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Thoughts on Greens Attacking Reds.

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Comments

  • SlipreeSlipree Member, Alpha Two
    Chaliux wrote: »
    Slipree wrote: »
    People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.
    Correct - unless. Which, in a PvX MMO, is a player choice, so escapable. You know in a PvX game with that flagging system (= no permanent pvp server design like in several other MMOs, no lawless zone all over in Ashes wording) its bit different.

    You want fair and balanced pvp without your permanent red twink: PvP against players that want / consent to pvp with you at that particular point of time or situation.

    Some guy is fishing as green/non-combatant and you show up and want to grab that („your“) lake and fish because of your competitive behavior? Thats fine. Kill him, but face the consequences. Its your decision. The decision of the guy gathering materials for cooking just has another individual goal in this playing session, thats probably why he isnt purple already. In the next session one day later he potentially will fight within a caravan pvp skirmish, its up to him, right?
    I’ll have one account dedicated red for the life of the game.
    And thats why we all will provide a lot of feedback to intrepid according to the bounty hunter system, which also, not only, is designed for player behavior like yours.
    Again: Face the consequences of your actions, be mature.

    I have no problem with consequences. I also have no problem deleting a char and starting over if he gets “too red”. It’s still a stupid concept to be penalized for defending oneself. I’m an old school mmo player. I can grind no problem. Had several maxed chars on darkfall, and if you only knew how long THAT took, you’d think the time to level in this game was a farce. It seems to me all the responses in favor for this, aren’t pvpers, and they think this will save them. It won’t. You won’t be able to do any pve content safely ever. Not without a giant clan guarding you 24/7 (and you’ll still have pvp, but you might survive in that case). All of you talk like this is pve game. Good luck.
  • SlipreeSlipree Member, Alpha Two
    Seems everyone thinks I don’t want consequences. I was running a pk on siege perilous shard in uo for years. It was perma death. So if you died red, your char died forever.

    That’s consequences. Not nerfing their combat abilities if they get attacked.
  • LudulluLudullu Member, Alpha Two
    Slipree wrote: »
    Seems everyone thinks I don’t want consequences. I was running a pk on siege perilous shard in uo for years. It was perma death. So if you died red, your char died forever.

    That’s consequences. Not nerfing their combat abilities if they get attacked.
    And that's all cool and all and I bet you felt great playing that game. This game won't be like that. Yes, we'll have pvp and pvx, but you won't be living as Red because that is not what Steven wants in his game.
  • mxomxo Member, Alpha Two
    edited October 18
    Slipree wrote: »
    I have no problem with consequences. I also have no problem deleting a char and starting over if he gets “too red”.
    Sure, leveling will take you perhaps 200 hours, maybe bit more or less, upcoming testing phases and feedback will show. If that's a "risk" (or fun) which is fine for you, just so invest 200 whatever hours for this kind of entertainment - go for it, nobody can stop you. If it is meaningful or not is ofc your decision and life time, sure.
    It’s still a stupid concept to be penalized for defending oneself.
    You miss the "you attacked / killed before" part here. No victim blaming. The causal chain is quite trivial, and it starts at your kill against a green / non-combatant. Up from that decision (which is yours) you perhaps take some consequences - in Ashes that system is called corruption.
    I’m an old school mmo player. I can grind no problem. Had several maxed chars on darkfall, and if you only knew how long THAT took, you’d think the time to level in this game was a farce. It seems to me all the responses in favor for this, aren’t pvpers, and they think this will save them. It won’t. You won’t be able to do any pve content safely ever. Not without a giant clan guarding you 24/7 (and you’ll still have pvp, but you might survive in that case). All of you talk like this is pve game. Good luck.
    Your are mixing up to topics here.

    - One topic is: You obviously have all the time of the world (for whatever reason I really don't care) - so as 20 years ago, and nowadays, you can level, grind an play - time seems to have little "value" for you. So this topic and aspect is around "frequent player", meaning: no (time) casual player. We got that, I guess.

    - The second message is: PvP Players. This potentially has nothing to do with the first topic. I'm also an old school MMO player, starting (first steps) in DAoC (2002 -> EU) and getting really deep into MMO since WoW. Played there on (permanent) pvp servers as well as on pve servers. Leveleld slowley (and on pvp servers without compassion from other players and no ingame systems saving you) and played thousands of hours in owpvp and instanced pvp (like battlegrounds, arena). Played PvE and PvP, did the same in GW2 (especially sPvP, so structured PvP), ESO, several other MMOs in between and recently New World. In WoW wording my highes pvp achievemnts were gladiator in Arena and high ranged in rated battle grounds (so larger scaled pvp maps with addtional map goald, not "only" deathmath like in arena). Did that with two characters in parallel. So, well no, you are wrong, you are not talking to a "PvE" player (I also pve'd a lot, so played all the 40main molten core raids until the fall of Arthas and hundrets of dungeons and raids), but a player, which has played several MMOs with several different aspects and contents with both PvE and PvP aspects of the game - and also both contents combined. And, talking about time: You can do 3 hours Arena in WoW at high rank if you are experienced and skilled enough. I'm not today, I was in the past. So, that's why it is important to distinguish between both points.

