blat wrote: » Mag7spy wrote: » Ow pvp is not going to be fair... Funnily enough that is what I've been trying to say. The rules you are familiar with force it to be fairer than it would be in a game without such rules. I like the pros that come with that system (preventing/reducing toxic behaviour) but I'm here discussing the cons. Mag7spy wrote: » What is your solution that does not involve giving more people to the person attempting to pk and making it easier for them?
Mag7spy wrote: » Ow pvp is not going to be fair...
Mag7spy wrote: » What is your solution that does not involve giving more people to the person attempting to pk and making it easier for them?
Now there's a question. But again as a few of us have said, no easy answer without upsetting the balance elsewhere. I'm not just here waving a PvP flag, I'm trying to understand it the system & consequences.
blat wrote: » I'm not condemning anyone's playstyle here, just saying this expectation to hop in and out of PvP is as bad as it gets, for me. Totally ruins the game tbh. Artificial feeling & immersion breaking. Zero element of danger too as long as you manage to outsmart the mobs. It's like throwing a punch irl and then saying *I'm not playing* a second later. This is why corruption is a big deal, it needs to somehow accommodate as many of us lot as possible!
blat wrote: » NiKr so the scenario we're talking about will be pretty common
blat wrote: » I'm not condemning anyone's playstyle here, just saying this expectation to hop in and out of PvP is as bad as it gets, for me. Totally ruins the game tbh. Artificial feeling & immersion breaking. Zero element of danger too as long as you manage to outsmart the mobs.
blat wrote: » It's like throwing a punch irl and then saying *I'm not playing* a second later.
blat wrote: » This is why corruption is a big deal, it needs to somehow accommodate as many of us lot as possible!
Dygz wrote: » LMAO I am not on the extreme end of PvP-averse. I just abhor non-consensual PvP. The Sieges in Alpha One were a lot of fun.
Dygz wrote: » The difference is I want to play an MMO RP game while other people want to play an MMO PvP game.
NiKr wrote: » Which is exactly the point in this context. Your brain remembers any attacks on your by owpvpers, because you dislike that interaction. Blat is used to a free pvp design, so he's as far on the opposite end of the spectrum from you as possible.
NiKr wrote: » I'm somewhere closer to his side, which is why I said that my experience of the system is closer to what a pvper would experience in Ashes. And that experience was that of "non-green attacks were way more frequent".
Dygz wrote: » But, attacks on Greens will be most common in Ashes because players are Green by default. And most of the gameplay takes place on land. Also, the Combatant flag has a cool-down of leas than 2 minutes. So, on land, most of our time will be spent Green.
mcstackerson wrote: » Ignoring the fact that IRL and games have different consequences for those things, you know that is a horrible argument as the current system already allows you to freely kill someone after they attacked someone. It's already allowed, I'm just saying increase the time period it's allowed.
Aszkalon wrote: » Mag7spy wrote: » Ow pvp is not going to be fair... And hopefully Node-Sieges as well. Nodes are in the Open World, after all ... ... Search for Allies, Mag7. Search for Allies or die hopelessly in an Assault and become a Vassal. Mag7spy wrote: » What is your solution that does not involve giving more people to the person attempting to pk and making it easier for them? Isn't Corruption already a nice Deterrent ? You can lose not just Stuff from your Pockets but also your GEAR when You die as a corrupted Player. Playerkillers will have to be careful. I can imagine the fewest of them actually being bold enough to move around alone while they murder other Players and get corrupted for Minutes of Minutes to come. >;-]
mcstackerson wrote: » The main goal of what I'm thinking is to make it so if you attack someone, possibly just non-combatants, then for a period of time, people can attack you without worrying about corruption. Maybe you stay a combatant or maybe it's something where if you are attacked within a certain amount of time, you are auto-flagged one. The second way would allow you to kind of hide from people unless they knew what you did.
