Hi! New to the forums and the Ashes of Creation community. I'm psyched about the game as I'm sure everyone else here is, too. I'm really looking forward to everything this game has to offer.
I've been reading through the forum posts, trying to find as much info on the open world PVP to try and answer my questions before posting, but I haven't found the answers I'm looking for so I'm making a post. I realize that my questions may be very specific and potentially unanswerable at the moment. Any answers are awesome, and discussion is of course most welcome. I'm throwing a lot of stuff out there, so thanks in advance to anyone to takes the time to read it.
Also, when I use the term "node" in the following, I mean a specific gatherable node, like a mining node. I wish I had a better term, since node is also used as a geographical region.
Scenario: Player 1 is ALWAYS a non-combatant , Player 2 flags for PVP.1) Continuously interrupting a player that is gathering. Assume Player 1 is trying to farm a gatherable node. If Player 2 attacks Player 1. Does this interrupt Player 2, and prevent them from finishing their gathering?
My thoughts: I think it would/should.
Concern: What if Player 2 repeatedly hits Player 1 with a small DoT, or very weak attack. Or they keep casting an interrupt, or stun. The goal of Player 2 isn't to actually kill Player 1, but to simply grief them and prevent them from gathering the node. Maybe they want to engage in PVP to kill Player 1. As long as Player 2 hits them with trivial amounts of damage and interrupts, Player 1 could be kept from gathering altogether unless they engage in PVP with Player 2. But if Player 2 is obviously going to win any PVP engagement (like if Player 2 is 5 levels higher, or is decked out in epic gear, etc.) then Player 1 is stuck in an impossible situation. They can't complete their gathering, and if they flag for PVP then they will be annihilated with no repercussions for Player 1. Any ideas on how to prevent this behavior? The only thing I can think of is something like a stacking penalty the longer you stayed flagged for PVP? Or maybe this is just something that can't be fixed, or dealt with?
2) Assume Player 2 brings Player 1 health really low, but doesn't kill them. Then, somehow, Player 2 manages to bring a mob/monster over to Player 1 that has an AoE ability or something. The goal of Player 2 is to have the monster kill Player 1 somehow. Assume Player 1 manages to die to the monster, and not Player 2. Does Player 2 still receive corruption?
My thoughts: I think they should. Player 2 contributed to the death of Player 1, regardless of who or what dealt the finishing blow.
Concern: I think consideration should be taken to make sure there isn't a way to "game" the system here. As long as Player 2 is flagged, engaged in combat with Player 1, and Player 1 died... then yes, Player 2 should receive corruption.
3) Assume Player 2 has a friend, Player 3, who isn't flagged for PVP. Player 3 heals Player 2 while he goes about attacking Player 1. Will Player 3 be required to be flagged for PVP before they can heal Player 2? Would Player 3 receive corruption as well? Would Player 3 receive the same amount of corruption, even though they didn't directly attack Player 1?
My thoughts: Yes, yes, and yes.
Concern: I think the issue here speaks for itself. Friends helping friends gank other Players. I imagine this will be taken care of, I just want to throw it out there.
4) Assume Player 2 has lots of DoTs. Player 2 knows they can kill Player 1. Assume Player 2 attacks Player 1, and before they die, Player 2 logs off or DCs on purpose. Player 1 dies due to the DoTs. Would Player 2 still receive corruption even though they're logged off at the time when Player 1 actually dies?
My thoughts: Of course Player 2 should receive corruption. I just think it should be something to keep an eye out for. Just putting it out there.
5) Bounty Hunters.
Assume Player 2 kills Player 1 and gains corruption. There is an idea/system for bounty hunters.
- Corrupted players are probably very confident in their PK skills to begin with, imo. Do bounty hunters receive increased combat skills or protection against corrupted players?
- Instant travel will be limited, and traveling across the world is going to take some time. Do bounty hunters receive increased movement speed, in order to catch up to corrupted players?
- Instead of bounty hunters receiving increased movement speed, could/would/should corrupted players move slower instead? What's to prevent a corrupted player from just simply running nonstop to avoid all conflict with bounty hunters?
- How long would/should it take a bounty hunter to track down a corrupted player? The larger the world and the more limited the movement, the longer it will take.
- I hear info on other players is somewhat limited. For example, you can't just right click on a person and see everything about them (health, mana, spec, gear, etc). I don't know the specifics. Will bounty hunters receive extra intel on their corrupted targets? Makes sense that they would, in order to assess whether they could defeat a corrupted player before taking the time to track them down and try to kill them.
- If multiple bounty hunters successfully attack and kill a corrupted player, do all bounty hunters receive credit? Is any loot that drops first come first serve? Or are all bounty hunters privy to some loot?
- What about if the corrupted player simply logs off? Can't really prevent that, of course. Will that player keep their corruption until they log back in and work it off? I assume so.
- What if my friends/guildies create level 1 alts for the sole purpose of flagging and killing each other so our bounty hunter friends can bring us to justice. If our alts have no gear and no gatherables, do bounty hunters have anything to gain? Like for example, quests to bring to justice a certain amount of corrupted players?
- What if I stay low level with the sole purpose of ganking other low level players. Will bounty hunters still find it worth their time to bring me to justice?
- Are there NPC bounty hunters? If players don't want to be bounty hunters (or if none are around), is there any recourse to simply griefing as much as I want? What if I'm level 3 and am just ganking level 1 characters in starter zones? I'm sure that eventually some higher level players may come and kill me simply to be the "hero". Maybe there should be a level restriction on open world PVP, like you have to be at least level 10 and can only flag/attack levels 10 or higher? Give new players a chance.
My thoughts: I like the idea of having bounty hunters. But if players don't go corrupted, there's no need for bounty hunters. And if players going corrupted is so rare, why would a bounty hunter go out of their way to bring them to justice? I think the reward and incentive really needs to be there in order for the bounty hunter system to succeed. And I think there should be a limit on what levels should be allowed to open world PVP. I don't want to see someone create a level 1 alt, level to 3 real quick, and then start ganking new players for giggles. Otherwise, imagine how insane this game might be at the very beginning when everyone is low level...
OK, I feel like I've typed enough. I think I've spit out most of my thoughts at the moment.