    And this is where my experience and behavior about pvp all comes from: If you want to play serious and high quality pvp, then you do it in a consent way under same, nearly equal conditions. I'm just laughing about "pvp players" that attack other players that are not fighting back, or are at low health, or are just doing something completely different in that particular situation, because in my experience and age that's coward pvp, nothing more. For you, your thinking and behavior as a "real" pvp player, it just like: You pvp everyone always and forever up to your personal will and mood. Well, you can think and behvave like this, but you will face the consquences for your actions in this game, so I'm not sure whom to wih "good luck" here, but I'm convinced it's not us or me. I'm getting used to the corruption systems, but in a completely different way than you, because I dislike - nowadays - the concept, that players can be attacked, although they dont consent to pvp at this time. But, by contrast, I love the idea of object-based pvp skirmishes, because that's pvp under same willingness of all involved players/groups. But, running around harassing/attacking/killing green players and then whining about the consequences is something I couldn't care less and that's why I start to like the corruption systems and I really hope that the huge market of MMO players out there will provide equal feedback during test phases and therefore corruption will work as intented to ensure that there still IS the possiblity to kill non-combatants/greens (for players like you) BUT also there will be a consequence (for players like you) because of that action. You want a permanent pvp server (and I really really know what that means, believe me) -> lawless zones are your sandbox, you can play with all your big excavators there. If other players are in this zone, your "behavior" and "perspective" of a real "pvp player" is 100% correct. In other regions it's no heroic pvp if you run around alone or in your 40 man raid (maybe overgeared because time has no value, so "more gear = more skill", .. right...) and harass and kill other green players running around (doing ther PvE sandpark-stuff in that PvX game) and just thinking all the time about how to save all the reds in your group that get fun out of that zerg or grasshopper pvp. So, for the rest: Well, Good luck, my red friend, because in Ashes it is meant differently as on "permanent pvp servers" or "all over lawless zones". This "stupid concepts" are not valid there, that's why the are not used in such pvp-server-games or at naval zones in Ashes - by intention. In all other regions - by intention - intrepid wants you to get punished, because Steven knows (which is the difference in experience to you) that he needs this pve or pvx players that his game designs work and thus he needs mechanics to keep their entertainment higher then their frustration just because of players like you, with thousands hours of time, just do decrease entertainment and fun gameplay of ohter players.

  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Dolyem wrote: »
    One of the core issues with your reasoning is your desire to Punish any PKer, rather than a focus on punishing griefers in particular. Your bias is interfering with the actual goal of the system. PKers and Griefers are not one in the same.
    Where exactly does my suggestion of "PKers should be able to not even be a PKer before their victim reaches them" mean "I want to punish any PKer"?

    Our goal is the same - more meaningful PKing in the game. Our means of getting to that goal are different. You want people to never gain more corruption once they're Red, while I want people to completely remove corruption before they can risk the high penalties.

    And in both cases, the more PKC you have - the higher the risk of you dying.

    "PKers should be able to not even be a PKer before their victim reaches them"
    Not sure what you're even saying here. Are you saying PKers suddenly stop becoming PKers before the person they are killing comes to them? No idea what this means.

    Where did I say people shouldn't ever gain more corruption once they're red? Players should absolutely gain more corruption for killing players who don't fight back. I have only ever argued that when players are actively fighting eachother, it makes no sense to punish PvP that wouldn't be defined as potentially griefing. You're not griefing a green player who is attacking you by defending yourself against them.

    The difference between us is you want all encompassing severe punishment, regardless of if it's griefing or not when PKing. I am advocating for focusing griefing specifically(the entire point of the system), which in turn regulates PKing, while not damning players for doing so while not actually griefing.



    Ludullu wrote: »
    Dolyem wrote: »
    As far as "The world is big, it wont happen anyway, you're not going to have it happen everytime you do it" This is lazy and probably the worst philosophy to have in game development or any type of project really. If theres something that can be determined as bad design, and you ignore it simply because you think "it wont happen much", those things will add up, and the project will be garbage.
    We'll just have to see how the gameplay turns out. I'm simply saying that even in a smaller game with less stuff to do PKers could run away, so I don't see how Ashes will magically have hordes of Greens hunting Reds.

    You can just as easily.apply your logic to "there isn't just magically going to be hordes of PKers" so I don't see your point. You plan accordingly so things don't turn to garbage


    Ludullu wrote: »
    Dolyem wrote: »
    If you think the game will be better for any of this, you're seriously coping.
    Yes, I believe that creating less backwards progression for Green players would be good for the game. Anyone competitive would just fight back and, as I keep saying, anyone with low PKC should be able to remove their corruption fast enough for the victim to know that "if I die here now, there's a fairly high chance that I lose twice as many of my precious mats".

    I was referring to the things that PvP players will do Alternatively to just a simple PK, which would equate to far worse gameplay to avoid a too high risk system.


    Ludullu wrote: »
    Dolyem wrote: »
    Yea, so not L2 right?
    It sure isn't. But there's system overlap, just as there's overlap with AA or some other games. And it just so happens that in this particular case AoC's system is different from other games, but similar to L2.

    If Steven decides to suddenly change the system to allow for way more Reds - I won't be worse for it, cause I'm already used to L2 servers where PKing was barely ever punished. But I'm gonna be reaaaaal curious to see how many people will be fine with dying left and right, while also suffering higher penalties.
    If i use your logic of, players won't be around eachother enough to make PKing a common occurence, what would you say?

    And besides, im not advocating for rampant PKing, only to not make the risks of corruption so high that it prevents it from ever happening except on the rarest of occasions, and pushing players to take even worse routes to achieve the same goal.
    GJjUGHx.gif
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Caeryl wrote: »
    Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption

    yes, but how do you think someone can run from a green thats cc immune?

    I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area.

    This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.

    So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.

    normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards.

    The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.

    Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.

    It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt.

    Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.

    No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.

    Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.

    Spare us both the dramatics. You sound like a ten year old.

    Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group.

    One red on their own is a loot piñata. A group with a red is a threat.


    “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.

    Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read.

    Oh well, keep raging at nothing.
  • SlipreeSlipree Member, Alpha Two
    Ludullu wrote: »
    Slipree wrote: »
    Seems everyone thinks I don’t want consequences. I was running a pk on siege perilous shard in uo for years. It was perma death. So if you died red, your char died forever.

    That’s consequences. Not nerfing their combat abilities if they get attacked.
    And that's all cool and all and I bet you felt great playing that game. This game won't be like that. Yes, we'll have pvp and pvx, but you won't be living as Red because that is not what Steven wants in his game.

    I could literally play this game JUST like that if I wanted.
  • SlipreeSlipree Member, Alpha Two
    Chaliux wrote: »
    Slipree wrote: »
    I have no problem with consequences. I also have no problem deleting a char and starting over if he gets “too red”.
    Sure, leveling will take you perhaps 200 hours, maybe bit more or less, upcoming testing phases and feedback will show. If that's a "risk" (or fun) which is fine for you, just so invest 200 whatever hours for this kind of entertainment - go for it, nobody can stop you. If it is meaningful or not is ofc your decision and life time, sure.
    It’s still a stupid concept to be penalized for defending oneself.
    You miss the "you attacked / killed before" part here. No victim blaming. The causal chain is quite trivial, and it starts at your kill against a green / non-combatant. Up from that decision (which is yours) you perhaps take some consequences - in Ashes that system is called corruption.
    I’m an old school mmo player. I can grind no problem. Had several maxed chars on darkfall, and if you only knew how long THAT took, you’d think the time to level in this game was a farce. It seems to me all the responses in favor for this, aren’t pvpers, and they think this will save them. It won’t. You won’t be able to do any pve content safely ever. Not without a giant clan guarding you 24/7 (and you’ll still have pvp, but you might survive in that case). All of you talk like this is pve game. Good luck.
    Your are mixing up to topics here.

