Initial concern with the Corruption system
I'd like to begin by saying that I am so very disappointed that I am just discovering this game as of the recent rush of interviews with Steven. I had heard the name floating about, but I had been so disappointed in years of terrible releases that I had lost enthusiasm for the very genre which forged my love of gaming, and not looked to deeply into it in fear of being disappointed again. I do not have that fear any longer.
I'd like to start a discussion about the Corruption system. I agree wholeheartedly that the system is necessary, and I love the implementation of it. A karma system, implemented correctly, serves to bring about excellent player driven content and has limitless replayability. The problem that I see with this implementation, however, is the cumulative stat suppression with increasing Corruption in reference to the Bounty Hunter system.
I find that the stat suppression in reference to noncombatant players to be quite justified, as we all know the dangers that accompany an open world pvp system in regards to griefing; however, I worry that unless there is an exemption put in place that nullifies the stat suppression when engaging in combat with a bounty hunter, the system will lack challenge. The dynamic between Corrupted and Bounty Hunter should be one of danger and excitement, which will be lacking on the side of the Bounty Hunter if he knows going into the encounter that he has a significant advantage against his prey.
It also serves to discourage world pvp on the side of the corrupted in that you can be assured a disadvantage when someone comes to serve you punishment. I don't wish for this to come off as a "I want to grief everyone" post, as I am quite excited to spend my time hunting the Corrupted, but I want to fight my enemy at his best. As a competitive pvper, I see these fights becoming openly one-sided if extreme care is not taken in over-suppressing stats in the case of extreme corruption. Not only that, but the reward for hunting bounties now is less difficult to obtain. We hear Steven tout the risk/reward system in the game, but I see only reward from the perspective of the Bounty Hunter, with less associated risk. And on the note of risk/reward, I've heard very little about there being any incentive to corruption. Will there be "havens" for the corrupted? Nodes which become friendly or offer reward for obtaining corruption? This seems like a system with a lot of room to grow should the developers find inspiration somewhere.
To follow-on with this, I would love to hear of any anti-griefing mechanics that are being divined in order to prevent griefing in the form of forced combatant status. I've heard nothing in regards to what the actual process to engage an enemy is. For example: If I am wandering in the world and come across someone hell bent on forcing a fight with me. With an action combat system, it stands to reason that some attacks will include cleave which is zonal, or area attacks placed on the ground. If I am attacking with a zonal ability, and a combatant flagged player steps into my attack, will I now be flagged as a combatant? Must I first flag in order for my zonal abilities to affect a combatant flagged player? What steps are being taken to ensure that the Corruption system is not subverted entirely by forced combatant flagging?
I am really looking forward to my time as a member of this community. I am more excited for this game than I have been for any other release (sans perhaps Archage) and I hope to contribute some to this amazing project. I hope that we can have a civil discussion about this all, because I feel like it's one of the most promising PvP systems in this game, with so much potential to grow into something truly amazing.
Edit: I apologize if these questions could easily be answered via the wiki. I've been frequenting it all day attempting to answer them for myself, but it seems the hamsters have caught fire with all the hype of the last few days
Cheers,
Snooze