Morgalf wrote: » Okay, I wanted to get some opinions on the PvP system. It is clear that many of us are here for this very important reason. I was curious what type of strategies everyone is cooking up, how Ashes can get around them, and everything in between. I love world PvP. I love killing players that are minding their own business (wolves), I love defending people getting attacked by people like me (sheep dogs), I love grouping up and taking down a town, and I love defending a town that is under attack. However, I am well aware of how badly players can be abused. I have grown out of PK'ing relentlessly over the years. If I do, everyone gets one. However, I know the wolves are still out there... I hope I am not judged too hard by this! In order to catch the wolf, you need to think like the wolf! Overall, the goal is consider the sneaky tactics to snuff out the toxic players (like younger me) and foster a healthy (high risk) environment long term. Here is my favorite strategy: I will have two accounts. If I want to kill a player and take their goods, I will happily get flagged. Then, I will run around the corner to my other character so that he can kill my wolf and reduce my corruption/take the drops. This way, I can bypass the repercussions by being the avenger as well, but I do not lose the goods from the kill or items that my character loses due to corruption. I can't think of a way that they could correct this issue. It mimics the natural game mechanics... Another strategy: I can get the character to max level, create a bunch of cheap gear, and go on a rampage. As I lose the gear through death, I will continue to put on the new stuff. This allows me to collect stolen goods at the cost of some cheap equipment. Maybe I can even use the stolen goods to create or purchase new cheap gear in a never-ending cycle of death. I think they only way that Ashes can get around this is the perma-corruption. Where when you do so many bad deeds your character is eventually permanently handicapped. I think this is pretty severe though. Maybe a long term corruption debuff would be less severe, but under those circumstances, I would just create multiple characters designed to be killers. A stable of assassins or something. As the corruption goes down on the characters, I can just switch between them. They could correct that by only allowing corruption to subside while in game or even while working in a prison camp. Let me know your strategies unless you're one of the baddies that want to get away with it and drive away our player population.
Azherae wrote: » For now, since we still don't have a lot of information on the exact balance of Corruption or the risk of dropped gear, the only strategy my group has definitely 'committed to' is to have one character whose job it is to try to make sure they finish off the target. Since the current proposed (by Intrepid) system is that only the player who lands the last hit gets Corrupted, and since we know that the target won't be fighting back, other players can damage that target but then focus their combat on any other people in the area who flag up to stop us, while the Enforcer hunts the main target. In other words, we've only got the most basic obvious strategy for now since so many things aren't set in stone until Alpha-2.
Depraved wrote: » one way to prevent this would be creating a big gap between tiers of gear. if both players are using the same tier of gear, then gear wont provide a significant advantage, however, if one player is using cheap gear against someone using expensive or higher tier gear, the person using cheap gear should have no chance of killing the other person. another possible solution is dont have cheap gear in the game =D maybe
Morgalf wrote: » Azherae wrote: » For now, since we still don't have a lot of information on the exact balance of Corruption or the risk of dropped gear, the only strategy my group has definitely 'committed to' is to have one character whose job it is to try to make sure they finish off the target. Since the current proposed (by Intrepid) system is that only the player who lands the last hit gets Corrupted, and since we know that the target won't be fighting back, other players can damage that target but then focus their combat on any other people in the area who flag up to stop us, while the Enforcer hunts the main target. In other words, we've only got the most basic obvious strategy for now since so many things aren't set in stone until Alpha-2. I guess the only way to avoid that would be party flagging? Depraved wrote: » one way to prevent this would be creating a big gap between tiers of gear. if both players are using the same tier of gear, then gear wont provide a significant advantage, however, if one player is using cheap gear against someone using expensive or higher tier gear, the person using cheap gear should have no chance of killing the other person. another possible solution is dont have cheap gear in the game =D maybe Great points. I was hoping a L2 player would be around. So, I heard that Steven said gear will be 50% of the characters abilities. So, maybe that would be an issue with cheap gear.
tautau wrote: » One thing that you PKers love to overlook is that often (perhaps half the time) the player you attack will kill you. Another thing that you love to overlook is that the player you attack may have nearby hidden friends (and/or a second account character) who will snap in and kill you before you finish your fight. In other words, you may loose more often than you win. Edit: I played a lot of L2 from release.
Morgalf wrote: » Here is my favorite strategy: I will have two accounts. If I want to kill a player and take their goods, I will happily get flagged. Then, I will run around the corner to my other character so that he can kill my wolf and reduce my corruption/take the drops. This way, I can bypass the repercussions by being the avenger as well, but I do not lose the goods from the kill or items that my character loses due to corruption. I can't think of a way that they could correct this issue. It mimics the natural game mechanics...
