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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
And, it's still lower Risk because dealing with the death penalties is at least twice as easy as normal.
You can leave the Open Seas the moment you feel you don't want to deal with more accrued death penalties, so...
More Rewards for more frequent PvP, but less Risk due to decreased death penalties.
MOAR Rewards for MOAR PvP !!! Play to Crush !!!
*RAWR*
(It's not really bigger losses - it's still just dropping some resources - and only half the resources than dying Green.)
That was a long time ago, people change even more so when you are talking about like 20 years ago.
This is not a released game yet, I'm sure like most games you will bet a big warning this location is open pvp.
Being pvp'd is not being griefed, being killed whenever you go to a location by the same group is not griefing. Open PvP does not mean everyone will attack you either. There is no reason to change the definition of anything it already makes perfect sense and doesn't need to be complicated for literarily 0 reason.
You are misunderstanding me, I do not equate pvp to griefing. I consider killing the same player over and over again because you are bored griefing. And that can be done on the open sea without any penalty.
I understand that it's common in Japan for people raised in that culture to excitedly eat fish eyes.
I don't enjoy eating fish eyes.
Both can be true, but having different pvp rule sets is a fun thing in itself.
@Krakhun Its a giant world, killing the same person cause they keep coming back is not griefing. They need to give up and go to another spot or prepare to find a way to win in pvp or get help. That isn't a strong point to say that is griefing because you died in pvp.
Now if you want to say someone is ulting a alt account to follow you everywhere that is a low level and can't be pvped to scout you can follow ou round the world no matter where you go to flag on you. Or use methods to purpose stop you from doing certain content and by passing normal rules than we can talk about griefing *ie 10 mages following you spamming sleep and refusing to attack you and going out of their way to ensure you can not play.
That can get in the realm were we can talk about if you are being griefed it not, not because you die in pvp and are stubborn and think that spot belongs to you without having to fight for it.
lmao, Remember that when I'm standing over your corpse for the forth time, and you just want your gear.
THere it is lmao
You just earned your spot on my guilds kos list.
- reduces random, spontaneous, on-off PKs, which I think are healthy for the game;
- increases PKing lower level players (guaranteed win) and planned PKing (best gear stashed, using cheap gear).
All this because the punishment for becoming corrupt is so severe, but those who want to PK, will still be doing so with "workarounds". The system is supposed to deter griefing, but all it does is reduce "healthy PKing" and increases griefing because "healthy PKing" is too expensive. There will always be those who want to have it easy (killing lowbies) or have minimal risk (using cheap gear to PK), but what about those who are minding their own business but suddenly get trashtalked/mobtrained/resource-contested? They won't PK when otherwise they would. Nobody is ever gonna PK in their best gear if just a single PK count means a chance to drop a gear piece that took months to acquire. Or if a single PK screws you over so much that you really need to rethink if it was worth it.
Basically if bloodthirsty players deem the risk too high, they'll go out of their way to reduce that risk at the expense of others (low level players or players who would like to kill a corrupted player but can't even get a good piece drop because the corrupted is in cheap gear).
Meanwhile your usual player will avoid ever PKing because they happen to be in their best gear when some guy starts trashtalking/mobtraining/resource-contesting them, and/or it takes too much effort to regrind the lost xp/refarm resources if you happen to die while corrupt.
Ahoi da ! * rüberwink * 😁
Or 2 Minutes. Comes all down to how long/short the Respawn-Timer is. I could imagine the Time going up if you get killed several times in very short Time Windows. Like in World of Token-craft. . 😅
" Pray the Respawn Timer does not take to hideous a form. "
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
If I go out to sea with 100%xp, 100 glint, 1k hp/mp and 1k p/m atk/def, I'll be losing 2% of all of that per death. At 20 death within an hour I'd be down to ~67 glint/xp ~677 of other values (if my math is anywhere near correct).
If I died once as a green that'd just be 96 and 960.
If either locations are worth my time - I still lose more in the seas by default (and that's not even counting potential losses of anything that I might've farmed within that hour). More deaths is simply more losses, even if the losses are slightly smaller.
This is why Steven says that risk is higher in the seas and why corruption protects those who don't care for the high value content. Corruption reduces your amount of deaths, which means that your general gameplay risk values are lower than any other pvper's, because that pvper will be dying way more frequently.
If anything, the lower penalty is simply a lie to make people think that flagging up is better I agree with that lie and want people to flag up, but we'll see how well the balancing of penalties will work in convincing people to do that.
People were asking to be pirates, so they let them be pirates. Seemed like an unusual idea at the time, but we'll get to try it out before it's solidified. They've been pretty good about listening to feedback.
Presumably if you die on the open seas, then you'll spawn back on land, so the opportunities for repeated killing/griefing would be fewer?