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Wagers on Duels
Dolyem
Member, Alpha Two, Early Alpha Two
Simple thought. In-game system that allows a sort of duel/trade option where 2 players agreeing to a duel can place a wager beforehand that locks in for how much either one would pay the other upon defeat, guaranteeing payment. Could be any duel, could be an arena or military node thing to unlock.
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Maybe the wager could involve some special tokens which can be used in other tavern games too and not linked to the in-game gold or node currencies?
thatd be fair, honestly though, I feel like tracking that may be easy. Either watch people are dueling fresh characters a bunch or the gold seller is losing a suspicious amount of times. Maybe just do it with bartering instead of gold. Like, "i bet this sword against your helmet that I can beat you"
I love this idea, you sign up in a tavern to become a 'participant' in games. You then get a base currency and you can then wager those on tavern games, duels etc. Fantastic idea tbh
Not harder than tracking gold trading/buying from AH and ect. They can just store the info which will be nothing different than 2 players trading gold for item for example
If you want it to happen with gear, how would you feel about gear to have a small chance to suffer irreversible structural changes and become corrupted gear?
I wouldn't mind corrupted gear to be full loot in purple vs purple combat either.
I would make it so that is
- less useful to green players
- harder to repair (maybe the original crafter could help?)
- maybe useful to the player which owned it before becoming corrupted (to have an incentive to keep it or to get it back)
- at 0 durability to be destroyed
- maybe somewhat useful to any player while corrupted (like notifying that green players are close - incentive to greens to hunt red as purple and become green when really close)
Not sure what this has to do with duels but I am intrigued, though I think it would be cool to be able to wager corrupted glint as well.
You'd have to be a bit more detailed with that system.
I definitely wouldn't want corrupt gear for PvP in general, corruption is for managing and punishing griefers and nothing else. Also hell no to full loot systems.
But I have mentioned in the past, as a deterrent for corrupted players simply dying to their friends on purpose a bunch of times to clear corruption, that instead of dropping gear that can be looted by other players, that gear gets destroyed instead and is looted as materials, as to dissuade corrupted from just eating the death because theyll be chancing their gear being scrapped.
How I would go about tweaking your suggestion off the top of my head would be as follows:
-This would be in place of the chance of just ANY gear dropping off a corrupted player as they become more corrupted
-Would only apply to corrupted players, not combatants
- Gear Corruption would occur after a threshold in accordance with the devs definition of what would qualify as a suitable amount of griefing for this tier of punishment
- Gear Corruption would only apply to a weapon that incurred the qualifying corrupted kill(s)
- The weapon would cost more materials to repair in correlation with the corrupted players stat dampening progression upon death. At 0 durability the weapon costs 4x as much to repair, in correlation to the 4x death penalties of corrupt players
- Cleanses in correlation with its owner if the owner cleanses their corruption without dying
- Corruption remains upon the weapon if it is able to be looted after the corrupted owner is slain.
- Weapon is not tradeable
- Corruption of the looted weapon can be cleansed somehow, perhaps by being a bounty hunter and using said weapon to kill corrupted players. Or crafting quests? Divine node feature? Several cleansing options to choose from?
- Once cleansed, the item is returned to its normal state and can be traded. Being able to trade this would need testing, but even if it were to be traded back to its owner, I feel like this is ok as long as it takes a suitable amount of time to cleanse it, sort of like a time out for that player from being able to use their gear if they were trying to do a workaround on the system, assuming this is even the case, they still be paying the price of time and resources to return their own gear in such a convoluted way.
-Use of the uncleansed corrupted weapon would flag the wielder as a combatant, unless they are flagged as a bounty hunter, which flags them normally.
-Salvaging the Corrupted Weapon would give corrupted glint in proportion to what the items materials would be worth
-Why not corrupt armor? Because lorewise it would make more sense for the thing doing the corrupted killing to be what gains corruption, thats all. Not to mention losing a weapon would be massively impactful to a player.
But if rmt is an issue then I assume things which can be looted on player death can actually be used for wagers too in a duel.
Based on this assumption I wanted to create corrupted gear, because if that becomes lootable in an acceptable way, then can also be used as wagers.
Otherwise if Steven wants to introduce your suggestion, I am all for it.
Your adjustments to the corrupted weapons are cool too!
Did that in diablo2 as well. Problem with MMOs and not knowing who may be around is that you could have a friend follow and just go pick everything up during the fight and run.
Also this is assuming you can just drop stuff on the ground
https://forums.ashesofcreation.com/discussion/54566/arena-and-loot-gambling
Also because you have no idea who you will fight against in the arena, then you will have no idea who your gear will go to if you lose
Plus, i would be cool if the arena had its own bank, so you could deposit your equipment beforehand and also receive the loot you earned in the arena
I could agree in having the arena loot forever in the arena bank and only use it in the arena, from time to time you would have to break items in tne arena bank for freeing some space in bank. If your arena bank runs dry of gear you would have to deposit some gear at your own expense, bring anything you want!!!!!
My system is RMT proof
This looks more like a loot piniata for winning arenas? That doesnt sound the same as placing wagers with other players.
my thing would be to make sure when you ask for a dual you make sure parties can dual each other too so people can make their own 2v2, 3v3 etc.
And when it comes to wagers, I would love to be able to bet on someone else Like the idea is that oh there is this guy I see always dueling and he is great Im gonna bet on him and try to make some money, until some new champion comes and takes it all Could be interesting! Maybe the arena would hold your statistics and based on them it would calculate the ratio like how much you'd win.. and the champion could get some % of the money too.
Maybe this arena could be part only in the military nodes or something, but still would be awesome
I am convinced that fear of RMT should not lead us to kill good systems, even if they are not necessary. After all, what prevents RMT players from dueling for gold by agreeing among themselves that the loser pays. After all, the Intrepids will not ban competitions for gold. Even if the system does not have the mechanics of automatically transferring gold to the winner, it can be done by players.
The gambling your own loot for the adrenalin
I'm not sure if placing bets on other people will be fun, it could even be manipulated... you go fight and your friend put a heavy bet on your opponent so you lose on purpose and split the pot with your friend... so for arenas it would be bad
Wagers on duels among friends would be something fun to have on the side, but not essential since it doesn't change gameplay in any way