Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Thoughts about Corruption system
ArchivedUser
Guest
I brought up an idea shortly in the community hangout on the Discord that may be of (if somewhat small use). What if the "Corruption stat" mentioned to penalize killing of lower level players was more similar to a infamy system. Take, for example, a level 80 player keeps killing low level people, and hence, gains high infamy. This infamy would affect their trade rates with the towns, people, and just a general sudo-tax system, which would in turn, affect their selling and purchasing of items. This would dissuade people from attacking low level people, while still staying lore friendly, as people are not likely going to buy from a buyer that's known to steal his goods, and they're much less likely to like/trust a bandit.
Just a quick thought I had, I welcome any ideas, thoughts or disagreements, please let me know what you think :)
Just a quick thought I had, I welcome any ideas, thoughts or disagreements, please let me know what you think :)
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Just a quick thought I had, I welcome any ideas, thoughts or disagreements, please let me know what you think <img alt="????" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f642.svg" />
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I like this idea a lot. Currently the system in place discourages long-term world PVP by "snowballing" the effect to the point where you can't even kill other players attacking you. And that isn't much fun in my book. Also with the system you mentioned you can make it so that the higher your infamy is the more coin and/or gear you drop when you die. (This might require not having the option to store money in a bank to prevent people from doing the then going on a killing spree with no cost at all) Also a bounty system would work well with these where players themselves can add more money to the bounty on a certain individual.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/thoughts-about-corruption-system/#post-9908" rel="nofollow">Sc00p wrote:</a></div>
I brought up an idea shortly in the community hangout on the Discord that may be of (if somewhat small use). What if the “Corruption stat” mentioned to penalize killing of lower level players was more similar to a infamy system. Take, for example, a level 80 player keeps killing low level people, and hence, gains high infamy. This infamy would affect their trade rates with the towns, people, and just a general sudo-tax system, which would in turn, affect their selling and purchasing of items. This would dissuade people from attacking low level people, while still staying lore friendly, as people are not likely going to buy from a buyer that’s known to steal his goods, and they’re much less likely to like/trust a bandit.
Just a quick thought I had, I welcome any ideas, thoughts or disagreements, please let me know what you think <img alt="????" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f642.svg" />
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I like this idea a lot. Currently the system in place discourages long-term world PVP by “snowballing” the effect to the point where you can’t even kill other players attacking you. And that isn’t much fun in my book. Also with the system you mentioned you can make it so that the higher your infamy is the more coin and/or gear you drop when you die. (This might require not having the option to store money in a bank to prevent people from doing the then going on a killing spree with no cost at all) Also a bounty system would work well with these where players themselves can add more money to the bounty on a certain individual.
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Yeah :). I reckon the current idea while not *awful* could be changed a little for benefit, because it does almost encourage killing of lower level players. My idea also *tries* to counter any loopholes, but of course isn't perfect. Let's say people think "Oh hey, I gain tax because I kill players, so I caravan raid more". It's important to keep in mind, I think, that taxes apply to both buying and selling, which means that killing low players whether for your benefit or not, will probably not be worth it in the end. Fortunately/Unfortunately this still allows those who do want to just play a murderer, just be a murderer. It's still possible, just you'll be facing proper repercussions for the actions, and I reckon that would be a healthy way to go about it.
I think that the infamy system is on the right track. However it would ruin any PvP aspects of the game. No sieges without infamy, no self defense without infamy, no PvP without infamy.
Like i said its on the right track in terms of keeping things just and peaceful. So instead I think a Node-specific Bounty system would work well. So the concept is that a Node's ZOI would fall under it's "law". Meaning that if any damage is done to a citizen's property or self in zoi of a node, the player could report the crime and place a bounty on the offending player. Or if one player becomes infamously destructive the mayor could place a huge bounty on the player. This way PvP can still occur and there can be some penalty for being a criminal. And the bounty could work similar to your infamy system, to high a bounty and no traders would want anything to do with you. Another point to add is that if you wanted to fight against another node's progress it wouldn't affect your reputation with the node you are fighting for.
