Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
um...you dont need to beat players to beat the dungeon!! the challenge is pve.
also doesnt matter if its not a term people use. i live in reality, not in people's minds
imagine you remove all pvp fro mwow, you can do dungeons and beat challenges. thats the pve game.
now imagine if you remove all the pve from wow. you can do bg and arenas. thats the pvp game.
people dont refer as 2 games in one because people just refer as wow.
back go lol example. is the 5v5 moba the same as the tft? are those 2 games or just 1? game modes? game modes count as games, different rules etc.
See how meaningless that term is?
That is probably why you didn't provide an answer as to what the expected gameplay of the "PvX" game I had in mind is.
The downward spiral of corruption and killing needs combat penalties to function.
How much combat penalty? Well, that needs to be worked out. Keep in mind, any system will be gamed to the fullest extent possible.
I see something like this: Killing a green at the same level as you or higher gives 100 corruption. Each 50 corruption lowers your damage by 1% and increase your damage taken by 1%
Killing a player half your level gives 200 corruption. Killing a player 1/4 your level gives 400 corruption, and that's the cap of corruption that can be gained per kill.
Death removes 100 corruption (death penalties apply, including xp debt). Not sure how much xp gain would wipe out 100 corruption, but at a guess, 3-4% of your level's xp.
This means the concept only lives in your mind.
So, useless to others.
I too think it is unecessary to diminish the power output of a corrupted player. But i would think that the corrupted player could take double damage from players and even double time in stuns, snares and other ccs.
But to negate damage output is very boring indeed.
Maybe good punishment like:
- Double Damage Received
- Double Time in CCs
- Can't use AoE Spells
- Can't targetted spells (so since it is tab + action maybe will need to rely in action combat and aim your target manually, dont really know, something in between could be nice).
- Drop Everything if die
- +% drop in xp
- 15 minutes longer time to logout the game (then 60 seconds)
- more harder to remove corruption and player kill count
Now i accept all punishment above and at same time... Then having my damage reduced as a corrupted player.
And prolly can add... damage reduced to 80% against non combatant IF they dont retaliate if they retaliate then damage back to 100% while their damage would be doubled against us. And the combatant and corrupted we attack would work accordingly 100% and doubled if corrupted vs corrupted xD.
Just trying to say there are more ways then just flat out reduce damage to avoid pk abusing.
Which yes pk abusing low level is bad and also boring i won't kill any low level for fun and never did.
So hope Steven can flesh and polish out better ideas in alpha 2 about this punishment, because i myself, just because it is open world i would love to be a corrupted player and always be on edge for other high levels i encounter and start a fight because they want to kill me, it is a fun way of living and unpredictable and always adapting to new encounters and strategies.