Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

Thoughts on Greens Attacking Reds.

14567810»

Comments

  • LudulluLudullu Member, Alpha Two
    Dolyem wrote: »
    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?
    How is hitting a completely passive target in any way skillful, as compared to the ability to collect enough mobs to create a danger to your target, bring those mobs to the target w/o dying yourself and then managing to change those mobs' aggro onto said target?

    And any other way of competition is even more skillful, if your goal is to completely overwhelm the opponent.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited October 20
    Ludullu wrote: »
    Dolyem wrote: »
    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?
    How is hitting a completely passive target in any way skillful, as compared to the ability to collect enough mobs to create a danger to your target, bring those mobs to the target w/o dying yourself and then managing to change those mobs' aggro onto said target?

    And any other way of competition is even more skillful, if your goal is to completely overwhelm the opponent.

    If a player simply stops gathering due to another player beating them to the node over and over I don't see a difference. If you refuse to be competition, that shouldnt exclude you from the risk, at least if you are the same/similar level. Just because a player refuses to fight doesn't make the player attacking them unskillful or a "weak" player as you consider them. They're simply advancing themselves within the game by removing competitors. The only time it becomes griefing is when you could consider it actively trying to ruin that players gaming experience. Only way you could really track that though is number of kills in a short amount of time. So the balance is only being able to PK periodically without severe punishment (but still some punishment to discourage gratuitous PKing) and severely punishing the player after a sufficient threshold is reached through actively killing players who dont fight back.
    GJjUGHx.gif
  • LudulluLudullu Member, Alpha Two
    Dolyem wrote: »
    If a player simply stops gathering due to another player beating them to the node over and over I don't see a difference.
    PKing them directly influences their immediate gameplay, including ~10min of farming after that death. That's the different between outmatching a competitor through skill vs just PKing them.

    Which brings us to a question that I don't think have been brought up in this part of the convo
    Dolyem wrote: »
    The only time it becomes griefing is when you could consider it actively trying to ruin that players gaming experience. Only way you could really track that though is number of kills in a short amount of time.
    You equate pve-based actions to PKing, because they achieve the same goal.

    What, in your opinion, would be "griefing actions" in pve? As in, when would you try pinging a GM to complain about griefing? And how would you explain to them the method of griefing? If your competitor was just outfarming you - is that griefing? If he was training mobs onto you every time you came back to the same location - is that griefing?

    And how should Intrepid track that kind of griefing then?

    Because, as I see it, Steven's language kinda implies that PKing CAN be griefing, but that's a directly trackable griefing (which even you point out in this message), while every other action would be near-impossible to properly track, if you tried telling a GM that you're being griefed.

    And would this not, then, be the main difference between the two approaches to competition? One is seen as a direct tool for griefing, while others haven't been even talked about in this context (unless I missed it). Hell, I'll even try getting Fantm to ask this on stream rn.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Flagging system is fine. It worked well in Liniage 2 and it will work fine here. If there is problems we will find out in A2.
  • LudulluLudullu Member, Alpha Two
    Ludullu wrote: »
    Hell, I'll even try getting Fantm to ask this on stream rn.
    Rip, no question, cause time flies to quickly. Oh well
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself
    You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif

    I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.

    I will be looking for ways to work around the system to deal with problem players who refuse to fight back. Whether that be training mobs, gathering their resources in front of them repeatedly, stealing mobs, etc. I dont want to resort to griefing via PvE, but if thats the route I and others are pushed towards due to the detrimental effect of corruption regardless of the amount of PKs, so be it. All of those things have exponentially less risk than attacking or killing the player as it currently is designed, and these are indeed theoretical work arounds of course.

    Those things aren't griefing by any reasonable person's metric. It's not possible to 'steal' a resource except through PvP (PK or caravans or post-node sieges), and likewise it's not possible to 'steal' mobs. That's a fundamentally flawed and entitled mindset.

    If you can outpace a player to resource nodes, if you can successfully claim looting rights on mobs they're fighting, and if you can push them out without PK, why in the world did you resort to PK in the first place and take on corruption?

    Youre fine with harassing players as long as PKing is deterred at all costs. Got it. Hypocritical, but got it.

    My guess is you'd advocate for toggling PvP on and off as opposed to even allowing for players to openly attack other players.

    It's up there with your other stupid baseless guesses about how PvP will function in the open world, certainly, and wrong.

    And no, since you need it said again, winning a competition over resources isn't harassment. If it was, then this entire game is harassment. Guild and node wars exist expressly to harass and attack enemies in those factions/alliances freely.

    If they can't beat you out in pacing, then they can try to kill you to make you leave. Just the same as you wanted to do because they 'stole' your spot and 'stole' your resources.

    Purposely following other players to interfere with their gameplay via PVE methods isn't harassment. Got it. You're a bright little crayon.

    As I said, if winning a competition over resources is harassment, so are guild wars, so are node wars, so is driving everyone away from a World Boss, so is attacking caravans. This entire game is built up around heavy friction points between players through systems that allow them to screw each other over and deny progress.

    If a guild lead decides that they have beef with this one particular trader and make sure to attack every single one of their caravans. It's 'harassment' but it's entirely within the scope of expected and encouraged behavior.

    If you really think it's harassment because someone is beating you from resource to resource, outdoing your damage on mobs you want to farm, then by all means report them and see what a GM does about it.

    Edit: Good lord it's so damn funny how this boils down to 'Winning the competition over resources without PK is PvE griefing :,( '

    Perfect! I was hoping you'd prove my point here.
    The only case those things are griefing is when the player doing those things is with the intent to ruin another players gameplay, not if the player is trying to advance themselves within the game.

