Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Thoughts on Griefing and Potential Solutions
ShadeNym
Member
I think that the idea of non-consensual PVP is cool when you have an in-game motivation for it. I think it's cool to have the option to trade non-corrupted status for resources etc. Obviously the issue is when you're griefing, you don't actually have any in-game motivation. You can't solve griefing through in game incentives, because the reasons for griefing are out-of-game incentives and these inherently will supersede whatever in game incentives exist. So you have to hard code in anti-griefing protections.
I think a couple of potential solutions would be 1.You could give people a cooldown on targeting individual players. So like if I killed Asmongold in non-consensual PVP, I now can't target him for the next day or something. 2. You could also give people a cooldown on how many times they can be non-consensually killed in a certain timespan. 3. Obviously just ban all people who are confirmed griefers.
Alongside these hard coded protections, I think repeated killing of a particular player should exponentially accelerate corruption as well.
I think a couple of potential solutions would be 1.You could give people a cooldown on targeting individual players. So like if I killed Asmongold in non-consensual PVP, I now can't target him for the next day or something. 2. You could also give people a cooldown on how many times they can be non-consensually killed in a certain timespan. 3. Obviously just ban all people who are confirmed griefers.
Alongside these hard coded protections, I think repeated killing of a particular player should exponentially accelerate corruption as well.
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Comments
Take your suggestion to give someone a cooldown on attacking Asmongold, there were 97 others lined up to kill him so this would not have helped the streamer at all.
With the mechanics currently in place (once working correctly), anyone killing asmond would go red and instantly be slaughtered by those around them and dropped gear making the next 97 hesitant to follow suit. Had Steven had all his intended mechanics in place to prevent this (such as lvl 5 and below not targetable), that scenario would not have played out as it did.