    - One topic is: You obviously have all the time of the world (for whatever reason I really don't care) - so as 20 years ago, and nowadays, you can level, grind an play - time seems to have little "value" for you. So this topic and aspect is around "frequent player", meaning: no (time) casual player. We got that, I guess.

    - The second message is: PvP Players. This potentially has nothing to do with the first topic. I'm also an old school MMO player, starting (first steps) in DAoC (2002 -> EU) and getting really deep into MMO since WoW. Played there on (permanent) pvp servers as well as on pve servers. Leveleld slowley (and on pvp servers without compassion from other players and no ingame systems saving you) and played thousands of hours in owpvp and instanced pvp (like battlegrounds, arena). Played PvE and PvP, did the same in GW2 (especially sPvP, so structured PvP), ESO, several other MMOs in between and recently New World. In WoW wording my highes pvp achievemnts were gladiator in Arena and high ranged in rated battle grounds (so larger scaled pvp maps with addtional map goald, not "only" deathmath like in arena). Did that with two characters in parallel. So, well no, you are wrong, you are not talking to a "PvE" player (I also pve'd a lot, so played all the 40main molten core raids until the fall of Arthas and hundrets of dungeons and raids), but a player, which has played several MMOs with several different aspects and contents with both PvE and PvP aspects of the game - and also both contents combined. And, talking about time: You can do 3 hours Arena in WoW at high rank if you are experienced and skilled enough. I'm not today, I was in the past. So, that's why it is important to distinguish between both points.

    And this is where my experience and behavior about pvp all comes from: If you want to play serious and high quality pvp, then you do it in a consent way under same, nearly equal conditions. I'm just laughing about "pvp players" that attack other players that are not fighting back, or are at low health, or are just doing something completely different in that particular situation, because in my experience and age that's coward pvp, nothing more. For you, your thinking and behavior as a "real" pvp player, it just like: You pvp everyone always and forever up to your personal will and mood. Well, you can think and behvave like this, but you will face the consquences for your actions in this game, so I'm not sure whom to wih "good luck" here, but I'm convinced it's not us or me. I'm getting used to the corruption systems, but in a completely different way than you, because I dislike - nowadays - the concept, that players can be attacked, although they dont consent to pvp at this time. But, by contrast, I love the idea of object-based pvp skirmishes, because that's pvp under same willingness of all involved players/groups. But, running around harassing/attacking/killing green players and then whining about the consequences is something I couldn't care less and that's why I start to like the corruption systems and I really hope that the huge market of MMO players out there will provide equal feedback during test phases and therefore corruption will work as intented to ensure that there still IS the possiblity to kill non-combatants/greens (for players like you) BUT also there will be a consequence (for players like you) because of that action. You want a permanent pvp server (and I really really know what that means, believe me) -> lawless zones are your sandbox, you can play with all your big excavators there. If other players are in this zone, your "behavior" and "perspective" of a real "pvp player" is 100% correct. In other regions it's no heroic pvp if you run around alone or in your 40 man raid (maybe overgeared because time has no value, so "more gear = more skill", .. right...) and harass and kill other green players running around (doing ther PvE sandpark-stuff in that PvX game) and just thinking all the time about how to save all the reds in your group that get fun out of that zerg or grasshopper pvp. So, for the rest: Well, Good luck, my red friend, because in Ashes it is meant differently as on "permanent pvp servers" or "all over lawless zones". This "stupid concepts" are not valid there, that's why the are not used in such pvp-server-games or at naval zones in Ashes - by intention. In all other regions - by intention - intrepid wants you to get punished, because Steven knows (which is the difference in experience to you) that he needs this pve or pvx players that his game designs work and thus he needs mechanics to keep their entertainment higher then their frustration just because of players like you, with thousands hours of time, just do decrease entertainment and fun gameplay of ohter players.

    You missed the part where people go red from group/world pvp ALL THE TIME and it has nothing to do with them purposefully pking others.

    Also, maybe you have bad time management, but I’ll still be able to grind a char to pvp viability while holding down a full time job and 3 kids in hs sports. It’s easy bud. There’s never a good excuse to make someone not be able to defend themselves. Especially when you can have a (green healer) that the red can’t attack anyway. It’s bad design for a pvp game.
  • SlipreeSlipree Member, Alpha Two
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Caeryl wrote: »
    Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption

    yes, but how do you think someone can run from a green thats cc immune?

    I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area.

    This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.

    So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.

    normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards.

    The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.

    Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.

    It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt.

    Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.

    No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.

    Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.

    Spare us both the dramatics. You sound like a ten year old.

    Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group.

    One red on their own is a loot piñata. A group with a red is a threat.


    “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.

    Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read.

    Oh well, keep raging at nothing.

    I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Caeryl wrote: »
    Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption

    yes, but how do you think someone can run from a green thats cc immune?

    I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area.

    This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.

    So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.

    normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards.

    The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.

    Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.

    It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt.

    Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.

    No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.

    Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.

    Spare us both the dramatics. You sound like a ten year old.

    Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group.

    One red on their own is a loot piñata. A group with a red is a threat.


    “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.

    Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read.

    Oh well, keep raging at nothing.

    I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period.

    You don't have to keep proving you don't know what you're talking about. You've made it clear already that you don't actually read the posts of people you're raging at.

    Anyone can fight at any time, you're not prevented from doing so. You just have to accept that you can't be a braindead PKer in Ashes. You'll have to actually strategize a little bit to avoid this cascade you're so scared of.

    The solution isn't to let PKers be the sole determinants of the depths of their consequences. It defeats the purpose of the Corrupted state being a penalty. It's meant to change how you approach combat other players.

