creighton wrote: » 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? Guess we'll see. If it turns out like Albion did though it's going to be pretty terrible. The reason why someone will intentionally not fight back is to intentionally give the other player corruption. This system will be gamed hard.
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?
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.
Caeryl wrote: » creighton wrote: » 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? Guess we'll see. If it turns out like Albion did though it's going to be pretty terrible. The reason why someone will intentionally not fight back is to intentionally give the other player corruption. This system will be gamed hard. Well given you’re not supposed to be encouraged to kill players that don’t fight back, I don’t see any issue with penalizing players that choose to repeatedly PK non-combatants. It’s not exactly gaming the system when it’s entirely dependent on whether or not someone chooses to attack noncombatants on a regular basis. To be frank, it also seems in poor taste for someone to blame griefing penalties on the players they killed
creighton wrote: » Caeryl wrote: » creighton wrote: » 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? Guess we'll see. If it turns out like Albion did though it's going to be pretty terrible. The reason why someone will intentionally not fight back is to intentionally give the other player corruption. This system will be gamed hard. Well given you’re not supposed to be encouraged to kill players that don’t fight back, I don’t see any issue with penalizing players that choose to repeatedly PK non-combatants. It’s not exactly gaming the system when it’s entirely dependent on whether or not someone chooses to attack noncombatants on a regular basis. To be frank, it also seems in poor taste for someone to blame griefing penalties on the players they killed You're completely missing what I'm saying. If someone is going to contest a resource, then they have to attack the person who is there. If that person doesn't fight back, in an intentional effort to make your items vulnerable, then you can either give up the resource or kill the person. If you kill them you are now at risk of losing your gear. If you don't then you've wasted your time and they keep the resource. I don't know what they're doing about that, but in Albion it didn't work and was heavily abused.
elf wrote: » @lightword Account wide corruption; I like it.
wanderingmist wrote: » @creighton I fully understand your concerns, and yes there WILL be people who abuse the system. But then again, no system is perfect and there will always be people who abuse it. In terms of accidentally gaining corruption, I think a lot of it will depend on how strict the system is. For example, if you attack another player once and then leave, then 30 seconds later that player dies to a monster, will that still count as you having "killed" the player?
unknownsystemerror wrote: » Many of the above issues have already been addressed and are not able to be exploited. Citizens of the same node can indeed attack each other and are not flag exempt. Corruption alts will not be a thing since the effort to get them to the point that they would be effective in pvp, to have them nerfed into the ground due to stat decreases and an ever-increasing exp debt is not a viable option for a majority of players. Corruption does not "tick down" over time. Only removed through pvp death and questing. They have said they have a fix for the "smack them down to 10% and let pve mechanics finish them" crowd, the same for those that would have their high level friend burn someone down and then let their low level friend take the corruption hit. This is not the first thread to call these issues out, nor will be the last. With the advent of new forums, all the old posts becoming a mess to search for, and just new people coming in and cherry picking what they like from the limited infosource they found on corruption, chicken little ERMAHGERD posts will be the norm. The only thing that can be done is wait for testing, there is a whole group of people who are focused on tightening the corruption system up and will be working on doing just that. Every time someone posts about how smart they are and how they have found the secret way around it, they note it, and it is addressed.
unknownsystemerror wrote: » @wolfwood82 Isn't always about you. These are common misconceptions that have kept popping up through multiple threads. And yes, stating the obvious is needed because people are lazy and only take snippets of information then use them to fit the worldview they are trying to champion. The whole "If I yell loud enough, and repeat it often enough it becomes reality!" crowd loves this tactic. New people come here and then see "The game is broken, I will be getting griefed constantly." and then they leave. And then they tell their friends, "Oh that game, just another full loot gankfest." Anything I have posted is backed by statements and interviews from Intrepid. Whenever I engage in speculation on these forums I learned long ago to <SPECULATION> in huge all caps all over a post so people don't get confused.
karthos wrote: » Another thread where PvPers and Non PvPers get to try and dictate how the other person should be playing the game. I'm in.