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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Incentives for activating combatant mode (Suggestion)
Malva
Member, Alpha Two
I agree that pvp should have its risks and benefits, I agree that attacking a non-combatant player should cause some type of punishment to the attacker, I agree with all of this. However, with the current corruption system, you basically have no reason to want to attack any player, as you will run a huge risk of getting the corrupted status and getting into trouble.
My suggestion is that there be a relative incentive for us to activate the combatant, an incentive that is rewarding enough to take the risk of being killed by another player.
My suggestion is that when you turn on the combatant mode, you have some kind of EXP or gathering buff. It doesn't have to be something big, 5% would be more than enough to encourage more players to want to take that risk and activate the combat mode.
In this way, more competitive players would probably be in the combatant state, which would encourage competition through pvp, which is one of the highlights of this game. In addition to strengthening the “risk / benefits” aspect that is present in many of this game’s systems
My suggestion is that there be a relative incentive for us to activate the combatant, an incentive that is rewarding enough to take the risk of being killed by another player.
My suggestion is that when you turn on the combatant mode, you have some kind of EXP or gathering buff. It doesn't have to be something big, 5% would be more than enough to encourage more players to want to take that risk and activate the combat mode.
In this way, more competitive players would probably be in the combatant state, which would encourage competition through pvp, which is one of the highlights of this game. In addition to strengthening the “risk / benefits” aspect that is present in many of this game’s systems
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