    People fighting over WBs aren't going to be chronically red because everyone there is fighting, and healing and buffs on combatants flag players combatants as well. A couple people in a ten man group being red isn't gonna impact the group's efficiency by much unless those players have a massive PK history already that would snowball the effects of the Corrupted state.
  • OtrOtr Member, Alpha Two
    Ludullu wrote: »
    If Steven decides to suddenly change the system to allow for way more Reds - I won't be worse for it, cause I'm already used to L2 servers where PKing was barely ever punished. But I'm gonna be reaaaaal curious to see how many people will be fine with dying left and right, while also suffering higher penalties.

    Now Steven's burden starts, to balance the game and choose to either have many players or to stay true to the game pillars he advertised.

    "And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer."
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited October 19
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Caeryl wrote: »
    Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption

    yes, but how do you think someone can run from a green thats cc immune?

    I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area.

    This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.

    So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.

    normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards.

    The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.

    Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.

    It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt.

    Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.

    No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.

    Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.

    Spare us both the dramatics. You sound like a ten year old.

    Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group.

    One red on their own is a loot piñata. A group with a red is a threat.


    “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.

    Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read.

    Oh well, keep raging at nothing.

    I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period.

    You don't have to keep proving you don't know what you're talking about. You've made it clear already that you don't actually read the posts of people you're raging at.

    Anyone can fight at any time, you're not prevented from doing so. You just have to accept that you can't be a braindead PKer in Ashes. You'll have to actually strategize a little bit to avoid this cascade you're so scared of.

    The solution isn't to let PKers be the sole determinants of the depths of their consequences. It defeats the purpose of the Corrupted state being a penalty. It's meant to change how you approach combat other players.

    People fighting over WBs aren't going to be chronically red because everyone there is fighting, and healing and buffs on combatants flag players combatants as well. A couple people in a ten man group being red isn't gonna impact the group's efficiency by much unless those players have a massive PK history already that would snowball the effects of the Corrupted state.

    Corruption is meant to deter griefing. It's not meant to deter you from killing other players within reason. And make no mistake, there are plenty of good gameplay reasons to kill other players, and not just in organized events.

    And players should absolutely be able to regulate their corruption based on who they choose to kill, by design that is preventing griefing if you stop players from continuing a killing spree of players who don't fight back.
    All further punishing a player for not actively griefing does is deter them from ever even killing a single non-combatant in the first place. Which leads to worse workarounds of the system, PvE griefing, and by the time that all happens you may as well just not have open world PVP in the first place.
    Say it's "oh you're just afraid of the punishment" all you want. In some sense you're not entirely wrong. And that "fear" will cause players to not engage in what is supposed to be one of the main risks of adventuring into Verra. Other players you don't know, or honestly more specifically other players who are not from your node.
    GJjUGHx.gif
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 19
    Dolyem wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Caeryl wrote: »
    Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption

    yes, but how do you think someone can run from a green thats cc immune?

    I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area.

    This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.

    So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.

    normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards.

    The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.

    Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.

    It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt.

    Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.

    No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.

    Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.

    Spare us both the dramatics. You sound like a ten year old.

    Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group.

    One red on their own is a loot piñata. A group with a red is a threat.


    “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.

    Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read.

    Oh well, keep raging at nothing.

    I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period.

    You don't have to keep proving you don't know what you're talking about. You've made it clear already that you don't actually read the posts of people you're raging at.

    Anyone can fight at any time, you're not prevented from doing so. You just have to accept that you can't be a braindead PKer in Ashes. You'll have to actually strategize a little bit to avoid this cascade you're so scared of.

    The solution isn't to let PKers be the sole determinants of the depths of their consequences. It defeats the purpose of the Corrupted state being a penalty. It's meant to change how you approach combat other players.

    People fighting over WBs aren't going to be chronically red because everyone there is fighting, and healing and buffs on combatants flag players combatants as well. A couple people in a ten man group being red isn't gonna impact the group's efficiency by much unless those players have a massive PK history already that would snowball the effects of the Corrupted state.

    Corruption is meant to deter griefing. It's not meant to deter you from killing other players within reason. And make no mistake, there are plenty of good gameplay reasons to kill other players, and not just in organized events.

    Yeah, I've mentioned some already within this very thread. Doesn't change the fact that going red isn't horrifying or 'too punishing' just because you'll have to alter your playstyle for a short while after if you're going it solo.

    If you're in a group, it's a non-issue.
    And players should absolutely be able to regulate their corruption based on who they choose to kill

    Hard disagree that they should be given a hardcoded get out of jail free condition. They are already to regulate their corruption by disengaging from solo fighting with greens. In group v group, people would have an extremely hard time trying to avoid flagging if they have even a couple AoE spells.

    It's far more unhealthy to grant any self-defense clause to a Corrupted player, because then they're encouraged and enabled to taunt and 'PvE grief' other players into attacking them first to absolve them of consequence.

    Corruption as a solo player means it's time to pull back and cleanse it.

    Corruption within a group is sporadic as it only hits the killer rather than the whole group, and it's very easy to force flags while purple. Thus far we only have a setting to prevent flagging up from hitting greens with AoE, (edit: turns out they did indeed add a toggle for ally AoEs, granted I can't imagine any sane player turning buffs off for combatants) so generally it only takes one AoE charge to get an enemy group flagged up purple against yours provided you didn't all somehow go red at once (which would be a failure in planning and focus and thus, rightly punished)
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    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.
  • LudulluLudullu Member, Alpha Two
    Dolyem wrote: »
    "PKers should be able to not even be a PKer before their victim reaches them"
    Not sure what you're even saying here. Are you saying PKers suddenly stop becoming PKers before the person they are killing comes to them? No idea what this means.
    As I keep repeating over and over, I want corruption balancing to be tuned in such a way that a PKer with < 3 PKC (PK count) should be able to remove their corruption before their victim can come back to the same spot after respawning (with the 3rd PKC being reaaal close in timing), given that the PKer is earning top XP for their lvl.

    Imo meaningful PKing is when someone is trying to remove competition from a spot (be it a mob one, a boss one or a gathering one). Valuable mobs and bosses (and imo gathering stuff as well) would mostly exist deep in the dungeons. And I'd prefer if respawn locations were, at the very least, outside of the dungeon, if not even further out.

    This means that the victim would need to go back to the depth of the dungeon, if they wanted to enact revenge. This would also mean that any BH, that's not already deep in the dungeon, would also have limited time to react to someone with low PKC being Red.

