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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
PvP Loot flagging and corruption feedback
MetalDad
Member, Alpha Two
Now that Phase2 is wrapping up post holiday, I wanted to give some feedback on the flagging system that I think could be improved.
The first is about players looting corpses and being flagged. It was a great idea to implement that, but the timer is too short and the disincentive too little imo. Given that we have to run back from an ember spring, frequently the time to run. back is more than the PvP loot flag timer, so any retribution is low. As a player, I would expect higher risk for the reward of looting 25% of the material and glint a player drops. In some cases, the reward can be substantial. The risk is minimal. In many cases higher level players will just loot any corpse in the hopes of getting symbols and the reality
I would suggest an increasing timer based on the number of corpses looted in a time period. 1 player corpse in 30 mins... whatever it is currently. 2 player corpses, double it, 3 player corpses double it again. I would also suggest after a certain number of corpses looted in a time period, say 5 in 30 mins, the looting player goes Corrupt. Potentially, add a small percentage chance to go corrupt that increases exponentially based on the number of corpses in a time period. If possible, add a LOOTER flag as well, so people can see what the flag was for. Also, in the log's if someone loots your corpse, you can at least see who it was...
The second feedback is about the corruption flag and PvP unflagging timers. You have lots of feedback about players attacking people who did loot their corpses or other corpses, then getting flagged as corrupted because by the end of the combat the flag dropped and the person looking for retribution gets flagged corrupted. Clearly, unfair. Had it happen to me and losing multiple pieces of hard fought gear for trying to be "good" feels bad. Also, I am sure you are aware of certain guilds taking advantage of this flag mechanic and getting people to flag corrupt on accident and then looting their gear...
I would suggest a secondary "grace" timer for players that were flagged for PvP, who drop the flag, to not give corruption to players killing them for another 1-3 mins. They can be healed by other non flagged players, but if they are killed by someone flagged then they wont cause corruption. This would reduce "unfair" and exploitive corruption flagging.
Finally, Thank you for the extended playtime over the holidays, it was great. My opinions and thoughts about the game changed many times, but still am so excited by this project. Keep up the great work and don't let the haters get you down!
The first is about players looting corpses and being flagged. It was a great idea to implement that, but the timer is too short and the disincentive too little imo. Given that we have to run back from an ember spring, frequently the time to run. back is more than the PvP loot flag timer, so any retribution is low. As a player, I would expect higher risk for the reward of looting 25% of the material and glint a player drops. In some cases, the reward can be substantial. The risk is minimal. In many cases higher level players will just loot any corpse in the hopes of getting symbols and the reality
I would suggest an increasing timer based on the number of corpses looted in a time period. 1 player corpse in 30 mins... whatever it is currently. 2 player corpses, double it, 3 player corpses double it again. I would also suggest after a certain number of corpses looted in a time period, say 5 in 30 mins, the looting player goes Corrupt. Potentially, add a small percentage chance to go corrupt that increases exponentially based on the number of corpses in a time period. If possible, add a LOOTER flag as well, so people can see what the flag was for. Also, in the log's if someone loots your corpse, you can at least see who it was...
The second feedback is about the corruption flag and PvP unflagging timers. You have lots of feedback about players attacking people who did loot their corpses or other corpses, then getting flagged as corrupted because by the end of the combat the flag dropped and the person looking for retribution gets flagged corrupted. Clearly, unfair. Had it happen to me and losing multiple pieces of hard fought gear for trying to be "good" feels bad. Also, I am sure you are aware of certain guilds taking advantage of this flag mechanic and getting people to flag corrupt on accident and then looting their gear...
I would suggest a secondary "grace" timer for players that were flagged for PvP, who drop the flag, to not give corruption to players killing them for another 1-3 mins. They can be healed by other non flagged players, but if they are killed by someone flagged then they wont cause corruption. This would reduce "unfair" and exploitive corruption flagging.
Finally, Thank you for the extended playtime over the holidays, it was great. My opinions and thoughts about the game changed many times, but still am so excited by this project. Keep up the great work and don't let the haters get you down!
2
Comments
For ex,
white = 1 min
uncommon = 2 min
rare = 3 min
heroic = 4 min
epic = 6 min
legendary = 10 min
This would base the risk directly on the reward, which is fully in line with the risk-reward incentive approach to pvp in this game.
This is a simple thing and I'm surprised it wasn't implemented yet.
YOUR COMBATANT TIMER SHOULD NOT RUN OUT WHILE YOU'RE IN COMBAT.
YOU SHOULD NOT BE ABLE TO TURN NON-COMBATANT DURING A FIGHT
astounding.
Agreed
If a player that looted ashes or gained involuntary pvp flagging in any other way becomes engaged in combat with other players the timer should stop, then resume after leaving combat.
Cries in bard.