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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
it seems to be a trend. I usually dont waste my time on PvP in games with toggles or PvE games with PvP features. Who would want to play a PvE game for its PvP... especially when they killed off the pvp dynamic by making it an option lol
The fact that you won't play the game means it works as intended
The only way ganking will work to be worth it risk vs reward wise, is for gankers to run around in a squad. To much chance if someone goes to gank alone that the solo ganker will just die. This is a game where pvp is a part of life, everyone will be competent enough to fight back, the ganker wont risk the 50-50 chance of losing the 1v1. The only assured way to win is with numbers.
All of the people in the party of gankers will have to deal with corruption equally now. Its not split corruption, they all get it.
Corrupted players are LITERALLY screwed when they go red.
Can't go in towns,
Cant trade with others. (So they cant have their friends kill them and give them their gear back)
Corrupted players locations are REVEALED on the world map to bounty hunters. They cant hide.
Corrupted players can't even use their personal storage, so no running home to deposit items.
You die, you drop stuff.
Your stats against other players start taking a stacking negative penalty.
Your penalty from death is much more as red player than normal.
Basically, when you go red, you are a NPC. All you can do is fight other NPC or other players, the rest of the game is hostile to you. Intrepid want populated servers, all of these penalties will be tuned more or less to discourage random pvp for no reason.
really hope some shiny new pve MMO comes out soon to keem them busy,
Trying to find the quote.
But in essence, it was.
If one person ganks one person, that person gets 100 corruption. (arbitrary number for example)
If two people gank one person, they both get 100 corruption, not 50 each. They all get it, its not split.
So, everyone in the party is punished equally for ganking.
No they don't lmao. Love you are making up numbers guess ill do the same 99.9% of people on BDO play on launcher ;o. Seems like more people play on a pvp mmo with bad pve over ESO ^_-
It is going to, after a year, perhaps 18 months.
That isn't because of the corruption system though. The games PvP is what will make it quite popular at release.
But in essence, it just means if I run around with 20 people, I can gank 20 people and only get the same corruption as in the case if I was alone and ganked 1 person,
Which is not intended, I should get the corruption equivalent for if I killed 20 people. Which is what I was stating is how it works.
Which is why I said that your statement was incorrect. And the current design is the intended way for how this system works. You can dislike that design and give your feedback about that, but it is the intention.
The corruption is not intended to be equally shared/diluted between all party members. Your actions are essentially yours and whomever decides to join in.
The non-combatant flagging is essentially to deter combatant groups/raids from interfering with non-combatant groups/raids. The trade off is death penalties essentially.
Non-forced attacks, including AoE and status effects, will not hit non-combatant players.
Even if the two raids get into a fight, the corruption may not be a 1:1 ratio raid wide as you will need to focus kill for corruption to apply and not aoe.
https://ashesofcreation.wiki/Player_flagging
check out the death penalties for each flagging situation as well. There is a trade off if you expect to die a lot vs not dying a lot.
What I am talking about, is if you participate in player killing, the corruption is not diluted in any way just because you are with more people. As sage is better with words than me, you can just read what he said, since that is exactly what I am talking about.
If you think it is intended to be diluted, help me out by finding the quote, some people are stronger with the google than others, maybe thats you.
If you PK a player solo you get, say, 100 corruption. If you're in a party with 8 other people and kill that player - you get 100 corruption and no one in the party gets any. If your entire party hits that player, but you're the one taking the killing shot - you get 100 and your mates get nothing.
This is the "corruption doesn't dilute in parties". I dunno what Sage was talking about in his first sentence, so if any of yall find a quote for that, that'd be great.
I want to say it's as simple as whoever gets the kill shot gets the corruption but if someone does 90% the damage and someone does 10% that doesn't seem right to me. But I could be wrong. I just think the corruption doesn't take effect until the kill is what they may have meant.
There was this wrong statement before in this thread:
the diagram shows that only if you kill a green player you become red
If somebody in your group was hitting both green and purple opponents and was being hit by the purple and by NPCs, you as a healer you would heal him and you would become purple too. Once your group member kills the green, he will be red.
After he became red, if you wait you will go back to green. If you heal him later you become purple again.
Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[12][28][29][30]
That's the current system.
yeah that is what the wiki suggests, It seems wrong to me logically though. Could be due to various reasons like systems and tracking not implemented or lack of implementation goals. Technically yes, it's not corruption until someone dies regardless if they only contributed 10% of the damage and got the kill shot.
Technically you could just do a bunch of dmg and let the boss wipe them lol
But this is how it worked in L2 and Steven just yoinked that to Ashes.
That is true unfortunately lol.
It kind of defeats the purpose of the system and can encourage more griefing to non-combatants due to death penalties currently so why wouldn't they just want to flag as combatant then and if thats the case, why even have the system when you could establish laws to nodes and citizenships. But... even that could get messy with safe zones and citizens.
In which case, last hit only lets me game the system to reduce corruption on myself.
And yes, playing around with the system is intended. If you managed to avoid getting corruption by the mob killing your victim or mb someone else landing the killing blow instead of you - that's your skill showing, because you won't know precise hp values of your targets.
Though I do hope Steven removes the nameplate decay feature, cause I see no point in it, rather than making this avoidance easier.
I think a lot of the flagging systems problems stem around how the open world pvp is more focused around events with attacker and defender participant status as well. Sure we can freely go out and pvp anywhere but the POI things like caravans and sieges are using the flagging system to protect participants to some extent from outside interference and zerging issues assuming they dont keep the every group for themselves mentality.
Hypothetically, you could have corruption as a big player still even with the node anti-pvp law within city limits for all and a corruption increase if killing citizens of same node in open world or to some regards within ZOI.
This is of course if they don't adjust the person whom gets the kill shot acquires the sole corruption penalty.
anyways, hopefully they revisit the non-combatant griefing potential. I dont really see it as a skill thing. It's like kiting a non-chained world boss into a city equivalent in my opinion lol but I do get the perception of it. It's still applicable through combatant status as well so.
https://ashesofcreation.wiki/Nameplate
oh, that's a bit weird. Deteriorate makes more sense than decay as it made it sound like a visual distance thing to me.
I guess if they're not aiming for a health bar/resource above the character then you judge by the deterioration of the name plate?
This is why I said this would require skill (on top of general knowledge of the game). And if you don't see those decay stages at all then it would require even more skill to avoid corruption. At which point the risk on the side of the attacker shoots waaay up.
L2 didn't have any indicators of target's hp, so I don't really know why Steven decided to add it.
I suppose it's a skill Essentially the same thing as a health bar, just a name plate instead as the visual indicator of targets health metric lol
Funny part is, you can just follow them around and keep hitting them and stopping when it fades past a threshold regardless of hp bar lol.
That is pvp though
They could essentially have corruption as a metric based on damage to non-combatant flagged players as an overall thing and not directly to current target. So even if you go around griefing you can still acquire corruption slowly over time and much more for the kill shot.