    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?

    Winning the competition with or without a PK is not griefing unless the ultimate goal of the offensive player is to ultimately ruin the other players gameplay experience. And NEITHER should be punished the same way as griefing.

    You are arguing for general open world PvP to be deterred, not just griefing.

    Those thing are never griefing lmfao. If you resort to PK over a it's because in every other aspect of completion you were worse and less skilled than the other player.

    All this chatter you posted about intent and goals while apparently still not understanding that neither of those are quantifiable. There is no difference between a PK for gain and a PK to grief, they're all treated the same, and when PK is the only scenario in which that competitor takes significant direct harm onto themselves, yeah obviously you should hit the attacker with corruption.

    Corruption is not a PvP killer like you claim if you use your brain when going red. All these doom scenarios around the solo PKer is pointless and less than relevant in an objective based group-PvX game. I could not care less about how solo players feel about open world combat. Operating in a group and fighting as a group makes most of the consequences ignorable. If you fight over valuables with someone that hasn't already been shown that you aren't capable of winning in a direct harvesting completion, they'll be purple anyway because it's objectively worse to die green than die purple.

    When the entire game tells you at all times to 'go purple, go purple, it's better to be purple, you'll have penalties for dying, you'll have worse penalties for dying without fighting back', then yeah obviously i don't expect PKers to be common, because I don't expect dying green to be common.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Ludullu wrote: »
    Hell, I'll even try getting Fantm to ask this on stream rn.
    Rip, no question, cause time flies to quickly. Oh well

    Less than a week left now. Honestly this whole conversation rings more and more pointless given that we can be sure it's not gonna change lmao. I'll let the weak PKers whine in peace and just keep looking forward to the Alpha 2 queue launches
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited October 20
    Ludullu wrote: »
    Dolyem wrote: »
    If a player simply stops gathering due to another player beating them to the node over and over I don't see a difference.
    PKing them directly influences their immediate gameplay, including ~10min of farming after that death. That's the different between outmatching a competitor through skill vs just PKing them.

    Which brings us to a question that I don't think have been brought up in this part of the convo
    Dolyem wrote: »
    The only time it becomes griefing is when you could consider it actively trying to ruin that players gaming experience. Only way you could really track that though is number of kills in a short amount of time.
    You equate pve-based actions to PKing, because they achieve the same goal.

    What, in your opinion, would be "griefing actions" in pve? As in, when would you try pinging a GM to complain about griefing? And how would you explain to them the method of griefing? If your competitor was just outfarming you - is that griefing? If he was training mobs onto you every time you came back to the same location - is that griefing?

    And how should Intrepid track that kind of griefing then?

    Because, as I see it, Steven's language kinda implies that PKing CAN be griefing, but that's a directly trackable griefing (which even you point out in this message), while every other action would be near-impossible to properly track, if you tried telling a GM that you're being griefed.

    And would this not, then, be the main difference between the two approaches to competition? One is seen as a direct tool for griefing, while others haven't been even talked about in this context (unless I missed it). Hell, I'll even try getting Fantm to ask this on stream rn.

    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.
    And the way I would define PvE griefing is the same as PvP griefing. Repetitive, harassing actions meant to negatively impact a players gameplay experience. A couple mob trains to make a point isnt necessarily a bad thing. But if you train mobs on someone for 30 minutes to an hours, thatd be griefing.
    GJjUGHx.gif
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself
    You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif

    I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.

    I will be looking for ways to work around the system to deal with problem players who refuse to fight back. Whether that be training mobs, gathering their resources in front of them repeatedly, stealing mobs, etc. I dont want to resort to griefing via PvE, but if thats the route I and others are pushed towards due to the detrimental effect of corruption regardless of the amount of PKs, so be it. All of those things have exponentially less risk than attacking or killing the player as it currently is designed, and these are indeed theoretical work arounds of course.

    Those things aren't griefing by any reasonable person's metric. It's not possible to 'steal' a resource except through PvP (PK or caravans or post-node sieges), and likewise it's not possible to 'steal' mobs. That's a fundamentally flawed and entitled mindset.

    If you can outpace a player to resource nodes, if you can successfully claim looting rights on mobs they're fighting, and if you can push them out without PK, why in the world did you resort to PK in the first place and take on corruption?

    Youre fine with harassing players as long as PKing is deterred at all costs. Got it. Hypocritical, but got it.

    My guess is you'd advocate for toggling PvP on and off as opposed to even allowing for players to openly attack other players.

    It's up there with your other stupid baseless guesses about how PvP will function in the open world, certainly, and wrong.

    And no, since you need it said again, winning a competition over resources isn't harassment. If it was, then this entire game is harassment. Guild and node wars exist expressly to harass and attack enemies in those factions/alliances freely.

    If they can't beat you out in pacing, then they can try to kill you to make you leave. Just the same as you wanted to do because they 'stole' your spot and 'stole' your resources.

    Purposely following other players to interfere with their gameplay via PVE methods isn't harassment. Got it. You're a bright little crayon.

    As I said, if winning a competition over resources is harassment, so are guild wars, so are node wars, so is driving everyone away from a World Boss, so is attacking caravans. This entire game is built up around heavy friction points between players through systems that allow them to screw each other over and deny progress.

    If a guild lead decides that they have beef with this one particular trader and make sure to attack every single one of their caravans. It's 'harassment' but it's entirely within the scope of expected and encouraged behavior.

