now does it? You want to have entire groups go red for a silly reason like that? Nobody will be able to flag anyone with your suggestion. The abuse would be like this: Group shows up in zone, flags one guy. Guy runs into mobs, dies, group goes red. Group has to get out of there. 0 contest for the zone. The dead guy is rezed by his friend. Keep farming unopposed. I dont care about your AA experience, plain and simply because your reasoning is one of overexagerration. You are not credible anymore. Your solution would create big problems, plus it leans on the side of restricting pvp even more. Plus.... it worked fine in L2. Done. The broken nameplate doesnt help attackers bring the hp of the victim tp 95%. The attacker risks going red in this system. Your solution gives all the power to the victim. Which will be abused. IS is thinking things through. You cant see one step further than your position/desire, nor do you see the ties to the rest of the game design. Stop the victimhood mentality.
PherPhur wrote: » Corruption sucks for normal PvPers, I know it will, better than 90% of the playerbase I imagine. People like me who intend on not body camping, waiting for fullish health/mana, trying to stay away from real low levels, corruption sucks. For those people that want to swat the human bot farming their area, corruption sucks.
NiKr wrote: » PherPhur wrote: » It might be that the first debuff is invisible and inconsequential, then if it gets refreshed it works like I stated. To allow for someone to basically ask "hey, do you want to fight" without risking full on corruprion by that persons potential suicide. So literally what flagging up already achieves? And if the attacker was planning to PK their target anyway - they wouldn't care if the first hit made them red or not. PherPhur wrote: » And your concern in groups is made null with that change I just said. Does the "invisible and inconsequential" buff apply only to the attacker or to their entire party as well? What about its cd? Even if it applies to the entire party, the members could all leave for a second, everyone hit the target once with their strongest attacks and then rejoin the party. Now they're not flagged (cause I'm assuming your suggestion either removes that or goes around flagging) and their target is barely alive.
PherPhur wrote: » It might be that the first debuff is invisible and inconsequential, then if it gets refreshed it works like I stated. To allow for someone to basically ask "hey, do you want to fight" without risking full on corruprion by that persons potential suicide.
PherPhur wrote: » And your concern in groups is made null with that change I just said.
PherPhur wrote: » The "invisible buff" is just there as a counter for the game. But i get you lol. It would probably have to be tuned to 3 or 4 hits before the real debuff is applied.
PherPhur wrote: » Idk, it could apply to the group of people attacking(no point in making it party only), or it could only apply to the last person to hit them. That was just the cherry on the sundae, the point was to prevent exploiting the corruption system and to give greens the opportunity to commit suicide to punish a griefer trying to keep their health low.
PherPhur wrote: » Also I dont think it would need a cooldown, just a duration that refreshes when they hit the green again.
Dygz wrote: » I mean... that's just a quibble over whether the magic number to understand the target intends to remain a Non-Combatant is 2 or 3 (or 4). The point of the statement is keeping the target's health low with no intention of killing the target.
Dygz wrote: » My understanding of the example is that it’s griefing for an individual to keep hitting the Non-Combatant just to keep the target’s health low with no intention of killing the target. If a group accidentally hits the target multiple times, that’s not griefing. If they intentionally hit the target multiple times just to keep their health low without killing the target, that’s griefing. I dunno that the current system needs to be changed.
Dygz wrote: » My understanding of the example is that it’s griefing for an individual to keep hitting the Non-Combatant just to keep the target’s health low with no intention of killing the target. If they intentionally hit the target multiple times just to keep their health low without killing the target, that’s griefing.
Dygz wrote: » We can't advance our Artisan Levels and remain Level 1 Adventurer. Stuff we do for Artisan progression also provides some xp for Adventurer Level. Exploration also provides some xp for Adventurer Level. We'll have to see how low we can be on Adventurer Level. It is one of the things I plan to test in Alpha 2 and the Betas.
NiKr wrote: » 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?
Depraved wrote: » you are only thinking about a group vs 1 or 1 dude griefing, whatever your definition of griefing is. but you still dont get it. a common strategy is to hit the opposing party a little bit before the fight starts to make them start lower on health, low on mana, or force them to use something, or maybe you catch them without buffs and you are hitting them. now people arent even going to do that because you get corrupted for hitting someone before you kill them...which is dumb =_= thats why it will stop/reduce ow pvp. the meta will be to let the other person hit you until they get corruption. now they cant cc you and you can cc them, and they drop their gear. if they stop and dont hit you...you wont hit them, because you will be purple too and lose your advantage. so the options are pk or go do something else. it will end up increasing corruption or reducing pvp... you shouldn't be corrupted for hitting someone without killing them, unless you change what being corrupted means.
