nagash wrote: » damokles wrote: » "What will be the point of open world pvp?" *ehemmm* BLOOD FOR THE BLOODGOD! LAMBS TO THE COSMIC SLAUGHTER! I AM THE CONDUCTOR OF THE POOP TRAIN! ......
damokles wrote: » "What will be the point of open world pvp?" *ehemmm* BLOOD FOR THE BLOODGOD! LAMBS TO THE COSMIC SLAUGHTER! I AM THE CONDUCTOR OF THE POOP TRAIN!
damokles wrote: » nagash wrote: » damokles wrote: » "What will be the point of open world pvp?" *ehemmm* BLOOD FOR THE BLOODGOD! LAMBS TO THE COSMIC SLAUGHTER! I AM THE CONDUCTOR OF THE POOP TRAIN! ...... What? It is a legit response in the spirit of Krieg and a Chaos Space Marine!
nagash wrote: » damokles wrote: » nagash wrote: » damokles wrote: » "What will be the point of open world pvp?" *ehemmm* BLOOD FOR THE BLOODGOD! LAMBS TO THE COSMIC SLAUGHTER! I AM THE CONDUCTOR OF THE POOP TRAIN! ...... What? It is a legit response in the spirit of Krieg and a Chaos Space Marine! when the ashes forums turns into a Warhammer forum ^^
"Da ooman base iz got walls an’ fings, see. So, if I’z goes up to da wall, all sneaky-like, and blows it up wiv me bombs, den dere’ll be an ‘ole in da wall wot da ladz can go fru, see. So, when you’z lot ‘ears sumfing go boom, you charge,’ cos dere’ll be an ‘ole in da wall. Unnastand?"
Heteroclite wrote: » To add a risk/reward aspect without putting the most valuable assets in the game at risk, gear, they should just have you lose a small percentage of the gold you are currently carrying and/or gathered/processed resources. For example 2% of gold, and the fish you were carrying from that risky fishing spot in that underground cave. Then the pker gets 1% of the gold you lost and the ability to grab your bag that held those wonderful fish. The reward would make pking enticing, while not hurting the victim too materialistically. Would also add a risk vs reward aspect to gathering a full inventory of iron or fish etc. and would also create rise to actual bounty hunters and anti-pker guilds/pk-er guilds. If we want high fantasy, bandits and assassins should be a real threat to you in the gameplay, and I do not mean boring mob ones.
elf wrote: » They don't want to incentivize corruption, they want to discourage it; it's suppose to be a punishment.
creighton wrote: » What's going to inevitably happen if they insist on only punishing it instead of giving other incentives for it is that people will intentionally not fight back to cause other players to gain corruption. If the attacker continues that player gains corruption and literally everyone in the area will swarm the corrupted player to take his equipment. I saw this happen a ton in Albion Online. They had an almost exact copy of this system but it was Blues and Reds. I think that design choice will hurt the game for people who enjoy open world PvP. This could translate to AOC like this: Blue player is mining a rare material, and doesn't have anything of value in inventory. He has friends/ guildies nearby. Red player wants to contest this material and take it for himself, so he flags and attacks the blue player that's mining. Blue player knows he has nothing to lose, and his friends are nearby, so he refuses to fight back. Red kills him and becomes corrupted. Blue's friends (and literally every non corrupted player on the server) kill red and red loses his equipment. It's a terrible mechanic that punishes solo and small groups of PvP. It encourages zergs.
unknownsystemerror wrote: » You need to read more. Gear drop from corruption occurs after repeated killing of innocents. You have made a choice to get to that point. They have stated repeatedly that chance of gear drop will not come from a single kill. So the "I was just clearing out this guy from MY farming spot! And now I have lost all my gear!" is not valid.
Caeryl wrote: » creighton wrote: » What's going to inevitably happen if they insist on only punishing it instead of giving other incentives for it is that people will intentionally not fight back to cause other players to gain corruption. If the attacker continues that player gains corruption and literally everyone in the area will swarm the corrupted player to take his equipment. I saw this happen a ton in Albion Online. They had an almost exact copy of this system but it was Blues and Reds. I think that design choice will hurt the game for people who enjoy open world PvP. This could translate to AOC like this: Blue player is mining a rare material, and doesn't have anything of value in inventory. He has friends/ guildies nearby. Red player wants to contest this material and take it for himself, so he flags and attacks the blue player that's mining. Blue player knows he has nothing to lose, and his friends are nearby, so he refuses to fight back. Red kills him and becomes corrupted. Blue's friends (and literally every non corrupted player on the server) kill red and red loses his equipment. It's a terrible mechanic that punishes solo and small groups of PvP. It encourages zergs. Gear loss occurs only when corruption levels are high. If that’s a single instance of them PKing, then they likely won’t be losing any gear. Also if you read the wiki on corruption, you’d also see that fighting back (combatant state) means less penalty on death, less exp lost, less materials lost upon death. Besides, if there’s allies nearby when someone PKs a players, they’d be dying afterwards either way, why not flag combatant, lose less stuff, and still get it back when your buddies turn on the guy who nabbed it?