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The PvP system is great, but could use some improvements. Here are my thoughts.

camistuscamistus Member, Alpha Two
edited November 29 in General Discussion
First things first: I usually do not like world PvP in MMOs, simply because they are usually ran by players who have an advantage over the players that do not want to participate. Whether it's due to the PvPer having more knowledge on each class/weapons, more time invested in that character (higher level), or simply just better gear through either RMT or drops, the ones that choose to PvP typically does so because they are aware that the person they are poaching stands absolutely no chance.

In saying that, I feel like the corruption system absolves all of these concerns. Having the underlying "if you PvP me, I can make this a very bad time for you" is a very powerful system and one that I very much welcome.

However, I feel like the spirit in which PvP is intended gets caught in the crossfire by this system.

According to Steven, in one of the interviews he did with Pirate Software, he states that PvP should be used for "political activities, opportunity, scarcity of resources and/or hunting locations".

This is diminished by the fact that if I am at a grinding spot, and another player comes along and begins agroing the mobs that I am farming, even if I play it in a "polite" way and ask them to leave, if they refuse and I then PvP them as a means to force them off of my spot without retaliation, I will be flagged as a corrupted. Pair this with the blight system and it basically makes world PvP a system not worth touching outside of a traditional duel.

My proposed solution to this is a relatively simple one: make it so that there is a system in place where you can place down a "warning" flag, basically like the lumberjack's survey pylon, where you can specify a radius (to a reasonable amount) and anyone that stands in that radius for [x] seconds is then marked as a combatant ONLY for the player who put it down and their party. On the flip side of this, the "intruding" player will also have the flagger and their party marked as combatants, as to not have it one-sided.

As far as the radius, I think that as the radius gets bigger, the required time for an intruding player to be flagged increases. For example, a 10m radius may be a 20 second flag period, whereas a 100m radius requires 2 minutes before that player is flagged. If the intruder leaves the radius and comes back, that time starts where it was when they exited (as to not have players just "hop the line" over and over). If the flagger leaves the radius, they have 10 seconds to go back in or the radius is removed, at which point another player can flag after a very short ~5 second CD, while the initial flagger goes on a flag cool down of 5 minutes. Regardless of whether the flagger is in the radius or not, the radius expires after 30 minutes, or until the flagger dies - from any source.

I'd love to hear thoughts to this proposal, and/or feedback.
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