Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five 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.
Alpha Two Phase II testing is currently taking place five 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.
The Flagging System Feedback

I'm pretty unimpressed with the ability to flag in AoC.
Problem: Flagging is overly penalizing even when used sparingly. If I have someone come in and try to take a resource from me I cannot kill them unless they flag up as well (often doesn't happen - high risk relatively small reward). This contributes to the toxic behavior of mob training as the only viable pvp method in lawful areas.
Possible Solution: Change the corruption system to be more akin to karma systems in other similar games.
The idea is as you grind/gather/play you slowly accumulate karma which goes to a limit, let's say 100. Each player you kill who isn't flagged up costs you 50 karma, if you go negative you are subject to the current penalties. Remove blight and replace that with tiers of negative karma (-50, -100, etc). Make grinding karma back a slow process to fill it, maybe a good goalpost would be an hour for 30-40 karma, meaning you can murder one player every 1.5 hours or so.
Why this will work: A person cannot kill more than 2 people without going corrupted to prevent griefing someone. This now enables small unsanctioned pvp to be done at low cost when someone really feels it's worth it. This would also make a party flagging a dangerous risk, you'd need to be careful how many kills you get in a team fight or run the risk of corruption.
Problem: Flagging is overly penalizing even when used sparingly. If I have someone come in and try to take a resource from me I cannot kill them unless they flag up as well (often doesn't happen - high risk relatively small reward). This contributes to the toxic behavior of mob training as the only viable pvp method in lawful areas.
Possible Solution: Change the corruption system to be more akin to karma systems in other similar games.
The idea is as you grind/gather/play you slowly accumulate karma which goes to a limit, let's say 100. Each player you kill who isn't flagged up costs you 50 karma, if you go negative you are subject to the current penalties. Remove blight and replace that with tiers of negative karma (-50, -100, etc). Make grinding karma back a slow process to fill it, maybe a good goalpost would be an hour for 30-40 karma, meaning you can murder one player every 1.5 hours or so.
Why this will work: A person cannot kill more than 2 people without going corrupted to prevent griefing someone. This now enables small unsanctioned pvp to be done at low cost when someone really feels it's worth it. This would also make a party flagging a dangerous risk, you'd need to be careful how many kills you get in a team fight or run the risk of corruption.
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