    If you really think it's harassment because someone is beating you from resource to resource, outdoing your damage on mobs you want to farm, then by all means report them and see what a GM does about it.

    Edit: Good lord it's so damn funny how this boils down to 'Winning the competition over resources without PK is PvE griefing :,( '

    Perfect! I was hoping you'd prove my point here.
    The only case those things are griefing is when the player doing those things is with the intent to ruin another players gameplay, not if the player is trying to advance themselves within the game.

    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?

    Winning the competition with or without a PK is not griefing unless the ultimate goal of the offensive player is to ultimately ruin the other players gameplay experience. And NEITHER should be punished the same way as griefing.

    You are arguing for general open world PvP to be deterred, not just griefing.

    Those thing are never griefing lmfao. If you resort to PK over a it's because in every other aspect of completion you were worse and less skilled than the other player.

    All this chatter you posted about intent and goals while apparently still not understanding that neither of those are quantifiable. There is no difference between a PK for gain and a PK to grief, they're all treated the same, and when PK is the only scenario in which that competitor takes significant direct harm onto themselves, yeah obviously you should hit the attacker with corruption.

    Corruption is not a PvP killer like you claim if you use your brain when going red. All these doom scenarios around the solo PKer is pointless and less than relevant in an objective based group-PvX game. I could not care less about how solo players feel about open world combat. Operating in a group and fighting as a group makes most of the consequences ignorable. If you fight over valuables with someone that hasn't already been shown that you aren't capable of winning in a direct harvesting completion, they'll be purple anyway because it's objectively worse to die green than die purple.

    When the entire game tells you at all times to 'go purple, go purple, it's better to be purple, you'll have penalties for dying, you'll have worse penalties for dying without fighting back', then yeah obviously i don't expect PKers to be common, because I don't expect dying green to be common.

    your bias is showing
    GJjUGHx.gif
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself
    You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif

    I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.

    I will be looking for ways to work around the system to deal with problem players who refuse to fight back. Whether that be training mobs, gathering their resources in front of them repeatedly, stealing mobs, etc. I dont want to resort to griefing via PvE, but if thats the route I and others are pushed towards due to the detrimental effect of corruption regardless of the amount of PKs, so be it. All of those things have exponentially less risk than attacking or killing the player as it currently is designed, and these are indeed theoretical work arounds of course.

    Those things aren't griefing by any reasonable person's metric. It's not possible to 'steal' a resource except through PvP (PK or caravans or post-node sieges), and likewise it's not possible to 'steal' mobs. That's a fundamentally flawed and entitled mindset.

    If you can outpace a player to resource nodes, if you can successfully claim looting rights on mobs they're fighting, and if you can push them out without PK, why in the world did you resort to PK in the first place and take on corruption?

    Youre fine with harassing players as long as PKing is deterred at all costs. Got it. Hypocritical, but got it.

    My guess is you'd advocate for toggling PvP on and off as opposed to even allowing for players to openly attack other players.

    It's up there with your other stupid baseless guesses about how PvP will function in the open world, certainly, and wrong.

    And no, since you need it said again, winning a competition over resources isn't harassment. If it was, then this entire game is harassment. Guild and node wars exist expressly to harass and attack enemies in those factions/alliances freely.

    If they can't beat you out in pacing, then they can try to kill you to make you leave. Just the same as you wanted to do because they 'stole' your spot and 'stole' your resources.

    Purposely following other players to interfere with their gameplay via PVE methods isn't harassment. Got it. You're a bright little crayon.

    As I said, if winning a competition over resources is harassment, so are guild wars, so are node wars, so is driving everyone away from a World Boss, so is attacking caravans. This entire game is built up around heavy friction points between players through systems that allow them to screw each other over and deny progress.

    If a guild lead decides that they have beef with this one particular trader and make sure to attack every single one of their caravans. It's 'harassment' but it's entirely within the scope of expected and encouraged behavior.

    If you really think it's harassment because someone is beating you from resource to resource, outdoing your damage on mobs you want to farm, then by all means report them and see what a GM does about it.

    Edit: Good lord it's so damn funny how this boils down to 'Winning the competition over resources without PK is PvE griefing :,( '

    Perfect! I was hoping you'd prove my point here.
    The only case those things are griefing is when the player doing those things is with the intent to ruin another players gameplay, not if the player is trying to advance themselves within the game.

    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?

    Winning the competition with or without a PK is not griefing unless the ultimate goal of the offensive player is to ultimately ruin the other players gameplay experience. And NEITHER should be punished the same way as griefing.

    You are arguing for general open world PvP to be deterred, not just griefing.

    Those thing are never griefing lmfao. If you resort to PK over a it's because in every other aspect of completion you were worse and less skilled than the other player.

    All this chatter you posted about intent and goals while apparently still not understanding that neither of those are quantifiable. There is no difference between a PK for gain and a PK to grief, they're all treated the same, and when PK is the only scenario in which that competitor takes significant direct harm onto themselves, yeah obviously you should hit the attacker with corruption.

    Corruption is not a PvP killer like you claim if you use your brain when going red. All these doom scenarios around the solo PKer is pointless and less than relevant in an objective based group-PvX game. I could not care less about how solo players feel about open world combat. Operating in a group and fighting as a group makes most of the consequences ignorable. If you fight over valuables with someone that hasn't already been shown that you aren't capable of winning in a direct harvesting completion, they'll be purple anyway because it's objectively worse to die green than die purple.