Morgalf wrote: » Another strategy: I can get the character to max level, create a bunch of cheap gear, and go on a rampage. As I lose the gear through death, I will continue to put on the new stuff. This allows me to collect stolen goods at the cost of some cheap equipment. Maybe I can even use the stolen goods to create or purchase new cheap gear in a never-ending cycle of death. I think they only way that Ashes can get around this is the perma-corruption. Where when you do so many bad deeds your character is eventually permanently handicapped. I think this is pretty severe though. Maybe a long term corruption debuff would be less severe, but under those circumstances, I would just create multiple characters designed to be killers. A stable of assassins or something. As the corruption goes down on the characters, I can just switch between them. They could correct that by only allowing corruption to subside while in game or even while working in a prison camp.
Kilion wrote: » Morgalf wrote: » Here is my favorite strategy: I will have two accounts. If I want to kill a player and take their goods, I will happily get flagged. Then, I will run around the corner to my other character so that he can kill my wolf and reduce my corruption/take the drops. This way, I can bypass the repercussions by being the avenger as well, but I do not lose the goods from the kill or items that my character loses due to corruption. I can't think of a way that they could correct this issue. It mimics the natural game mechanics... There are some solutions possible and probably already part of the anti cheat policy:Only 1 login per person - meaning you cannot log in with another account with your name as the owner while you are logged in with one account already. Alternatively you cannot access the same server as long as there is one of your accounts logged in on that server. And of course with their own launcher in place they could also not allow for the game to run twice at the same time. The tracking software monitors basically all player actions, that means suspicious patterns like this will be recorded. Seeing the same characters of the same person cleanse corruption like that would probably result in a ban. A corrupted character could not only drop more than an uncorrputed character that dies, a portion of the mats they held could also be lost entirely (being deleted). Morgalf wrote: » Another strategy: I can get the character to max level, create a bunch of cheap gear, and go on a rampage. As I lose the gear through death, I will continue to put on the new stuff. This allows me to collect stolen goods at the cost of some cheap equipment. Maybe I can even use the stolen goods to create or purchase new cheap gear in a never-ending cycle of death. I think they only way that Ashes can get around this is the perma-corruption. Where when you do so many bad deeds your character is eventually permanently handicapped. I think this is pretty severe though. Maybe a long term corruption debuff would be less severe, but under those circumstances, I would just create multiple characters designed to be killers. A stable of assassins or something. As the corruption goes down on the characters, I can just switch between them. They could correct that by only allowing corruption to subside while in game or even while working in a prison camp. This seems to be mainly concerning the balancing of the corruption system. If corruption by death doesn't decrease as much as it does through PvE activities that would make the "cycle of death" highly inefficient. And I think that is what Intrepid will ultimately be balancing the system for: The more "unproductive" PvP people engage in the more they could end up being forced to engage in PvE again. Maybe it would also make sense to at some point make death not reduce corruption at all.CONCLUSION: I definitely get that people are concerned about the "unproductive PvP" in Ashes, it makes perfect sense to be. What I see as the solution to is active testing and feedback during the Alpha 2 to close as many of the loopholes as possible. And don't forget that with as things are now there is nothing holding Intrepid back to introduce further changes to the corruption system after launch if they deem it necessary. I personally hope that the corruption system will be partly governed by the world event system. If a on a server in a specific region PKs are unusually high (in regars to server average, the corruption gain per kill should increase. Or maybe corruption for players with unusual high PKs will accumulate corruption faster than those who rarely engage in PKs compared to their other other activities in the game. Suffice to say there are a bunch of balancing options and with the Alpha2 data I am optimistic (for now) that we will get a reasonable system.
Raven016 wrote: » PvP-ers afraid of corruptionhttps://twitter.com/astheticviews/status/1729661468805566793
Depraved wrote: » Kilion wrote: » Morgalf wrote: » Here is my favorite strategy: I will have two accounts. If I want to kill a player and take their goods, I will happily get flagged. Then, I will run around the corner to my other character so that he can kill my wolf and reduce my corruption/take the drops. This way, I can bypass the repercussions by being the avenger as well, but I do not lose the goods from the kill or items that my character loses due to corruption. I can't think of a way that they could correct this issue. It mimics the natural game mechanics... There are some solutions possible and probably already part of the anti cheat policy:Only 1 login per person - meaning you cannot log in with another account with your name as the owner while you are logged in with one account already. Alternatively you cannot access the same server as long as there is one of your accounts logged in on that server. And of course with their own launcher in place they could also not allow for the game to run twice at the same time. The tracking software monitors basically all player actions, that means suspicious patterns like this will be recorded. Seeing the same characters of the same person cleanse corruption like that would probably result in a ban. A corrupted character could not only drop more than an uncorrputed character that dies, a portion of the mats they held could also be lost entirely (being deleted). Morgalf wrote: » Another strategy: I can get the character to max level, create a bunch of cheap gear, and go on a rampage. As I lose the gear through death, I will continue to put on the new stuff. This allows me to collect stolen goods at the cost of some cheap equipment. Maybe I can even use the stolen goods to create or purchase new cheap