    And considering that deep dungeon pve will be the hardest in the game, any other Green players in the vicinity of the Red would be preoccupied with their own content and might not have the time to react to a chat shout of "omg, there's a PKer in this room of the dungeon".

    In other words, someone with low PKC should be able to get rid of their corruption right before or right at the point of their victim coming back to the same spot, as long as this PKer is strong enough to do so (which they might not be, cause they had to PK instead of just outfarming the victim).
    Dolyem wrote: »
    Where did I say people shouldn't ever gain more corruption once they're red? Players should absolutely gain more corruption for killing players who don't fight back. I have only ever argued that when players are actively fighting eachother, it makes no sense to punish PvP that wouldn't be defined as potentially griefing. You're not griefing a green player who is attacking you by defending yourself against them.
    I knew I should've been more detailed there, but I was too lazy.

    What I meant is "no more corruption for those who don't attack a passive green again". Cause, again, I've been talking about meaningful PKers who were simply removing competitors from the premises, so unless they're dumb enough to attack the same dude again, while that dude doesn't fight back AGAIN - the PKer will never gain more corruption while they're Red, even if they're attacked by countless greens.

    To me, that's a huge problem, because, as I've said before, this PKer could be the strongest player on their server, and now literally no one would be able to punish them, because they're free to just keep fighting back. The same, but to a worse degree, would apply to whole parties and guilds of PKers. They can go around genociding people, while no one can do anything to them, because when someone tries to attack them - the PKers won't get more corruption if they defend themselves.

    This would then require higher tuning of corruption-based stat dampening, in order to prevent the very thing I'm worried about. Which would then impact the players YOU want to help. Those who don't grief, but do PK relatively often, cause they're competing for stuff.

    And now you'd have a slow corruption removal balance, coupled with faster stat dampening, which simply means that the players you want to help with your suggestion are now doubly punished, cause they can't fight back due to stat dampening and they also can't remove corruption fast enough, so they get killed way easier.

    In other words, I believe that your suggestion would lead to a worse life for meaningful PKers.
    Dolyem wrote: »
    The difference between us is you want all encompassing severe punishment, regardless of if it's griefing or not when PKing. I am advocating for focusing griefing specifically(the entire point of the system), which in turn regulates PKing, while not damning players for doing so while not actually griefing.
    Yes, I want that severe punishment for the weak dumbasses that couldn't plan their PK correctly and/or were too weak to cleanse it in time.

    You keep saying that the only purpose of the corruption system is to curb griefing, but Steven's own design doesn't agree with that statement, cause otherwise it would be laxer than L2's balancing. And yet we have slower corruption clrearing AND non-purpling Greens. Which means that Steven himself doesn't want to see all that much PKing in Ashes, even outside of griefing situations.

    And as I said before, we both agree that there should be more meaningful PKing. I simply don't believe that your suggestion would bring that about in the best way in the end.
    Dolyem wrote: »
    You can just as easily.apply your logic to "there isn't just magically going to be hordes of PKers" so I don't see your point. You plan accordingly so things don't turn to garbage
    I'm not sure I understood this point correctly. I do in fact expect there to not be hordes of PKers, exactly because of how the corruption is balanced right now.

    And even the example of my preference of "1% of CCUs are PKers" would be mostly concentrated in high value spots, because people would only be PKing others for top content, while all the casuals and shit outside of dungeons get to live their happy little lives, outside of situations where some dick tries to PK until they destroy their character.

    And so, while 100 people might seem like a super small amount of PKers, those 100 people would be concentrated in 30-50 top lvl dungeons. And they'd only exist when the other side of the conflict didn't fight back, which I believe would be a fairly rare occurence, so the overal PKing would be pretty much against all the people who think they can lose more mats by "punishing" their attacker, WHILE farming the best possible content at their lvl.

    And if my suggestion of faster clearing was implemented, that kind of approach by the Green player would see them lose their mats more often than not, while not getting anything in return for that loss. And after the first 1-2 PKs for the same spot, the 2 sides would be entering the more dangerous territory of "can I really cleanse my corruption before I get punished" or should I not risk it and try some other approach.

    Again, all of this is taken from my personal experience with different balancings of L2's corruption system and my preference from said experience. And based on all of that, I do believe that my suggestion would be quite close to a good and "fair" balance of "PKing is viable, if you have no other way forward, but it's only viable a few times before it gets too risky".

    And just to keep this in the broader context of what my prefered vision is - PKC reduction cost would be real high as well, so people who can only win competitions through PKing would still be fucked over in the long run, cause imo the weak deserve that >:)
    Dolyem wrote: »
    I was referring to the things that PvP players will do Alternatively to just a simple PK, which would equate to far worse gameplay to avoid a too high risk system.
    And I already said that I disagree with it being a worse kind of gameplay. To me, pvp interactions are about players' wills.

    If someone can't stand sharing one spot and they feel like they HAVE TO PK the other player - that's a weak-willed person.

    If they don't have any friends to call up and simply outfarm the competitor - that's a socially weak player (and in mmos I consider those weak-willed, because they couldn't socialize with others).

    If after PKing they're afraid of the consequences - they're weak-willed.

    And the same applies to the "pvper" who refuses to flag up - they are weak-willed.

    And as for the non-PKing methods of removing a competitor - they all exist on the scale of power. Training mobs onto someone who you kept at <=25% hp would be real damn close to the PKing side and would be weak as fuck. I spit on those players. Outfarming the location solo and denying your opponent's rewards to the point that the opponent just leaves, I personally consider the strongest. And obviously there's the friendship route of "let's party up and do this together". That method would be the socially strongest, cause it often leads to long-lasting relations.

    But, to me, all of those methods are still better than just PKing, because PKing directly impacts both competitors in the worst way. And imo, the worst way should have the worst results, especially for the initiator of said way.
    Dolyem wrote: »
    If i use your logic of, players won't be around eachother enough to make PKing a common occurence, what would you say?
    I explained my logic in a better way above, so this doesn't really apply to what I said about Steven's potential change in direction.