    When the entire game tells you at all times to 'go purple, go purple, it's better to be purple, you'll have penalties for dying, you'll have worse penalties for dying without fighting back', then yeah obviously i don't expect PKers to be common, because I don't expect dying green to be common.

    your bias is showing

    Yeah, the bias of playing skillfully over whining for less consequences?
    Dolyem wrote: »
    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.

    Oh yes, it's my bias that's a problem when you're of the misguided opinion that someone farming a location more efficiently to deny you resources is something they should be punished for.

    No GM is going to take you seriously if you report someone for harvesting better than you. Why the hell would they ever punish them? Should I report the guild lead who declared war on my guild and started attacking all our caravans and ships and castle? Obviously not, even though all those have a much more significant negative impact on the game experience of many more players than one person mad about this other player farming 'their' spot and harvesting 'their' mats without punishment.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself
    You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif

    I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.

    I will be looking for ways to work around the system to deal with problem players who refuse to fight back. Whether that be training mobs, gathering their resources in front of them repeatedly, stealing mobs, etc. I dont want to resort to griefing via PvE, but if thats the route I and others are pushed towards due to the detrimental effect of corruption regardless of the amount of PKs, so be it. All of those things have exponentially less risk than attacking or killing the player as it currently is designed, and these are indeed theoretical work arounds of course.

    Those things aren't griefing by any reasonable person's metric. It's not possible to 'steal' a resource except through PvP (PK or caravans or post-node sieges), and likewise it's not possible to 'steal' mobs. That's a fundamentally flawed and entitled mindset.

    If you can outpace a player to resource nodes, if you can successfully claim looting rights on mobs they're fighting, and if you can push them out without PK, why in the world did you resort to PK in the first place and take on corruption?

    Youre fine with harassing players as long as PKing is deterred at all costs. Got it. Hypocritical, but got it.

    My guess is you'd advocate for toggling PvP on and off as opposed to even allowing for players to openly attack other players.

    It's up there with your other stupid baseless guesses about how PvP will function in the open world, certainly, and wrong.

    And no, since you need it said again, winning a competition over resources isn't harassment. If it was, then this entire game is harassment. Guild and node wars exist expressly to harass and attack enemies in those factions/alliances freely.

    If they can't beat you out in pacing, then they can try to kill you to make you leave. Just the same as you wanted to do because they 'stole' your spot and 'stole' your resources.

    Purposely following other players to interfere with their gameplay via PVE methods isn't harassment. Got it. You're a bright little crayon.

    As I said, if winning a competition over resources is harassment, so are guild wars, so are node wars, so is driving everyone away from a World Boss, so is attacking caravans. This entire game is built up around heavy friction points between players through systems that allow them to screw each other over and deny progress.

    If a guild lead decides that they have beef with this one particular trader and make sure to attack every single one of their caravans. It's 'harassment' but it's entirely within the scope of expected and encouraged behavior.

    If you really think it's harassment because someone is beating you from resource to resource, outdoing your damage on mobs you want to farm, then by all means report them and see what a GM does about it.

    Edit: Good lord it's so damn funny how this boils down to 'Winning the competition over resources without PK is PvE griefing :,( '

    Perfect! I was hoping you'd prove my point here.
    The only case those things are griefing is when the player doing those things is with the intent to ruin another players gameplay, not if the player is trying to advance themselves within the game.

    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?

    Winning the competition with or without a PK is not griefing unless the ultimate goal of the offensive player is to ultimately ruin the other players gameplay experience. And NEITHER should be punished the same way as griefing.

    You are arguing for general open world PvP to be deterred, not just griefing.

    Those thing are never griefing lmfao. If you resort to PK over a it's because in every other aspect of completion you were worse and less skilled than the other player.

    All this chatter you posted about intent and goals while apparently still not understanding that neither of those are quantifiable. There is no difference between a PK for gain and a PK to grief, they're all treated the same, and when PK is the only scenario in which that competitor takes significant direct harm onto themselves, yeah obviously you should hit the attacker with corruption.

    Corruption is not a PvP killer like you claim if you use your brain when going red. All these doom scenarios around the solo PKer is pointless and less than relevant in an objective based group-PvX game. I could not care less about how solo players feel about open world combat. Operating in a group and fighting as a group makes most of the consequences ignorable. If you fight over valuables with someone that hasn't already been shown that you aren't capable of winning in a direct harvesting completion, they'll be purple anyway because it's objectively worse to die green than die purple.

    When the entire game tells you at all times to 'go purple, go purple, it's better to be purple, you'll have penalties for dying, you'll have worse penalties for dying without fighting back', then yeah obviously i don't expect PKers to be common, because I don't expect dying green to be common.

    your bias is showing

    Yeah, the bias of playing skillfully over whining for less consequences?
    Dolyem wrote: »
    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.

    Oh yes, it's my bias that's a problem when you're of the misguided opinion that someone farming a location more efficiently to deny you resources is something they should be punished for.

    No GM is going to take you seriously if you report someone for harvesting better than you. Why the hell would they ever punish them? Should I report the guild lead who declared war on my guild and started attacking all our caravans and ships and castle? Obviously not, even though all those have a much more significant negative impact on the game experience of many more players than one person mad about this other player farming 'their' spot and harvesting 'their' mats without punishment.

    I get it dude. PVEers cant grief. You hate PvP. All PKers bad. Move along.
    GJjUGHx.gif
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself
    You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif

    I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.

