Beowulf Anvilbane wrote: » I think players should be flagged as combatants the second they enter a node thats not their own or a node they don’t have a alliance or guild that owns the node they’ve entered.
Baku wrote: » Defenitely no. It is an open world MMO where you should travel and discover the world. With this restriction noone would leave their territory anymore. And for the ressources case: Maybe that's just unlucky. Who sees it first, owns it. Don't know what's the problem about that.
I have a problem because it’s synonymous to letting the Sackville-Baggins family: Otho and wife Lobelia, and their son Lotho to take Bag End, Bilbo’s house without repercussions?
daxiongmao87 wrote: » But unlike Bag End, that resource isn't your property just because it's in your nodes zone of influence. It's not your house. It's more like if a Took from Tookland picked some mushrooms in some area of Buckland. True, that resource is not your property even if it lies within your node. But if the current corruption system is implemented on the final release of the game, you would in fact watch your rival pick a particular resource thats grown in your node, that would tip the balance of the scales towards your rivals node rather than your node without being able to do a single thing about it
But unlike Bag End, that resource isn't your property just because it's in your nodes zone of influence. It's not your house. It's more like if a Took from Tookland picked some mushrooms in some area of Buckland.
Beowulf Anvilbane wrote: » Hello! Just wanted to state a concern I have regarding the corruption system. From what I understand on the corruption system, a player who deliberately kills one or several non-combatant players is flagged as a “combatant” and eventually a “corrupt” player. However, if a very rare resource were to appear in my node, I wouldn’t want people from competing nodes taking that resource, which could potentially jump start their node into a metropolis. I would want to take this rare resource for my node. If a player from a competing node is traveling through my node and is harvesting/mining, its only natural my guild and I would want to ward the players away for taking resources from my node that benefit their node. If my friend and I were to kill these players from another node who are taking resources from my node, would we be flagged as a combatant and eventually corrupted? I don’t see a way where I can ward players from stealing our nodes resources from players from competing nodes without getting corrupted. I think players should be flagged as combatants the second they enter a node thats not their own or a node they don’t have a alliance or guild that owns the node they’ve entered. Or additionally attack any players they don’t have an alliance with. Without a system like this I don’t see how players can ward players from other nodes without getting corrupt.
vmangman wrote: » Beowulf Anvilbane wrote: » If your node declares war (war and siege declarations are two different things), then any member of your node can kill any member of their node with no corruption gain. It works the same for guild wars. That is true but the fact remains you need guild leaders to be present to declare wars or something of that nature. By the time you’ve agreed to take up on war your rival node has already walked through your lands and taken a resource that would tip the balance of the war over to their favor. Thats why I suggested (although needs more finesse): “I think players should be flagged as combatants the second they enter a node thats not their own or a node they don’t have a alliance or guild that owns the node they’ve entered. Or additionally attack any players they don’t have an alliance with.” This way a guild can defend effective immediately rather than wait for leadership to “log in”. Wether to start a war over that would be up to the guild leaders afterwards
Beowulf Anvilbane wrote: » If your node declares war (war and siege declarations are two different things), then any member of your node can kill any member of their node with no corruption gain. It works the same for guild wars.
Neurath wrote: » I won't lie, I plan on not having a Node. If your suggestion happens, I'd be permanently flagged as a Combatant. I do not want to be forced to play in a way I do not want to play. I would not be happy if I am permanently flagged as a combatant.
Neurath wrote: » It is impossible at this point to state how anything will work in terms of Resource Gathering. The World will be so big that its impossible to say how many people you'll run into when gathering resources. Also, from the Livestream yesterday it seems resources will be based on Regions and not on Nodes per say, which means multiple Nodes will relate to Regions. I do not see how making people a combatant outside of their Node is conducive to good gameplay overall.
Beowulf Anvilbane wrote: » daxiongmao87 wrote: » But unlike Bag End, that resource isn't your property just because it's in your nodes zone of influence. It's not your house. It's more like if a Took from Tookland picked some mushrooms in some area of Buckland. True, that resource is not your property even if it lies within your node. But if the current corruption system is implemented on the final release of the game, you would in fact watch your rival pick a particular resource thats grown in your node, that would tip the balance of the scales towards your rivals node rather than your node without being able to do a single thing about it
daxiongmao87 wrote: » But unlike Bag End, that resource isn't your property just because it's in your nodes zone of influence. It's not your house. It's more like if a Took from Tookland picked some mushrooms in some area of Buckland.
Beowulf Anvilbane wrote: » I don’t see a way where I can ward players from stealing our nodes resources from players from competing nodes without getting corrupted.
Roko wrote: » Beowulf Anvilbane wrote: » I don’t see a way where I can ward players from stealing our nodes resources from players from competing nodes without getting corrupted. I see no problems with this. IMO nobody should be able to ward resources out in the world without risking getting corrupted regardless of how close they are to where you live.
Caeryl wrote: » Big absolute no. You can defend a spawn all you want. If it’s valuable, people will fight you to try to take it. If it’s not valuable, then why bother defending it.