    Players will inevitably congregate in certain locations. And if people know that the stronger players get to go unpunished for their PKing - they'll be less willing to even interact with those players. And I've already explained here what I believe would happen if those unpinished players would get counterbalanced by Intrepid, within your suggestion.
    Dolyem wrote: »
    And besides, im not advocating for rampant PKing, only to not make the risks of corruption so high that it prevents it from ever happening except on the rarest of occasions, and pushing players to take even worse routes to achieve the same goal.
    And this is where we disagree, because I personally want PKing to be the last resort action that does only happen in rarest of occasions. And I mainly want this because there's gonna be countless other pvp interactions that I want to see way more than PKing. All while weakly balanced PKing would have a much broader impact across all lvls and all skill-lvl player interactions.
  • mxomxo Member, Alpha Two
    edited October 19
    Slipree wrote: »
    You missed the part where people go red from group/world pvp ALL THE TIME and it has nothing to do with them purposefully pking others.
    Killing green/non-combatant players leads to consequences.
    Also, maybe you have bad time management, but I’ll still be able to grind a char to pvp viability while holding down a full time job and 3 kids in hs sports. It’s easy bud.
    As mentioned, I don't care, but believe me, my time management is quite good and that's the reason why I can play computer games still with my job (full time can mean 40 hours, so low amount of hours as well - the more important aspect is: What responsiblity this job means and what energy is needed to fulfill the high expectations - a full time job can be over at 16:00 and can be a job without real responsibility - of course, if that is so early, it's easy to "manage" rest of the day because more than enough time is left, and in normal jobs, also on weekends, ususlly enough time is left). And family with kids and other hobbies is just normal (in my region: default/standard), the difference usually comes from the job, bud ;-)
    Especially when you can have a (green healer) that the red can’t attack anyway. It’s bad design for a pvp game.
    It's one of the consequences. You want full freedom which you (and me) experienced in pvp games with permanent pvp servers (or what will happen at pvp-events or in the lawless zone in Ashes), but in the open world there are mechanics that apply to "risk and reward" and thus the attacker/killer will have to think before about his actions because of the consequences and the attacked player can use that mechanic at least for punishment of his attacker/killer, because, again, this game is a sandpark game (intrepid is calling that mix out of themepark and sanbox by themselves) so PvE, PvP and PvX-combined player types must be considered - not "only" your type of (full) pvp-player, you know? But, thats no bad thing, because all the linked systems need different type of players so that overall those systems work together and combined. Only running around pvp-ing will definitely not work. False game, play a Grind PvP whatever bad game where they only content is: Running around in zergs pvp-ing or alone ganking/pk-ing other players for fun.
  • LudulluLudullu Member, Alpha Two
    edited October 19
    Here's an example of what I'd love in Ashes, but what Steven seemingly disliked in L2 (hence the change he implemented).

    This is an L2 server that started yesterday. Pvp was happening from nearly lvl one, but this particular clip is from a valuable dungeon for players that are right at the lvl equivalent of AoC's lvl25.

    This dungeon is being farmed by groups and not solo. Those groups are already in guilds and are not just pugs. And these guilds can declare war on each other literally right on the spot (you can read the wardec message in chat right at the start of the clip).

    And slightly earlier in the stream the dude was running around the dungeon looking at other groups farming spots and was talking with other guildies asking them to come here, cause he wasn't sure if his party alone would be able to secure a farming spot.

    To me, this is peak mmo pvp. Group-based, guild-based fighting at any and all lvls, because on every lvl it's much better to be in a group and in a guild (this streamer started playing on this server in a group from lvl 1 btw).

    Also, I know the link might seem sus, but L2 streamers on twitch and yt get banned if they stream private servers, so they have to use these random-ass platforms :D
    https://trovo.live/s/BoHpts/549784347691?vid=vc-1397757895622493339&adtag=user.Ludullu.clip

    Steven wants to go away from "guild wars are just when you kill each other until someone gets bored" design, which is why wardeccing will be a way more involved process and will revolve around objectives and shit, so I doubt we'll be able to see something like this in Ashes.

    But imo, this is still a good example of what I expect to see happening in open world dungeons. Groups farming spots. Other groups finding them and killing them in pvp. I fully expect guild wars to be declared right after the prime time window, just so that the war can allow people to freely PK their enemies all throughout the day until the next prime time.

    In other words, I really think that PKing will be quite rare, while pvping will still be abundant as hell.
  • LudulluLudullu Member, Alpha Two
    edited October 19
    Btw, here's a somewhat big (not really) fight literally 20 minutes later. Same dungeon (now at the entrance spot), same lvls, a different enemy guild.
    https://trovo.live/s/BoHpts/549784347691?vid=vc-1397757895626740025&adtag=user.Ludullu.clip

    I DEARLY HOPE Ashes will have similar situation, cause to me this is just god damn peak. If I wasn't burnt out on L2 after all these years, and didn't have Ashes in a week - I'd be playing this 100%.

    Edit: I skimmed a bit more of the vod and within the next 2 hours this streamer's group was called up to another location to fight a yet another GW. Then came back to their spot that they fought for in the first clip I linked. Then got called up TO YET ANOTHER location to fight the enemy guild from that first clip (don't forget that the war started just 2 hours ago at this point), and then this party came back to their initial spot and just grinded some mobs.

    This is peak pvx to me. You defend your farm, help others from your guild do the same when needed and then you farm (while also defending it, cause your enemies don't stop etiher).

    And even just this short time period alone showed 3 different locations worth fighting for (there's other for smaller groups or even for solos), and I expect Ashes to have dozens if not hundreds of these on release. We'll have to see how GW end up being designed, but god damn I really hope we get something similar, cause this is glorious.
  • why are people talking so much in here?
    PvE means: A handful of coins and a bag of boredom.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    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.

    This is from 2018. The definition Steven has provided us is from 2022. And the primary topic that quote came from was in reference to griefing. But for the heck of it, he also refers to the systems design in that video as corruption being gained specifically through attacking non-combatant players who dont fight back. But as I have said, its outdated.

    I am a diehard PvPer. Im also a diehard PvEer believe it or not. And as the risks are currently set on paper, 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.
    GJjUGHx.gif
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Ludullu wrote: »
    Dolyem wrote: »
    "PKers should be able to not even be a PKer before their victim reaches them"
    Not sure what you're even saying here. Are you saying PKers suddenly stop becoming PKers before the person they are killing comes to them? No idea what this means.
    As I keep repeating over and over, I want corruption balancing to be tuned in such a way that a PKer with < 3 PKC (PK count) should be able to remove their corruption before their victim can come back to the same spot after respawning (with the 3rd PKC being reaaal close in timing), given that the PKer is earning top XP for their lvl.