Another idea is to add a "player sense" which allows players to see one's "karma", or "will". Basically add an aura around a player to see if they are trust worthy or not . Red for a serial killer, green for a peace keeper.
What do ya think?
I think that the infamy system is on the right track. However it would ruin any PvP aspects of the game. No sieges without infamy, no self defense without infamy, no PvP without infamy.
Like i said its on the right track in terms of keeping things just and peaceful. So instead I think a Node-specific Bounty system would work well. So the concept is that a Node’s ZOI would fall under it’s “law”. Meaning that if any damage is done to a citizen’s property or self in zoi of a node, the player could report the crime and place a bounty on the offending player. Or if one player becomes infamously destructive the mayor could place a huge bounty on the player. This way PvP can still occur and there can be some penalty for being a criminal. And the bounty could work similar to your infamy system, to high a bounty and no traders would want anything to do with you. Another point to add is that if you wanted to fight against another node’s progress it wouldn’t affect your reputation with the node you are fighting for.
Another idea is to add a “player sense” which allows players to see one’s “karma”, or “will”. Basically add an aura around a player to see if they are trust worthy or not . Red for a serial killer, green for a peace keeper.
What do ya think?
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I reckon your point is very valid. A system such as the one I proposed, could try to solve an issue that in turn, would affect the game to heavily and directly. The implementation of my idea, would be to try to dissuade players from killing others specifically lower level than them, because that's where I feel other games poorly handle the situation. For example, say I'm a low level player, right? If I'm attacked by a high level player, I die, and lose my stuff. A bounty being put on their head doesn't really compensate me, nor does it really stop the killer. I guess the proper solution would be to try to find a way to not *punish* but almost... Irritate? Those who kill lower level players.
I'm all for PVP combat itself, whether it be organised or a direct attack, I just find level differences larger than a couple of levels to be irritating when you have to fight it. For example, I used to play Tera, and I remember getting killed over and over by high level players, who just one-shot me and I don't even nearly scratch them. I'd like to avoid a repeat of that situation, because it feels so not fun.
Current issue (well to me) is that neither of our systems help the poor player that is on the recieving end of the pking. Sure we can penalise the attacker, but that just means if everyone only pk's a couple of low level players, that's still alot of low level players dieing in a pretty unfair scenario.
So to stop that from happening, i would say your infamy system does make more sense, but only if they can and do steal your loot. I'm glad you brought it up I didn't know people could steal your stuff.
In most games I've played though if someone kills you you can ask for a higher level player to help you out in global chat and someone almost always answers. Other wise I guess the only option is to make a PvE style server where PK is only allowed in a duel or a siege. Maybe even have Node patrols on the main roads so low level players have a chance to run to safety. The larger the node the safer the ZOI?
Maybe even a title "dishonorable" if you kill someone a set number of levels lower then you, which can have some effect on trade and reputation.
For consensual PvP one could see a similar system to WoW in that should the attacker be within a certain number of levels to the defender then there is a sliding scale when one of them is defeated and the victor claims the spoils;
We'll need a "window" (a number of levels) so let's say for the debate it is 20 level difference (this might be extreme but it makes the math easier).
Should the attacker be 20+ levels greater than the defender and win then no additional loot beyond what would be expected is dropped.
For every level difference from 20 down to 0 there is a 5% chance per level that a larger amount of spoils drop up to 100% of the expected drop rate should both players be of equal level.
Should the attacker be of a lower level then the rate climbs at 5% per level difference until it reaches 200% where it maxes out.
Of course, should the attacker lose then they are risking the resources they carry as per the devs team previously announced mechanic.
The above would be tweaked a bit to fall in line with the devs idea that players who fight back stand to lose a lower amount of resources.
The rate of corruption could also use a similar system where a very high level player who goes around defeating very low level players during non-consensual PvP would accumulate corruption at a higher rate then if they defeat players of equal or near equal level.
I'm curious to see what they end up doing, as I think it'll be a difficult system for them to create.