Otr wrote: » mcstackerson wrote: » The main goal of what I'm thinking is to make it so if you attack someone, possibly just non-combatants, then for a period of time, people can attack you without worrying about corruption. Maybe you stay a combatant or maybe it's something where if you are attacked within a certain amount of time, you are auto-flagged one. The second way would allow you to kind of hide from people unless they knew what you did. A long timer is almost similar with having an option to chose if you want to be green or purple by default. That would reduce the risk aspect in the game. So I am against it if is long. If is just 4 minutes (instead of the 2 minutes when you just reply to an attack) then is acceptable for me. A better case to keep players purple longer would be when they become corrupt and ask a friend to help them clear the corruption by killing them. We want them to actually try to run to grind XP and bounty hunters hunt them. So red players trying to cheat to become green fast should become purple and have to grind XP to reduce that purple->green timer. Edit: quoted wrong post
Spif wrote: » The main point of the green/purple/red system is to reduce ganking. Saying that this system impedes or skews "consentual owpvp" is being purposefully dense. Anytime 2 or more people both want to fight, all they have to do is love tap each other and then both start the fight purple with full cooldowns. This includes kicking someone out of your farming/gathering/leveling area. You can just tap them even if you don't want to message them and they'll know what's coming. Now, will people be hiding behind their green status? You bet. But this puts some risk on the attacker as well as the defender. Defender will lose more mats dying green. The attacker has to commit to the gank and go red. But hiding behind their green status is the whole point! They don't want to pvp. Maybe think of it like a moving non-pvp zone with a population of one. DAoC had frontiers, ESO has Cyrodiil, and other games have their PvP-on zones where pvp is expected. The other parts of the games had no PvP. That's what the green flag means. The option to kill them anyway and go red is a loophole that is supposed to be painful, but it's there to deal with exceptional a$$hats
Mag7spy wrote: » Attacks on greens are far less likely when in a group xD Aszkalon wrote: » Mag7spy wrote: » Ow pvp is not going to be fair... And hopefully Node-Sieges as well. Nodes are in the Open World, after all ... ... Search for Allies, Mag7. Search for Allies or die hopelessly in an Assault and become a Vassal. Mag7spy wrote: » What is your solution that does not involve giving more people to the person attempting to pk and making it easier for them? Isn't Corruption already a nice Deterrent ? You can lose not just Stuff from your Pockets but also your GEAR when You die as a corrupted Player. Playerkillers will have to be careful. I can imagine the fewest of them actually being bold enough to move around alone while they murder other Players and get corrupted for Minutes of Minutes to come. >;-] You are missing the point with what I'm saying, players will do whatever they can to win in most cases. Meaning any advantage they can use in a fight they will use good or bad. Which means Ow pvp is low because of the consequences but sieges are high because of the consequences. It doesn't mean its a green flag to make it easy for people to do whatever they can or the most scummy things to win every fight or destroy economies. I don't see that many people pking in AoC so long as there is a good amount of population and people again content pushing people to play in groups. I don't think a dps is going to want to stack up on 3 corruption kills like that as a constant thing.
mcstackerson wrote: » Otr wrote: » mcstackerson wrote: » The main goal of what I'm thinking is to make it so if you attack someone, possibly just non-combatants, then for a period of time, people can attack you without worrying about corruption. Maybe you stay a combatant or maybe it's something where if you are attacked within a certain amount of time, you are auto-flagged one. The second way would allow you to kind of hide from people unless they knew what you did. A long timer is almost similar with having an option to chose if you want to be green or purple by default. That would reduce the risk aspect in the game. So I am against it if is long. If is just 4 minutes (instead of the 2 minutes when you just reply to an attack) then is acceptable for me. A better case to keep players purple longer would be when they become corrupt and ask a friend to help them clear the corruption by killing them. We want them to actually try to run to grind XP and bounty hunters hunt them. So red players trying to cheat to become green fast should become purple and have to grind XP to reduce that purple->green timer. I think an increased timer does the opposite and increases risk since it increases your chances of being attacked. When you are purple, people know they can kill you without having to wait for you to attack back or worrying about corruption. They go all red=dead mode and people who would have left you alone if you were green suddenly jump you. The longer you are purple, the higher the chance you will run into someone who will attack you.
Otr wrote: » mcstackerson wrote: » The main goal of what I'm thinking is to make it so if you attack someone, possibly just non-combatants, then for a period of time, people can attack you without worrying about corruption. Maybe you stay a combatant or maybe it's something where if you are attacked within a certain amount of time, you are auto-flagged one. The second way would allow you to kind of hide from people unless they knew what you did. A long timer is almost similar with having an option to chose if you want to be green or purple by default. That would reduce the risk aspect in the game. So I am against it if is long. If is just 4 minutes (instead of the 2 minutes when you just reply to an attack) then is acceptable for me. A better case to keep players purple longer would be when they become corrupt and ask a friend to help them clear the corruption by killing them. We want them to actually try to run to grind XP and bounty hunters hunt them. So red players trying to cheat to become green fast should become purple and have to grind XP to reduce that purple->green timer.