    Imo meaningful PKing is when someone is trying to remove competition from a spot (be it a mob one, a boss one or a gathering one). Valuable mobs and bosses (and imo gathering stuff as well) would mostly exist deep in the dungeons. And I'd prefer if respawn locations were, at the very least, outside of the dungeon, if not even further out.

    This means that the victim would need to go back to the depth of the dungeon, if they wanted to enact revenge. This would also mean that any BH, that's not already deep in the dungeon, would also have limited time to react to someone with low PKC being Red.

    And considering that deep dungeon pve will be the hardest in the game, any other Green players in the vicinity of the Red would be preoccupied with their own content and might not have the time to react to a chat shout of "omg, there's a PKer in this room of the dungeon".

    In other words, someone with low PKC should be able to get rid of their corruption right before or right at the point of their victim coming back to the same spot, as long as this PKer is strong enough to do so (which they might not be, cause they had to PK instead of just outfarming the victim).
    Dolyem wrote: »
    Where did I say people shouldn't ever gain more corruption once they're red? Players should absolutely gain more corruption for killing players who don't fight back. I have only ever argued that when players are actively fighting eachother, it makes no sense to punish PvP that wouldn't be defined as potentially griefing. You're not griefing a green player who is attacking you by defending yourself against them.
    I knew I should've been more detailed there, but I was too lazy.

    What I meant is "no more corruption for those who don't attack a passive green again". Cause, again, I've been talking about meaningful PKers who were simply removing competitors from the premises, so unless they're dumb enough to attack the same dude again, while that dude doesn't fight back AGAIN - the PKer will never gain more corruption while they're Red, even if they're attacked by countless greens.

    To me, that's a huge problem, because, as I've said before, this PKer could be the strongest player on their server, and now literally no one would be able to punish them, because they're free to just keep fighting back. The same, but to a worse degree, would apply to whole parties and guilds of PKers. They can go around genociding people, while no one can do anything to them, because when someone tries to attack them - the PKers won't get more corruption if they defend themselves.

    This would then require higher tuning of corruption-based stat dampening, in order to prevent the very thing I'm worried about. Which would then impact the players YOU want to help. Those who don't grief, but do PK relatively often, cause they're competing for stuff.

    And now you'd have a slow corruption removal balance, coupled with faster stat dampening, which simply means that the players you want to help with your suggestion are now doubly punished, cause they can't fight back due to stat dampening and they also can't remove corruption fast enough, so they get killed way easier.

    In other words, I believe that your suggestion would lead to a worse life for meaningful PKers.
    Dolyem wrote: »
    The difference between us is you want all encompassing severe punishment, regardless of if it's griefing or not when PKing. I am advocating for focusing griefing specifically(the entire point of the system), which in turn regulates PKing, while not damning players for doing so while not actually griefing.
    Yes, I want that severe punishment for the weak dumbasses that couldn't plan their PK correctly and/or were too weak to cleanse it in time.

    You keep saying that the only purpose of the corruption system is to curb griefing, but Steven's own design doesn't agree with that statement, cause otherwise it would be laxer than L2's balancing. And yet we have slower corruption clrearing AND non-purpling Greens. Which means that Steven himself doesn't want to see all that much PKing in Ashes, even outside of griefing situations.

    And as I said before, we both agree that there should be more meaningful PKing. I simply don't believe that your suggestion would bring that about in the best way in the end.
    Dolyem wrote: »
    You can just as easily.apply your logic to "there isn't just magically going to be hordes of PKers" so I don't see your point. You plan accordingly so things don't turn to garbage
    I'm not sure I understood this point correctly. I do in fact expect there to not be hordes of PKers, exactly because of how the corruption is balanced right now.

    And even the example of my preference of "1% of CCUs are PKers" would be mostly concentrated in high value spots, because people would only be PKing others for top content, while all the casuals and shit outside of dungeons get to live their happy little lives, outside of situations where some dick tries to PK until they destroy their character.

    And so, while 100 people might seem like a super small amount of PKers, those 100 people would be concentrated in 30-50 top lvl dungeons. And they'd only exist when the other side of the conflict didn't fight back, which I believe would be a fairly rare occurence, so the overal PKing would be pretty much against all the people who think they can lose more mats by "punishing" their attacker, WHILE farming the best possible content at their lvl.

    And if my suggestion of faster clearing was implemented, that kind of approach by the Green player would see them lose their mats more often than not, while not getting anything in return for that loss. And after the first 1-2 PKs for the same spot, the 2 sides would be entering the more dangerous territory of "can I really cleanse my corruption before I get punished" or should I not risk it and try some other approach.

    Again, all of this is taken from my personal experience with different balancings of L2's corruption system and my preference from said experience. And based on all of that, I do believe that my suggestion would be quite close to a good and "fair" balance of "PKing is viable, if you have no other way forward, but it's only viable a few times before it gets too risky".

    And just to keep this in the broader context of what my prefered vision is - PKC reduction cost would be real high as well, so people who can only win competitions through PKing would still be fucked over in the long run, cause imo the weak deserve that >:)
    Dolyem wrote: »
    I was referring to the things that PvP players will do Alternatively to just a simple PK, which would equate to far worse gameplay to avoid a too high risk system.
    And I already said that I disagree with it being a worse kind of gameplay. To me, pvp interactions are about players' wills.

    If someone can't stand sharing one spot and they feel like they HAVE TO PK the other player - that's a weak-willed person.

    If they don't have any friends to call up and simply outfarm the competitor - that's a socially weak player (and in mmos I consider those weak-willed, because they couldn't socialize with others).

    If after PKing they're afraid of the consequences - they're weak-willed.

    And the same applies to the "pvper" who refuses to flag up - they are weak-willed.

    And as for the non-PKing methods of removing a competitor - they all exist on the scale of power. Training mobs onto someone who you kept at <=25% hp would be real damn close to the PKing side and would be weak as fuck. I spit on those players. Outfarming the location solo and denying your opponent's rewards to the point that the opponent just leaves, I personally consider the strongest. And obviously there's the friendship route of "let's party up and do this together". That method would be the socially strongest, cause it often leads to long-lasting relations.