NiKr wrote: » PherPhur wrote: » Corruption sucks for normal PvPers, I know it will, better than 90% of the playerbase I imagine. People like me who intend on not body camping, waiting for fullish health/mana, trying to stay away from real low levels, corruption sucks. For those people that want to swat the human bot farming their area, corruption sucks. "normal pvpers" don't just PK others, because to them that is not pvp. So "normal pvpers" have nothing to do with corruption and it in no way "sucks for them". The only people it should suck for are those who're trying to kill a ton of players. If you can't win out against a "human bot farming your location" in pve, then you either move onto a location where you can outfarm others or you PK them. If you PK them and they come back and STILL outfarm you - you've lost and should be ashamed of yourself. At that point PK is the least of your troubles, because you've failed as a gamer.
PherPhur wrote: » NiKr wrote: » PherPhur wrote: » Corruption sucks for normal PvPers, I know it will, better than 90% of the playerbase I imagine. People like me who intend on not body camping, waiting for fullish health/mana, trying to stay away from real low levels, corruption sucks. For those people that want to swat the human bot farming their area, corruption sucks. "normal pvpers" don't just PK others, because to them that is not pvp. So "normal pvpers" have nothing to do with corruption and it in no way "sucks for them". The only people it should suck for are those who're trying to kill a ton of players. If you can't win out against a "human bot farming your location" in pve, then you either move onto a location where you can outfarm others or you PK them. If you PK them and they come back and STILL outfarm you - you've lost and should be ashamed of yourself. At that point PK is the least of your troubles, because you've failed as a gamer. Corruption sucks for anyone who gets it. By normal I partially mean common, and if someone is an common "PvPer" they're gonna attack some greens out in the open world. I expect to see the majority of PvP'ers do this at some point without a doubt. I don't have some absolute record to pull that from but I can get in the mind of a PvP'er being one myself and having played many games with them.
Meztopheles wrote: » I haven't read all the comments on this thread so it may have already been said, but it seems like an easy fix for this is to just have corruption apply if the person someone attacks dies within a certain amount of time, or if they die between the time that player caused them to lose health and them being at full health again. That way, even if they didn't land the killing blow, the attacker is still held responsible for the death (which they are indeed at least partially responsible for). Edit: Reading more, my post is irrelevant as it's essentially what OP was talking about, I just misunderstood. My B.
PherPhur wrote: » Meztopheles wrote: » I haven't read all the comments on this thread so it may have already been said, but it seems like an easy fix for this is to just have corruption apply if the person someone attacks dies within a certain amount of time, or if they die between the time that player caused them to lose health and them being at full health again. That way, even if they didn't land the killing blow, the attacker is still held responsible for the death (which they are indeed at least partially responsible for). Edit: Reading more, my post is irrelevant as it's essentially what OP was talking about, I just misunderstood. My B. Hey, there we go. It's a little less foolproof, and it doesn't stop people from griefing by following you and keeping your health at 50% for 20 minutes lol, but it's constructive and unique. Actually, come to think of it this is spectacular. The issue is that the debuff needs to be applied after sevvvveral hits(an invisible and inconsequential one applies off the first several hits and acts as a counter) because as one person pointed out, people need to be able to hit a green many times to test their willingness to flag, or to just try and get them to go away. Which is fine, the actual debuff can get applied after a ton of hits, but that does leave a window where the attacker can still try to get the green dead by a mob, exploiting corruption. BUT, with both ideas combined it takes care of the issue. Or so it seems, I might be missing something.
Voeltz wrote: » Obviously the system would have to be adapted to account for multiple people splitting the corruption instead of 1 getting it all. A couple solutions I could see would be either having a Corruption Meter that builds up slowly over time and turns you corrupt after filling 100% or expanding the range of corruption, having it start off at much lower levels of penalties for lesser crimes and progressing from there.
Voeltz wrote: » Partial corruption gain for those who took 2 swings or barely contributed would probably be the way to go. Then, if they continue to participate in green player's deaths, they would eventually turn red for their accumulated actions. Essentially, corruption would be broken up into pieces rather than it being a severe lump sum punishment applied to whoever gets unlucky with the killing blow.