    I will be looking for ways to work around the system to deal with problem players who refuse to fight back. Whether that be training mobs, gathering their resources in front of them repeatedly, stealing mobs, etc. I dont want to resort to griefing via PvE, but if thats the route I and others are pushed towards due to the detrimental effect of corruption regardless of the amount of PKs, so be it. All of those things have exponentially less risk than attacking or killing the player as it currently is designed, and these are indeed theoretical work arounds of course.

    Those things aren't griefing by any reasonable person's metric. It's not possible to 'steal' a resource except through PvP (PK or caravans or post-node sieges), and likewise it's not possible to 'steal' mobs. That's a fundamentally flawed and entitled mindset.

    If you can outpace a player to resource nodes, if you can successfully claim looting rights on mobs they're fighting, and if you can push them out without PK, why in the world did you resort to PK in the first place and take on corruption?

    Youre fine with harassing players as long as PKing is deterred at all costs. Got it. Hypocritical, but got it.

    My guess is you'd advocate for toggling PvP on and off as opposed to even allowing for players to openly attack other players.

    It's up there with your other stupid baseless guesses about how PvP will function in the open world, certainly, and wrong.

    And no, since you need it said again, winning a competition over resources isn't harassment. If it was, then this entire game is harassment. Guild and node wars exist expressly to harass and attack enemies in those factions/alliances freely.

    If they can't beat you out in pacing, then they can try to kill you to make you leave. Just the same as you wanted to do because they 'stole' your spot and 'stole' your resources.

    Purposely following other players to interfere with their gameplay via PVE methods isn't harassment. Got it. You're a bright little crayon.

    As I said, if winning a competition over resources is harassment, so are guild wars, so are node wars, so is driving everyone away from a World Boss, so is attacking caravans. This entire game is built up around heavy friction points between players through systems that allow them to screw each other over and deny progress.

    If a guild lead decides that they have beef with this one particular trader and make sure to attack every single one of their caravans. It's 'harassment' but it's entirely within the scope of expected and encouraged behavior.

    If you really think it's harassment because someone is beating you from resource to resource, outdoing your damage on mobs you want to farm, then by all means report them and see what a GM does about it.

    Edit: Good lord it's so damn funny how this boils down to 'Winning the competition over resources without PK is PvE griefing :,( '

    Perfect! I was hoping you'd prove my point here.
    The only case those things are griefing is when the player doing those things is with the intent to ruin another players gameplay, not if the player is trying to advance themselves within the game.

    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?

    Winning the competition with or without a PK is not griefing unless the ultimate goal of the offensive player is to ultimately ruin the other players gameplay experience. And NEITHER should be punished the same way as griefing.

    You are arguing for general open world PvP to be deterred, not just griefing.

    Those thing are never griefing lmfao. If you resort to PK over a it's because in every other aspect of completion you were worse and less skilled than the other player.

    All this chatter you posted about intent and goals while apparently still not understanding that neither of those are quantifiable. There is no difference between a PK for gain and a PK to grief, they're all treated the same, and when PK is the only scenario in which that competitor takes significant direct harm onto themselves, yeah obviously you should hit the attacker with corruption.

    Corruption is not a PvP killer like you claim if you use your brain when going red. All these doom scenarios around the solo PKer is pointless and less than relevant in an objective based group-PvX game. I could not care less about how solo players feel about open world combat. Operating in a group and fighting as a group makes most of the consequences ignorable. If you fight over valuables with someone that hasn't already been shown that you aren't capable of winning in a direct harvesting completion, they'll be purple anyway because it's objectively worse to die green than die purple.

    When the entire game tells you at all times to 'go purple, go purple, it's better to be purple, you'll have penalties for dying, you'll have worse penalties for dying without fighting back', then yeah obviously i don't expect PKers to be common, because I don't expect dying green to be common.

    your bias is showing

    Yeah, the bias of playing skillfully over whining for less consequences?
    Dolyem wrote: »
    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.

    Oh yes, it's my bias that's a problem when you're of the misguided opinion that someone farming a location more efficiently to deny you resources is something they should be punished for.

    No GM is going to take you seriously if you report someone for harvesting better than you. Why the hell would they ever punish them? Should I report the guild lead who declared war on my guild and started attacking all our caravans and ships and castle? Obviously not, even though all those have a much more significant negative impact on the game experience of many more players than one person mad about this other player farming 'their' spot and harvesting 'their' mats without punishment.

    I get it dude. PVEers cant grief. You hate PvP. All PKers bad. Move along.

    Learn to read, it'll do you some good.

    Meanwhile I'll be enjoy PvP and fighting in Ashes while you stay afraid of it for no reason. See you lot in a week, servers allowing.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself
    You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif

    I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.

    I will be looking for ways to work around the system to deal with problem players who refuse to fight back. Whether that be training mobs, gathering their resources in front of them repeatedly, stealing mobs, etc. I dont want to resort to griefing via PvE, but if thats the route I and others are pushed towards due to the detrimental effect of corruption regardless of the amount of PKs, so be it. All of those things have exponentially less risk than attacking or killing the player as it currently is designed, and these are indeed theoretical work arounds of course.

    Those things aren't griefing by any reasonable person's metric. It's not possible to 'steal' a resource except through PvP (PK or caravans or post-node sieges), and likewise it's not possible to 'steal' mobs. That's a fundamentally flawed and entitled mindset.

    If you can outpace a player to resource nodes, if you can successfully claim looting rights on mobs they're fighting, and if you can push them out without PK, why in the world did you resort to PK in the first place and take on corruption?

    Youre fine with harassing players as long as PKing is deterred at all costs. Got it. Hypocritical, but got it.