    But, to me, all of those methods are still better than just PKing, because PKing directly impacts both competitors in the worst way. And imo, the worst way should have the worst results, especially for the initiator of said way.
    Dolyem wrote: »
    If i use your logic of, players won't be around eachother enough to make PKing a common occurence, what would you say?
    I explained my logic in a better way above, so this doesn't really apply to what I said about Steven's potential change in direction.

    Players will inevitably congregate in certain locations. And if people know that the stronger players get to go unpunished for their PKing - they'll be less willing to even interact with those players. And I've already explained here what I believe would happen if those unpinished players would get counterbalanced by Intrepid, within your suggestion.
    Dolyem wrote: »
    And besides, im not advocating for rampant PKing, only to not make the risks of corruption so high that it prevents it from ever happening except on the rarest of occasions, and pushing players to take even worse routes to achieve the same goal.
    And this is where we disagree, because I personally want PKing to be the last resort action that does only happen in rarest of occasions. And I mainly want this because there's gonna be countless other pvp interactions that I want to see way more than PKing. All while weakly balanced PKing would have a much broader impact across all lvls and all skill-lvl player interactions.

    As we have done many times before, we will simply have to agree to disagree. I am just going to end up repeating myself, as will you. Regardless of who is right or wrong with their opinions or predictions, I hope Steven makes the best decision he can in regards to corruption and maintaining risk not only for those who would become corrupted, but the risk of those would be victims of PvP in the open world.
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  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Caeryl wrote: »
    Dolyem wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Caeryl wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Slipree wrote: »
    Sathrago wrote: »
    Caeryl wrote: »
    Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption

    yes, but how do you think someone can run from a green thats cc immune?

    I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area.

    This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.

    So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.

    normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards.

    The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.

    Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.

    It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt.

    Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.

    No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.

    Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.

    Spare us both the dramatics. You sound like a ten year old.

    Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group.

    One red on their own is a loot piñata. A group with a red is a threat.


    “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.

    Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read.

    Oh well, keep raging at nothing.

    I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period.

    You don't have to keep proving you don't know what you're talking about. You've made it clear already that you don't actually read the posts of people you're raging at.

    Anyone can fight at any time, you're not prevented from doing so. You just have to accept that you can't be a braindead PKer in Ashes. You'll have to actually strategize a little bit to avoid this cascade you're so scared of.

    The solution isn't to let PKers be the sole determinants of the depths of their consequences. It defeats the purpose of the Corrupted state being a penalty. It's meant to change how you approach combat other players.

    People fighting over WBs aren't going to be chronically red because everyone there is fighting, and healing and buffs on combatants flag players combatants as well. A couple people in a ten man group being red isn't gonna impact the group's efficiency by much unless those players have a massive PK history already that would snowball the effects of the Corrupted state.

    Corruption is meant to deter griefing. It's not meant to deter you from killing other players within reason. And make no mistake, there are plenty of good gameplay reasons to kill other players, and not just in organized events.

    Yeah, I've mentioned some already within this very thread. Doesn't change the fact that going red isn't horrifying or 'too punishing' just because you'll have to alter your playstyle for a short while after if you're going it solo.

    If you're in a group, it's a non-issue.
    And players should absolutely be able to regulate their corruption based on who they choose to kill

    Hard disagree that they should be given a hardcoded get out of jail free condition. They are already to regulate their corruption by disengaging from solo fighting with greens. In group v group, people would have an extremely hard time trying to avoid flagging if they have even a couple AoE spells.

    It's far more unhealthy to grant any self-defense clause to a Corrupted player, because then they're encouraged and enabled to taunt and 'PvE grief' other players into attacking them first to absolve them of consequence.

    Corruption as a solo player means it's time to pull back and cleanse it.

    Corruption within a group is sporadic as it only hits the killer rather than the whole group, and it's very easy to force flags while purple. Thus far we only have a setting to prevent flagging up from hitting greens with AoE, (edit: turns out they did indeed add a toggle for ally AoEs, granted I can't imagine any sane player turning buffs off for combatants) so generally it only takes one AoE charge to get an enemy group flagged up purple against yours provided you didn't all somehow go red at once (which would be a failure in planning and focus and thus, rightly punished)

    The issue is punishing griefing, not PvP. compounding corruption for kills that are literally just PvP is directly deterring general PvP, regardless if you consider it "honorable" or not.

    And its no different solo than it is with a group. it applies in both regards. And the same maneuvers to use corruption as a weapon/defense as a group resulting in deterring PvP will likely also be a major issue so theres that.
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  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 19
    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?
  • SathragoSathrago Member, Alpha Two
    edited October 19
    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?

    So if i train a bunch of mobs on you forcing you to run away and take the resources you were about to grab, fair play?

    You think thats a good thing for the game for that sort of player to go unpunished?

    This is the biggest and most frequent form of pve griefing that happens in slow grindy games like this. Everquest, Ultima online, DaoC. When combat encounters cost actual downtime and the world is dangerous, trains will be worse than any random dude attacking you.
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  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    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.
    GJjUGHx.gif
  • LudulluLudullu Member, Alpha Two
    Sathrago wrote: »
    So if i train a bunch of mobs on you forcing you to run away and take the resources you were about to grab, fair play?

    You think thats a good thing for the game for that sort of player to go unpunished?

    This is the biggest and most frequent form of pve griefing that happens in slow grindy games like this. Everquest, Ultima online, DaoC. When combat encounters cost actual downtime and the world is dangerous, trains will be worse than any random dude attacking you.
    Yes to both of those questions, but also I want/hope that Intrepid introduce skillset tools that could help people address this exact interaction. And also that AI is smarter than just "omg I follow this dude but then suddenly I'll switch to this absolutely random person that's not even on my aggro list".

    And a yet another point that Dygz likes to bring up. Mobs are never as aggro as players are. They always (well, almost always) have a leash, so any player that sees a train of mobs going towards them can just run away a bit further and the train conductor will suffer for it. While running away from a PKer would require you to either completely outpace them or for them to lose all interest in you, which rarely happens with PKers whose entire goal is to kill you.
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 20
    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.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    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.
    GJjUGHx.gif
  • CaerylCaeryl Member, Alpha Two, Early Alpha Two
    edited October 20
    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 :,( '
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    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.
    GJjUGHx.gif
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