gear in a never-ending cycle of death. I think they only way that Ashes can get around this is the perma-corruption. Where when you do so many bad deeds your character is eventually permanently handicapped. I think this is pretty severe though. Maybe a long term corruption debuff would be less severe, but under those circumstances, I would just create multiple characters designed to be killers. A stable of assassins or something. As the corruption goes down on the characters, I can just switch between them. They could correct that by only allowing corruption to subside while in game or even while working in a prison camp. This seems to be mainly concerning the balancing of the corruption system. If corruption by death doesn't decrease as much as it does through PvE activities that would make the "cycle of death" highly inefficient. And I think that is what Intrepid will ultimately be balancing the system for: The more "unproductive" PvP people engage in the more they could end up being forced to engage in PvE again. Maybe it would also make sense to at some point make death not reduce corruption at all.CONCLUSION: I definitely get that people are concerned about the "unproductive PvP" in Ashes, it makes perfect sense to be. What I see as the solution to is active testing and feedback during the Alpha 2 to close as many of the loopholes as possible. And don't forget that with as things are now there is nothing holding Intrepid back to introduce further changes to the corruption system after launch if they deem it necessary. I personally hope that the corruption system will be partly governed by the world event system. If a on a server in a specific region PKs are unusually high (in regars to server average, the corruption gain per kill should increase. Or maybe corruption for players with unusual high PKs will accumulate corruption faster than those who rarely engage in PKs compared to their other other activities in the game. Suffice to say there are a bunch of balancing options and with the Alpha2 data I am optimistic (for now) that we will get a reasonable system. dual clienting is already allowed. and people shouldnt be banned because they are cleansing corruption on another computer...or a friend is helping them
Kilion wrote: » Depraved wrote: » Kilion wrote: » Morgalf wrote: » Here is my favorite strategy: I will have two accounts. If I want to kill a player and take their goods, I will happily get flagged. Then, I will run around the corner to my other character so that he can kill my wolf and reduce my corruption/take the drops. This way, I can bypass the repercussions by being the avenger as well, but I do not lose the goods from the kill or items that my character loses due to corruption. I can't think of a way that they could correct this issue. It mimics the natural game mechanics... There are some solutions possible and probably already part of the anti cheat policy:Only 1 login per person - meaning you cannot log in with another account with your name as the owner while you are logged in with one account already. Alternatively you cannot access the same server as long as there is one of your accounts logged in on that server. And of course with their own launcher in place they could also not allow for the game to run twice at the same time. The tracking software monitors basically all player actions, that means suspicious patterns like this will be recorded. Seeing the same characters of the same person cleanse corruption like that would probably result in a ban. A corrupted character could not only drop more than an uncorrputed character that dies, a portion of the mats they held could also be lost entirely (being deleted). Morgalf wrote: » Another strategy: I can get the character to max level, create a bunch of cheap gear, and go on a rampage. As I lose the gear through death, I will continue to put on the new stuff. This allows me to collect stolen goods at the cost of some cheap equipment. Maybe I can even use the stolen goods to create or purchase new cheap gear in a never-ending cycle of death. I think they only way that Ashes can get around this is the perma-corruption. Where when you do so many bad deeds your character is eventually permanently handicapped. I think this is pretty severe though. Maybe a long term corruption debuff would be less severe, but under those circumstances, I would just create multiple characters designed to be killers. A stable of assassins or something. As the corruption goes down on the characters, I can just switch between them. They could correct that by only allowing corruption to subside while in game or even while working in a prison camp. This seems to be mainly concerning the balancing of the corruption system. If corruption by death doesn't decrease as much as it does through PvE activities that would make the "cycle of death" highly inefficient. And I think that is what Intrepid will ultimately be balancing the system for: The more "unproductive" PvP people engage in the more they could end up being forced to engage in PvE again. Maybe it would also make sense to at some point make death not reduce corruption at all.CONCLUSION: I definitely get that people are concerned about the "unproductive PvP" in Ashes, it makes perfect sense to be. What I see as the solution to is active testing and feedback during the Alpha 2 to close as many of the loopholes as possible. And don't forget that with as things are now there is nothing holding Intrepid back to introduce further changes to the corruption system after launch if they deem it necessary. I personally hope that the corruption system will be partly governed by the world event system. If a on a server in a specific region PKs are unusually high (in regars to server average, the corruption gain per kill should increase. Or maybe corruption for players with unusual high PKs will accumulate corruption faster than those who rarely engage in PKs compared to their other other activities in the game. Suffice to say there are a bunch of balancing options and with the Alpha2 data I am optimistic (for now) that we will get a reasonable system. dual clienting is already allowed. and people shouldnt be banned because they are cleansing corruption on another computer...or a friend is helping them Didn't know about the dual clienting. Whether people should be allowed to bypass the consequences of corruption like that or not is obviously not for me to decide, I just think if that is a simple way to mitigate the effects of corruption it has too many undesired consequences - though the Alpha will have to prove that theory before I insist on it
Morgalf wrote: » If I want to kill a player and take their goods