    My guess is you'd advocate for toggling PvP on and off as opposed to even allowing for players to openly attack other players.

    It's up there with your other stupid baseless guesses about how PvP will function in the open world, certainly, and wrong.

    And no, since you need it said again, winning a competition over resources isn't harassment. If it was, then this entire game is harassment. Guild and node wars exist expressly to harass and attack enemies in those factions/alliances freely.

    If they can't beat you out in pacing, then they can try to kill you to make you leave. Just the same as you wanted to do because they 'stole' your spot and 'stole' your resources.

    Purposely following other players to interfere with their gameplay via PVE methods isn't harassment. Got it. You're a bright little crayon.

    As I said, if winning a competition over resources is harassment, so are guild wars, so are node wars, so is driving everyone away from a World Boss, so is attacking caravans. This entire game is built up around heavy friction points between players through systems that allow them to screw each other over and deny progress.

    If a guild lead decides that they have beef with this one particular trader and make sure to attack every single one of their caravans. It's 'harassment' but it's entirely within the scope of expected and encouraged behavior.

    If you really think it's harassment because someone is beating you from resource to resource, outdoing your damage on mobs you want to farm, then by all means report them and see what a GM does about it.

    Edit: Good lord it's so damn funny how this boils down to 'Winning the competition over resources without PK is PvE griefing :,( '

    Perfect! I was hoping you'd prove my point here.
    The only case those things are griefing is when the player doing those things is with the intent to ruin another players gameplay, not if the player is trying to advance themselves within the game.

    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?

    Winning the competition with or without a PK is not griefing unless the ultimate goal of the offensive player is to ultimately ruin the other players gameplay experience. And NEITHER should be punished the same way as griefing.

    You are arguing for general open world PvP to be deterred, not just griefing.

    Those thing are never griefing lmfao. If you resort to PK over a it's because in every other aspect of completion you were worse and less skilled than the other player.

    All this chatter you posted about intent and goals while apparently still not understanding that neither of those are quantifiable. There is no difference between a PK for gain and a PK to grief, they're all treated the same, and when PK is the only scenario in which that competitor takes significant direct harm onto themselves, yeah obviously you should hit the attacker with corruption.

    Corruption is not a PvP killer like you claim if you use your brain when going red. All these doom scenarios around the solo PKer is pointless and less than relevant in an objective based group-PvX game. I could not care less about how solo players feel about open world combat. Operating in a group and fighting as a group makes most of the consequences ignorable. If you fight over valuables with someone that hasn't already been shown that you aren't capable of winning in a direct harvesting completion, they'll be purple anyway because it's objectively worse to die green than die purple.

    When the entire game tells you at all times to 'go purple, go purple, it's better to be purple, you'll have penalties for dying, you'll have worse penalties for dying without fighting back', then yeah obviously i don't expect PKers to be common, because I don't expect dying green to be common.

    your bias is showing

    Yeah, the bias of playing skillfully over whining for less consequences?
    Dolyem wrote: »
    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.

    Oh yes, it's my bias that's a problem when you're of the misguided opinion that someone farming a location more efficiently to deny you resources is something they should be punished for.

    No GM is going to take you seriously if you report someone for harvesting better than you. Why the hell would they ever punish them? Should I report the guild lead who declared war on my guild and started attacking all our caravans and ships and castle? Obviously not, even though all those have a much more significant negative impact on the game experience of many more players than one person mad about this other player farming 'their' spot and harvesting 'their' mats without punishment.

    I get it dude. PVEers cant grief. You hate PvP. All PKers bad. Move along.

    Learn to read, it'll do you some good.

    Meanwhile I'll be enjoy PvP and fighting in Ashes while you stay afraid of it for no reason. See you lot in a week, servers allowing.

    Feel free to engage first.
    GJjUGHx.gif
  • LudulluLudullu Member, Alpha Two
    Dolyem wrote: »
    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.

    And the way I would define PvE griefing is the same as PvP griefing. Repetitive, harassing actions meant to negatively impact a players gameplay experience. A couple mob trains to make a point isnt necessarily a bad thing. But if you train mobs on someone for 30 minutes to an hours, thatd be griefing.
    But you do realize that you'll have to PK to the point of not being able to remove that corruption w/o dying right? Cause if your only way of outcompeting someone is by PKing them - you've already lost.

    And I highly doubt that Steven will see "training mobs onto someone to farm a spot" as griefing (even repetitively), because that's just one of the tools players can use. Hell, I'd imagine that even repetitive PKing won't be considered griefing, as long as you stay in the same spot and do the content you were PKing people to do. It's just that the corruption system itself will punish you way harder than a GM would.

    This is why I'm saying that Intrepid need to add tools to address this kind of pve manipulation, just as "corruption" is a tool to address pvp manipulation.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Dolyem wrote: »
    Thats the main issue really, you cant (or at least nobody has so far) measure PVE griefing. All you can do is report it and hope a GM catches them and punished them accordingly. Otherwise the only way to deal with them is to PK them. Which is why I argue that a few PKs within reason should be leniently punished, not severely, nor should those cause compounding corruption(edit* for defending yourself). Those are how you can counter that sort of behavior without having to rely on GMs.

    And the way I would define PvE griefing is the same as PvP griefing. Repetitive, harassing actions meant to negatively impact a players gameplay experience. A couple mob trains to make a point isnt necessarily a bad thing. But if you train mobs on someone for 30 minutes to an hours, thatd be griefing.
    But you do realize that you'll have to PK to the point of not being able to remove that corruption w/o dying right? Cause if your only way of outcompeting someone is by PKing them - you've already lost.

