Pham wrote: » I believe they are already working on closing the loophole of giving gear and mat's to a friend while corrupted. Once that is done, the system should work significantly better.
kerrai wrote: » It’s pretty easy to fix. Instead of dropping N random pieces of gear on death you delete 1/2 N and drop 1/2 N.
AirborneBerserker wrote: » The corruption system is a massive waste of time, and can NEVER be properly fixed. Shit can it and do something else. Why? The corruption system relies on people killing the corrupt person. This necessary aspect means that for corruption system to work you must necessarily be able to kill the corrupted person. The punishment is when killed you drop gear. The quickest easiest work around is to have a friend/guild mate kill you right after you become corrupted pick up your stuff and give it back to you. The only way to prevent this is to stop people from having their friends/guildmates from killing them, or more accurately described, you have to prevent the corrupted person from being killed by other people. I shouldn't have to explain why this is impossible. You could make corruption persist through death, which would make no difference, they would just have their friend kill them multiple times. You could make it so Guildmates/Friends can't attack each other, which would cause a whole host of other problems, and people would just drop the guild/friend long enough to complete the task. You could add a timer so people can't just drop guilds/friends and pop back in/on the guild/friends list. Doesn't actually stop them for using the work around and they can still do all the things one might do in a guild. Also, punishes people who have done nothing wrong. What you would have to do is remove the drop gear on death mechanic and replace it with something else. Either the gear is not dropped but instead destroyed, which will never happen because that would discourage OWPvP too much. Or you remove the other person killing aspect, relying on the environment, which the person just has a friend stand next to them and pick there stuff up. Again easily worked around. The other option is removing the death aspect all together, and instead coming up with a punishment based on some other aspect which would totally defeat the purpose of the corruption system, which is to encourage OWPvP while creating a risk vs reward decision.
kerrai wrote: » How does changing from drop two to delete one drop one punish the person more harshly? It just benefits the person who kills them less.
kerrai wrote: » I don’t understand. Scenario 1: Group A attacks Group B. Players A1 and A2 become corrupt and then die. A1 and A2 each drop two pieces of gear that Group B steals. Scenario 2: Group A attacks Group B. Players A1 and A2 become corrupt and then die. A1 and A2 each have one piece of gear deleted and each drop one piece of gear that Group B steals. A1 and A2 lose the same amount of gear in both situations, right? Are you saying something different?
AirborneBerserker wrote: » @Its_Me try reading the post again and engage your brain this time. I don't list potential fixes I point out that you can't fix the problem you can only push the workaround to a different location. Because it's impossible to fix a system where the work around is to use every part of the system as intended. You have to get a whole new system. But you seem to lack the ability to think critically. Watch this... You could add a timer to the ash pile so friends can't just pick up the lost gear and hand it back to thier friend. That won't work, why?
AirborneBerserker wrote: » The corruption system is a massive waste of time, and can NEVER be properly fixed. Shit can it and do something else.
AirborneBerserker wrote: » What you would have to do is remove the drop gear on death mechanic and replace it with something else.
AirborneBerserker wrote: » The other option is removing the death aspect all together, and instead coming up with a punishment based on some other aspect
kerrai wrote: » Your original post pointed out the problem of having friends kill the corrupt person. This solves that problem, doesn’t it? And I don’t understand how destroying the gear instead of dropping it changes the disincentive. The corrupted player loses the gear no matter what. I also think you misunderstand the corruption system. It is designed to DISincentivize PvP against non-flagged players, not incentivize it. It’s possible it’s too much disincentive right now, sure. But it’s supposed to be a disincentive.
AirborneBerserker wrote: » If they wanted to disincentivize PvP then they need a system that doesn't rely on PvP to punish a person that wants to PvP.
AirborneBerserker wrote: » @Its_Me None of the things you quoted would work. Again you have a problem with critical thinking. If you had actually thought about why those wouldn't work rather just assuming the system will work you wouldnt have made any posts. Also you need to reread the OP the phrase was not "fix" it was "fix properly".
CROW3 wrote: » I LOVE pvp, but haven't attacked a single player in Alpha. I've been killed once by another player. The disincentives are so high, that the most fundamental element of PvX - ow pvp - is being avoided 95% of the time. That's just broke.
Its_Me wrote: » Kerrai was very clear in stating that the corruption system is to disincentivize the killing of non-consensual combatants (which I agree with them on) and you twisted this into that they want to disincentivize PvP?
Its_Me wrote: » The system is not relying on PVP to punish a person that wants to PVP, the intent is to punish people that kill a non-combatant which Steven has repeatedly stated he wants to significantly decrease in this PVX game. We might be used to PK as a generic term for just killing another player but Steven has been using it for non-consensual pvp engagement deaths.
Its_Me wrote: » The primary issue currently is that as Steven has stated, the system is intentionally overtuned for alpha, is missing some mechanics, and currently has some issues to work out.
Its_Me wrote: » Once Steven starts working on the corruption system where bugs are addressed and punishment is tweaked, our feedback on whether his vision of a corruption system will work is unreliable speculation based on not even seeing the actual system intended.
CROW3 wrote: » So, maybe it's worth pulling back corruption, xp debt, and material drops on death - just to help make pvp fun again, then figure out how to balance it with meaning / risk / reward. I know node wars would be a HELL of a lot more fun and attended if we could just pvp and not worry about what material aka significant gathering time and RNG we're losing. It would probably end mob-training overnight.