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Incentives for activating combatant mode (Suggestion)

MalvaMalva Member, Alpha Two
edited November 14 in General Discussion
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.

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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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Comments

  • wakkytabbakywakkytabbaky Member, Alpha Two
    edited November 15
    when you go combatant you take 50% less xp debt on death and lose 50% less materials.
    the incentive is fight back get less death penalties therefore creating more reason to pvp. if people dont fight back and wanna take the hit / punish the player then the other player goes red
  • Its_MeIts_Me Member, Alpha Two
    I have been saying all along to increase incentives with an XP buff while flagged so of course I agree with the OP.
    when you go combatant you take 50% less xp debt on death and lose 50% less materials.
    the incentive is fight back get less death penalties therefore creating more reason to pvp. if people dont fight back and wanna take the hit / punish the player then the other player goes red

    The incentive for staying a non-combatant and NOT fighting back where the person will go red, far outweighs the small incentive of flagging and losing a little less material and xp which can be gained back quickly.

    I am not suggesting the lower death penalty is not an incentive, just not one great enough to outweigh the massive benefit of staying non-combatant and having the other person go red.
  • wakkytabbakywakkytabbaky Member, Alpha Two
    Its_Me wrote: »
    I have been saying all along to increase incentives with an XP buff while flagged so of course I agree with the OP.
    when you go combatant you take 50% less xp debt on death and lose 50% less materials.
    the incentive is fight back get less death penalties therefore creating more reason to pvp. if people dont fight back and wanna take the hit / punish the player then the other player goes red

    The incentive for staying a non-combatant and NOT fighting back where the person will go red, far outweighs the small incentive of flagging and losing a little less material and xp which can be gained back quickly.

    I am not suggesting the lower death penalty is not an incentive, just not one great enough to outweigh the massive benefit of staying non-combatant and having the other person go red.

    atm yes but for example on release corruptions going to be balanced where going red on one player wont be that much of a detriment to the person but over time it will stack up and be worse the more they gank. so you will see less random ganking but wont be none so its upto the person getting attacked at that point to choose to die and take all the hit or half the hit.

    xp debt gets worse over time it may only be 2% per death while green as a flat rate but at 24 -> 25 that 1 death is 44k xp debt so just imagine it when closer to 50 and theres more incentive to go purple
  • Its_MeIts_Me Member, Alpha Two
    Its_Me wrote: »
    I have been saying all along to increase incentives with an XP buff while flagged so of course I agree with the OP.
    when you go combatant you take 50% less xp debt on death and lose 50% less materials.
    the incentive is fight back get less death penalties therefore creating more reason to pvp. if people dont fight back and wanna take the hit / punish the player then the other player goes red

    The incentive for staying a non-combatant and NOT fighting back where the person will go red, far outweighs the small incentive of flagging and losing a little less material and xp which can be gained back quickly.

    I am not suggesting the lower death penalty is not an incentive, just not one great enough to outweigh the massive benefit of staying non-combatant and having the other person go red.

    atm yes but for example on release corruptions going to be balanced where going red on one player wont be that much of a detriment to the person but over time it will stack up and be worse the more they gank. so you will see less random ganking but wont be none so its upto the person getting attacked at that point to choose to die and take all the hit or half the hit.

    xp debt gets worse over time it may only be 2% per death while green as a flat rate but at 24 -> 25 that 1 death is 44k xp debt so just imagine it when closer to 50 and theres more incentive to go purple

    I understand all of this, I was simply suggesting that while there is a minor incentive of less material and xp drop, it does not outweigh the current corruption mechanic in staying non-combatant and further incentive such as an xp increase for remaining flagged should be implemented to encourage more pvp.

    I am old school where it is impossible for me to not fight back, even if I 'want' to see them go red, I just automatically flag and fight back. 🤣 The only time I do not do this is when it comes to numbers.

  • BRAD_AoCBRAD_AoC Member, Alpha Two
    when you go combatant you take 50% less xp debt on death and lose 50% less materials.
    the incentive is fight back get less death penalties therefore creating more reason to pvp. if people dont fight back and wanna take the hit / punish the player then the other player goes red

    Or... you just let them kill you, you take the hit, then come back and kill them while they're corrupted to get all their materials and gear. Definitely way more rewarding currently to bait corruption and just come back for a big payout. What you describe sounds fine in theory, but doesn't work at all in practice.
    At the end of the day, it's night.
  • apocrisyapocrisy Member, Alpha Two
    Or... you just let them kill you, you take the hit, then come back and kill them while they're corrupted to get all their materials and gear. Definitely way more rewarding currently to bait corruption and just come back for a big payout. What you describe sounds fine in theory, but doesn't work at all in practice.

    honestly getting corrupted from one kill and dropping like 3 pieces of your hard earned gear is a bit overtuned imo. There should be punishment for flagging but this one is harsh enough to be near the tail end of corruption levels.
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