    And I highly doubt that Steven will see "training mobs onto someone to farm a spot" as griefing (even repetitively), because that's just one of the tools players can use. Hell, I'd imagine that even repetitive PKing won't be considered griefing, as long as you stay in the same spot and do the content you were PKing people to do. It's just that the corruption system itself will punish you way harder than a GM would.

    This is why I'm saying that Intrepid need to add tools to address this kind of pve manipulation, just as "corruption" is a tool to address pvp manipulation.

    As I have already said, you would still need to take time to work off the PKs before it would accumulate to genuine griefing potential. This is your failsafe against PK griefing since it forces players to take a break from utilizing PKs that are justifiable. Just as you cant measure PVE griefing, you cant discern a large number of justifiable PKs in a short amount of time from Griefing. But more often than not, excessive PKs would likely be the result of griefing. Its a trade off.
    I would be all for tracking PKs per player if possible, which would make it easier to discern if a player is being camped. As opposed to PKing several different players. I would give less corruption for PKing 5 players 1 time each in 20 minutes vs if you are on your 5th PK on the same player in 20 minutes.

    All of that aside, one thing that is for certain is in no way shape or form can defending yourself be considered griefing in any way. Which is why it shouldnt grant more corruption. PKs against players who dont fight back should be the only factor in adding more corruption.
    GJjUGHx.gif
  • SathragoSathrago Member, Alpha Two
    Ludullu wrote: »
    Dolyem wrote: »
    If your logic is "if you beat another player to or at something, it's fair game", then why are you against players killing(beating) other players fair and square to do the same thing, but in one case your argue players shouldn't be punished for it, but in the case involving PKs seeking the same exact goal you argue players should be severely punished for it?
    How is hitting a completely passive target in any way skillful, as compared to the ability to collect enough mobs to create a danger to your target, bring those mobs to the target w/o dying yourself and then managing to change those mobs' aggro onto said target?

    And any other way of competition is even more skillful, if your goal is to completely overwhelm the opponent.

    https://tiktok.com/@kotf_owo/video/7121513057414729006?is_from_webapp=1&sender_device=pc
    Honestly if a game has open world pvp you do not have the right to walk around pretending it doesnt exist. When you made your character you should have understood you were at threat of being attacked at any point. So thats the point of contact where you consented to this kind of pvp.

    Punishments and deterring griefing is a good thing. I do not believe the current system deters griefing, it deters any open world pvp period. I just got done watching Fantmx's stream with Steven hearing they increased the downsides of going corrupt and this sounds like it might snowball into something so intolerable. The people in alpha 2 could not give less a crap about losing gear as a red. So I hope this is only a temporary fix and not something that causes open world conflict to be extinct on launch.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • LudulluLudullu Member, Alpha Two
    Dolyem wrote: »
    I would be all for tracking PKs per player if possible, which would make it easier to discern if a player is being camped. As opposed to PKing several different players. I would give less corruption for PKing 5 players 1 time each in 20 minutes vs if you are on your 5th PK on the same player in 20 minutes
    And the problem with that approach is the "karma bombing" people would do. Because if you've defended a great farming spot, that means that the same person you just PKed would return to that spot because it's great. And then if you want to keep removing them - you'll keep killing the same person over and over. And none of that is griefing, because you're simply competing for the spot.

    This is why I keep saying that PKing will never be the way to compete for a spot. And this is also why I agree that all the other methods of competition are in no way griefing, cause you'll have to use them if you can't just completely outfarm a person. And out of all of those - PKing is the very last thing you should even attempt.
    Sathrago wrote: »
    Honestly if a game has open world pvp you do not have the right to walk around pretending it doesnt exist. When you made your character you should have understood you were at threat of being attacked at any point. So thats the point of contact where you consented to this kind of pvp.
    And I agree with all of that. None of that changes that fact that killing a completely passive target (which might even have mobs on it) is the lowest-damn-skilled action possible. It requires no skill. It requires no gear. It requires no thought. You simply toggle on auto-attack and sit on your ass, while your char PKs someone.
  • SathragoSathrago Member, Alpha Two
    edited October 20
    Ludullu wrote: »
    And I agree with all of that. None of that changes that fact that killing a completely passive target (which might even have mobs on it) is the lowest-damn-skilled action possible. It requires no skill. It requires no gear. It requires no thought. You simply toggle on auto-attack and sit on your ass, while your char PKs someone.

    I cant agree with it requiring no skill and no gear assuming we are talking about solo vs solo or group vs group. Just because someone is not attacking back does not mean they cant out heal or outrun you. I will say that I can agree if its ganking. the rare exception would be if you see them at low health bracket and then go in. that's the brainless type of killing. And to be honest, I'm completely opposed to them adding the tiers to health. the original intent is better served if we cannot see the targets health range at all.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • LudulluLudullu Member, Alpha Two
    Sathrago wrote: »
    I cant agree with it requiring no skill and no gear assuming we are talking about solo vs solo or group vs group. Just because someone is not attacking back does not mean they cant out heal or outrun you. I will say that I can agree if its ganking. the rare exception would be if you see them at low health bracket and then go in. that's the brainless type of killing. And to be honest, I'm completely opposed to them adding the tiers to health. the original intent is better served if we cannot see the targets health range at all.
    Well, this depends on what kind of situation you're talking about here. If your victim runs away - you've achieved your goal of removing them w/o PKing them. Well, if that's what your goal was.

