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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
[Discussion] Corruption: A punishment absolvable by grind
apocrisy
Member, Alpha Two
A thread to discuss means of absolving corruption.
Getting rid of it through grind from a gameplay perspective incentivizes players to be exposed to areas with risky mobs and where they may collude with other players but it feels a bit more gamey and to a certain degree there's also loot awarded that a person cleansed of corruption would receive in the process. Granted they get blight so it's not 100%, but there are other maybe more thematical means of tackling this "moral" question.
Idea 1:
Corruption should slightly reduce players movement speed and make them go on a pilgrimage to get rid of it, they are to travel either on foot or ground mount a specific distance that needs to be at least "X" distance further away from the spot where they turned corrupt. While on this pilgrimage they are displayed to players on the world map within a radius of the distance remaining for the corrupted players pilgrimage debuff to be cleansed (the end of the pilgrimage) and globally to bounty hunters (https://ashesofcreation.wiki/Bounty_hunters)
Idea 2:
"Community Service" - Corrupt Players would need to engage in extensive gathering to absolve their corrupted status, the gatherables need to be handed in to a parole officer medieval equivalent.
Idea 3:
Meditation - Corrupt players have designated crop circles or symbols across maps at which they must stand within them to clear away their corruption by "meditating". The meditation lasts 5-10 minutes but a player doesn't need to sit or be afk, just be located inside the circle. These circles are of course landmarked on the map so the people that suffered at the hand of the corrupted can still attempt to enact their own judgment. In retrospect this might make camping such spots a freebie activity for bounty hunters or anyone interested in corruption free loot, and would reward larger group corrupted individuals as they'd have an easier time defending.
Idea 4:
Something involving the religion node type, a sort of polytheistic interpretation of afterlife - maybe upon corruption the gates to valhalla spawn on the place where the person turned corrupt, they are thrown into the instance and now the corrupted and anyone who steps through the portal can fight it out in PVX, against gods/valkiries/creatures of the afterlife while vigilantes can still chase the red player or team to this "afterlife battlefield" - a trial by combat similar to what currently is implemented but with a twist: non corrupted players do not lose XP or items if dying here, but are sent out and can't re enter the place.
Getting rid of it through grind from a gameplay perspective incentivizes players to be exposed to areas with risky mobs and where they may collude with other players but it feels a bit more gamey and to a certain degree there's also loot awarded that a person cleansed of corruption would receive in the process. Granted they get blight so it's not 100%, but there are other maybe more thematical means of tackling this "moral" question.
Idea 1:
Corruption should slightly reduce players movement speed and make them go on a pilgrimage to get rid of it, they are to travel either on foot or ground mount a specific distance that needs to be at least "X" distance further away from the spot where they turned corrupt. While on this pilgrimage they are displayed to players on the world map within a radius of the distance remaining for the corrupted players pilgrimage debuff to be cleansed (the end of the pilgrimage) and globally to bounty hunters (https://ashesofcreation.wiki/Bounty_hunters)
Idea 2:
"Community Service" - Corrupt Players would need to engage in extensive gathering to absolve their corrupted status, the gatherables need to be handed in to a parole officer medieval equivalent.
Idea 3:
Meditation - Corrupt players have designated crop circles or symbols across maps at which they must stand within them to clear away their corruption by "meditating". The meditation lasts 5-10 minutes but a player doesn't need to sit or be afk, just be located inside the circle. These circles are of course landmarked on the map so the people that suffered at the hand of the corrupted can still attempt to enact their own judgment. In retrospect this might make camping such spots a freebie activity for bounty hunters or anyone interested in corruption free loot, and would reward larger group corrupted individuals as they'd have an easier time defending.
Idea 4:
Something involving the religion node type, a sort of polytheistic interpretation of afterlife - maybe upon corruption the gates to valhalla spawn on the place where the person turned corrupt, they are thrown into the instance and now the corrupted and anyone who steps through the portal can fight it out in PVX, against gods/valkiries/creatures of the afterlife while vigilantes can still chase the red player or team to this "afterlife battlefield" - a trial by combat similar to what currently is implemented but with a twist: non corrupted players do not lose XP or items if dying here, but are sent out and can't re enter the place.
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