Imnotkio wrote: » My biggest issue with the health bar display is how unresponsive it feels. You can do a big hit into the person and you have 0 feedback response from their hp bar, which doesn't feel great. Usually in other games, you do a big hit or you do constant damage and you have instant feedback from the enemies' hp bar. This HP bar was implemented so people wouldn't know if they were about to kill a person or not, and therefore risk corruption. I disagree with this in the first place. To me, if you hit a player, and you contribute to his death, you should receive a portion of corruption. It doesn't need to be as much as the killing blow, but you shouldn't walk away scot-free because a mob or someone else happened to give the last hit. But there is a lot that I think should be changed about the corruption system. Overall, if they keep this idea of fractioned health bars, I would hope they implement some visual feedback related to the damage you do. For instance the HP bar could shake when you hit the enemy, and the intensity of the shake be proportional to how much damage you did.
Dolyem wrote: » in regards to the " if you hit a player, and you contribute to his death, you should receive a portion of corruption." the main issue with this is players (me included) would immediately pull more mobs and die on purpose so either my party can then kill that person freely and gain max rewards, or I could run them down myself and even utilize the bounty system to hunt them efficiently.
Imnotkio wrote: » Dolyem wrote: » in regards to the " if you hit a player, and you contribute to his death, you should receive a portion of corruption." the main issue with this is players (me included) would immediately pull more mobs and die on purpose so either my party can then kill that person freely and gain max rewards, or I could run them down myself and even utilize the bounty system to hunt them efficiently. Yes because corruption is busted. It's a system intended to mitigate grief, so getting corrupted and losing gear for killing 1 person makes no sense. With a properly designed corruption system where you have room for PVP, all you'd be doing is killing yourself and getting death penalties. You have no reason to be sure with your death the guy will get corrupted, so makes no sense to reverse grief as you'd probably lose more than the other person. Your more efficient choice would join your party and just kill that guy as you would get the same benefits of killing the guy without the punishment of dying. And at the end of the day, if the guy is actively attacking a person, he knows the risks of acquiring corruption and going over the red threshold or not.
CROW3 wrote: » Idk… I’ve never understood why the health bar needs to be abstracted in this way. It doesn’t make pvp any more fun, nor does it effectively protect players as they get close to death or the attacker gets close to corruption. It’s seems obtuse for the sake of being obtuse and packaged as ‘fog of war.’ 😕