    If they're busy outhealing either your dmg or the dmg from you and mobs - they're not farming stuff, which means you can do it, which also accomplishes the goal w/o PKing.

    I'm mostly talking about situations where you've hit a person once to let them know you want them to leave and you're ready to fight for it. But the person does nothing in return and just keeps doing whatever they were doing before. And if you decide to keep hitting them - you'll just be hitting them until they die.

    And yes, I dunno what kind of gear you'd need, but if we're talking about spot contestation, and not just an alt or a bum griefing people - your gear would be on the same lvl as your target, so you wouldn't need to do much more than autoattack.

    And again, everything that I'm saying here is from direct experience. I've had a ton of PKs where I just put my char on autoattack of a player until I PKed them. Nothing else needed to be done.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Dolyem wrote: »
    I would be all for tracking PKs per player if possible, which would make it easier to discern if a player is being camped. As opposed to PKing several different players. I would give less corruption for PKing 5 players 1 time each in 20 minutes vs if you are on your 5th PK on the same player in 20 minutes
    And the problem with that approach is the "karma bombing" people would do. Because if you've defended a great farming spot, that means that the same person you just PKed would return to that spot because it's great. And then if you want to keep removing them - you'll keep killing the same person over and over. And none of that is griefing, because you're simply competing for the spot.

    This is why I keep saying that PKing will never be the way to compete for a spot. And this is also why I agree that all the other methods of competition are in no way griefing, cause you'll have to use them if you can't just completely outfarm a person. And out of all of those - PKing is the very last thing you should even attempt.

    Thats already an issue, with the current system or with what I am suggesting, youre going to have to work off corruption regardless. Its extremely punishing. Hence why I have been arguing that giving even more corruption for kills that cant qualify as griefing is stupid.
    Ludullu wrote: »
    Sathrago wrote: »
    Honestly if a game has open world pvp you do not have the right to walk around pretending it doesnt exist. When you made your character you should have understood you were at threat of being attacked at any point. So thats the point of contact where you consented to this kind of pvp.
    And I agree with all of that. None of that changes that fact that killing a completely passive target (which might even have mobs on it) is the lowest-damn-skilled action possible. It requires no skill. It requires no gear. It requires no thought. You simply toggle on auto-attack and sit on your ass, while your char PKs someone.

    Is this a system for punishing "unskilled" players? No its a system to deter griefing. A player refusing to fight in a game designed for players to fight eachother isnt meant to be catered to, nor is the player who kills them without outright griefing them meant to be sentenced to a practically guaranteed doom.
    GJjUGHx.gif
  • PaquPaqu Member, Alpha One, Alpha Two, Early Alpha Two
    OR you could just have a better PVP system where the player can opt out of PVP unless he's running caravans or boats. The corruption system no matter what is implemented will not work just disable PVP for people who do not want to or create areas that are pvp enabled. This dream of a massive pvp game guild vs guild will kill this game fast. Solo players will leave small guilds will disband I cant believe were still trying this in 2024 its literally failed every time its been done... mortal online 1 and 2 and so many others have proved this... get rid of it.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Paqu wrote: »
    OR you could just have a better PVP system where the player can opt out of PVP unless he's running caravans or boats. The corruption system no matter what is implemented will not work just disable PVP for people who do not want to or create areas that are pvp enabled. This dream of a massive pvp game guild vs guild will kill this game fast. Solo players will leave small guilds will disband I cant believe were still trying this in 2024 its literally failed every time its been done... mortal online 1 and 2 and so many others have proved this... get rid of it.

    Theres already several games like that for you to choose from. No need for another.
    GJjUGHx.gif
  • SathragoSathrago Member, Alpha Two
    edited October 21
    Paqu wrote: »
    OR you could just have a better PVP system where the player can opt out of PVP unless he's running caravans or boats. The corruption system no matter what is implemented will not work just disable PVP for people who do not want to or create areas that are pvp enabled. This dream of a massive pvp game guild vs guild will kill this game fast. Solo players will leave small guilds will disband I cant believe were still trying this in 2024 its literally failed every time its been done... mortal online 1 and 2 and so many others have proved this... get rid of it.

    In a world where the developers are god and can create whatever system they want, its silly to say we cannot make this work. It can work. Many people have liked different versions of it, we are just trying to determine the best version of it. So make no mistake I dont think anyone arguing here wants to remove the system we just have different ideas on how it should perform.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • DepravedDepraved Member, Alpha Two
    Paqu wrote: »
    OR you could just have a better PVP system where the player can opt out of PVP unless he's running caravans or boats. The corruption system no matter what is implemented will not work just disable PVP for people who do not want to or create areas that are pvp enabled. This dream of a massive pvp game guild vs guild will kill this game fast. Solo players will leave small guilds will disband I cant believe were still trying this in 2024 its literally failed every time its been done... mortal online 1 and 2 and so many others have proved this... get rid of it.

    that's not a better pvp system.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Paqu wrote: »
    OR you could just have a better PVP system where the player can opt out of PVP unless he's running caravans or boats. The corruption system no matter what is implemented will not work just disable PVP for people who do not want to or create areas that are pvp enabled. This dream of a massive pvp game guild vs guild will kill this game fast. Solo players will leave small guilds will disband I cant believe were still trying this in 2024 its literally failed every time its been done... mortal online 1 and 2 and so many others have proved this... get rid of it.

    I can say with complete and utter certainty that Ashes is not the game for you.

    'Let me turn off PvP in the PvX game' how about no. Play a different game if you don't want to engage in PvP. This one was made for people who enjoy it.
Sign In or Register to comment.