Jamation wrote: » At first I thought it was annoying that Ikcen just wants everyone to agree with them and won't listen to anything anyone is saying. But this train wreck is just too entertaining to stop reading
Jamation wrote: » So, as I posted before this is a visual guide for the words above: Now, let's discuss the penalties and rewards for PvP related activites.Benefits of being a Non-Combatant: Turn a Combatant into a Corrupted if they kill you, general status you will maintain during game, shows general friendliness, cannot be accidentally hit by player AoE's if both are non-combatants, can attack corrupt players without gaining combatant statusNegatives of being a Non-Combatant: If you die your Skills and stats are lowered, health and mana lowered, gear proficiency lowered, loss of durability, dropping X% (where X will be determined later) of raw materials from your person and your mount.Benefits of being a Combatant: Can fight against someone who is bothering them, can protect a friend if they are being attacked, can be a fun time to test your skills and might against other players, if you die the negatives are only half (1/2) compared to death as a non-combatantNegatives of being a Combatant: Risk others attacking you, shows that you are aggressive towards players, if you die you could still lose materials and suchBenefits of being Corrupted: Could make a fun game of chase, adds a little excitement and stealth to avoid bounty hunters, and could make for a few fun RP sessionsNegatives of being Corrupted: Three to Four times the penalties of a non-combatant if you die (3X or 4X), could lose gear or weapons on death, become an easy PvP target for all players, gain a poor reputation within the game <snipped>Continual player killing: The next thing you brought up is that if I kill someone (and they do not fight back) I will become corrupted. However, another player enters into the same zone as me and I kill them (and they do not fight back and let me kill them) then the player who is corrupted is the only person losing. This is fundamentally incorrect as explained in the brief synopsis I gave at the beginning of this post (all information available on the wiki which has been linked multiple times on this thread). The only way to gain corruption is to kill someone who doesn't fight back, but the Non-Combatant's I kill will lose exp, resources, and stats of their own at a rate of X. However, if a person hits me even once and becomes a combatant they'll reduce their penalty by HALF. I also will not gain any more corruption as you do not gain corruption from killing a combatant. If a person's goal is to cause corruption it will QUICKLY be noticed as the game is designed around people defending themselves.
Caeryl wrote: » <Much has been cut out to focus on a couple aspects> Jamation wrote: » So, as I posted before this is a visual guide for the words above: Now, let's discuss the penalties and rewards for PvP related activites.Benefits of being a Non-Combatant: Turn a Combatant into a Corrupted if they kill you, general status you will maintain during game, shows general friendliness, cannot be accidentally hit by player AoE's if both are non-combatants, can attack corrupt players without gaining combatant statusNegatives of being a Non-Combatant: If you die your Skills and stats are lowered, health and mana lowered, gear proficiency lowered, loss of durability, dropping X% (where X will be determined later) of raw materials from your person and your mount.Benefits of being a Combatant: Can fight against someone who is bothering them, can protect a friend if they are being attacked, can be a fun time to test your skills and might against other players, if you die the negatives are only half (1/2) compared to death as a non-combatantNegatives of being a Combatant: Risk others attacking you, shows that you are aggressive towards players, if you die you could still lose materials and suchBenefits of being Corrupted: Could make a fun game of chase, adds a little excitement and stealth to avoid bounty hunters, and could make for a few fun RP sessionsNegatives of being Corrupted: Three to Four times the penalties of a non-combatant if you die (3X or 4X), could lose gear or weapons on death, become an easy PvP target for all players, gain a poor reputation within the game <snipped>Continual player killing: The next thing you brought up is that if I kill someone (and they do not fight back) I will become corrupted. However, another player enters into the same zone as me and I kill them (and they do not fight back and let me kill them) then the player who is corrupted is the only person losing. This is fundamentally incorrect as explained in the brief synopsis I gave at the beginning of this post (all information available on the wiki which has been linked multiple times on this thread). The only way to gain corruption is to kill someone who doesn't fight back, but the Non-Combatant's I kill will lose exp, resources, and stats of their own at a rate of X. However, if a person hits me even once and becomes a combatant they'll reduce their penalty by HALF. I also will not gain any more corruption as you do not gain corruption from killing a combatant. If a person's goal is to cause corruption it will QUICKLY be noticed as the game is designed around people defending themselves. @Jamation One really huge benefit that wasn’t mentioned here is that having a corrupted status currently is that you will always cause a full death penalty against anyone you fight 1v1. A non-combatant can’t flag as a combatant against a corrupted player, in the current (if untested) iteration of the corruption mechanic. To be honest I would expect that to change in the future, but for now it’s a rather big appeal to maintaining a bit of corruption if you intend to make ganking a big part of your gameplay.
Ikcen wrote: » And that is trolling.
The question seems is why do you want that game to fail?
Ikcen wrote: » I think that any player in any game should not be punished by the game for playing it.
I pointed that a very similar system had disastrous consequences in L2.
Ikcen wrote: » But I disagree that fighting over a farming spot is meaningless PvP. This is the core of the meaningful PvP - you compete for some PvE reward.
Ikcen wrote: » That is why it is so important. The PvP for farming spot is fundamental, it is the starting point of the OW competition. Then you gather a party to compete for a boss, then you make an alliance to compete for a castle and world domination.
Ikcen wrote: » But get in mind that according to the corruption rules, you have to suicide your avatar in the forum
Ikcen wrote: » I can tell now, the corruption feature is completely broken. Let say, and it is a common case, some player kills another who grief and ks the mobs. Now let see how that PK penalty will work. The player who is flagged have the choice to die, or to die multiple times. So in fact the player who griefs wins. I saw exactly the same feature in many games - L2 after GoD, L2 Classic, BDO and etc. In every game the result was death of OW PvP. Many players left cause they feel frustrated they cannot protect from griefers. And above all some players do intentional griefing. I call that feature the gank of the loser. And if this thing exists here, I will simply not play AOC, as I already played BDO - good looking, but terrible game.
Ikcen wrote: » If you want to reduce the ganking, this is not the way to do it. There are multiple different mechanisms, that will not be exploited so much.
Ikcen wrote: » One simple exploit - I want a boss, or mobs, or anything in the game for OW PvE. What I have to do is to let another player, or players to gank me, so to insult them, or to ks, or to grief. Then I will take what I want, as when they PK me, they lost the case.
Ikcen wrote: » One possible way to reduce the ganking is a similar karma system - so the PKer is flagged for 5-10 min, but he accumulates PKs. And he needs to clean them by doing things that brings him exp and ingame money, for free. So 1 - 3 PKs random - 1-3 hour grind. 4-6 PKs - random 2-6 hours grind. Also loss of fighting abilities/items if the character has/dies with 6PKs and more.
Ikcen wrote: » One possible way to reduce the ganking is a similar karma system - so the PKer is flagged for 5-10 min
Ikcen wrote: » And he needs to clean them by doing things that brings him exp and ingame money, for free.
Ikcen wrote: » So 1 - 3 PKs random - 1-3 hour grind. 4-6 PKs - random 2-6 hours grind. Also loss of fighting abilities/items if the character has/dies with 6PKs and more.