Song_Warden wrote: » Mag7spy wrote: » Attacks on greens are far less likely when in a group xD Aszkalon wrote: » Mag7spy wrote: » Ow pvp is not going to be fair... And hopefully Node-Sieges as well. Nodes are in the Open World, after all ... ... Search for Allies, Mag7. Search for Allies or die hopelessly in an Assault and become a Vassal. Mag7spy wrote: » What is your solution that does not involve giving more people to the person attempting to pk and making it easier for them? Isn't Corruption already a nice Deterrent ? You can lose not just Stuff from your Pockets but also your GEAR when You die as a corrupted Player. Playerkillers will have to be careful. I can imagine the fewest of them actually being bold enough to move around alone while they murder other Players and get corrupted for Minutes of Minutes to come. >;-] You are missing the point with what I'm saying, players will do whatever they can to win in most cases. Meaning any advantage they can use in a fight they will use good or bad. Which means Ow pvp is low because of the consequences but sieges are high because of the consequences. It doesn't mean its a green flag to make it easy for people to do whatever they can or the most scummy things to win every fight or destroy economies. I don't see that many people pking in AoC so long as there is a good amount of population and people again content pushing people to play in groups. I don't think a dps is going to want to stack up on 3 corruption kills like that as a constant thing. You underestimate the fuel some gankers have. Gankers also work in groups and nothing is better or adds more kudos than wiping another group. Especially if you wipe a group without casualties. As corruption doesn't degrade your pve effectiveness then its a no brainer that groups will quite happily wipe another group to take a grind spot and some will wipe groups just for fun.
Mag7spy wrote: » Song_Warden wrote: » Mag7spy wrote: » Attacks on greens are far less likely when in a group xD Aszkalon wrote: » Mag7spy wrote: » Ow pvp is not going to be fair... And hopefully Node-Sieges as well. Nodes are in the Open World, after all ... ... Search for Allies, Mag7. Search for Allies or die hopelessly in an Assault and become a Vassal. Mag7spy wrote: » What is your solution that does not involve giving more people to the person attempting to pk and making it easier for them? Isn't Corruption already a nice Deterrent ? You can lose not just Stuff from your Pockets but also your GEAR when You die as a corrupted Player. Playerkillers will have to be careful. I can imagine the fewest of them actually being bold enough to move around alone while they murder other Players and get corrupted for Minutes of Minutes to come. >;-] You are missing the point with what I'm saying, players will do whatever they can to win in most cases. Meaning any advantage they can use in a fight they will use good or bad. Which means Ow pvp is low because of the consequences but sieges are high because of the consequences. It doesn't mean its a green flag to make it easy for people to do whatever they can or the most scummy things to win every fight or destroy economies. I don't see that many people pking in AoC so long as there is a good amount of population and people again content pushing people to play in groups. I don't think a dps is going to want to stack up on 3 corruption kills like that as a constant thing. You underestimate the fuel some gankers have. Gankers also work in groups and nothing is better or adds more kudos than wiping another group. Especially if you wipe a group without casualties. As corruption doesn't degrade your pve effectiveness then its a no brainer that groups will quite happily wipe another group to take a grind spot and some will wipe groups just for fun. I think u are underestimating the effect of corruption if you think people are going to roll in groups and kill people. Effectively your corruption build up is going to immensely increase since you are now killing groups of people. Meaning you will be more of a target for people for a longer period of time and every time you kill someone again you are gaining more corruption. On top of that every time you kill a person you gain more corruption per kill, meaning if you have killed 10 people over your accounts life time you are gaining more corruption per kill than your first kill as it builds up. Since it is the killers that are corrupted everyone else can attack them for free without turning purple meaning if there are like 30 people around the area seeing them there is a good chance someone is going to attack them to hope they drop their gear. People that have not experienced these systems are severely underestimating the effect of being a big red flag with a ton of other people around. You are effectively potential loot everyone will want to take.