Aildust wrote: » So no other incentive for a Pve player to engage into pvp unless its a siege for a chance at materials for gearing. Meanwhile its worthwhile for a pvp player to gank and take bosses. I understand being prepared but if you want incentivize pvp for pve players there has to be something else other than enchants in arena and siege nodes for materials.
Grails wrote: » If one of the big guilds of the server decide dungeon X that has dragon mob Y in it is worth farming all the time for certain potion mats or something, even when they vastly out level the mobs, and I go in with my party of guildmates to try to get some levels/rewards. What stops the high level people from just taking everything? I have no pack of people to call on to help. They don't have to kill me to ruin the experience, they can just follow us and kill everything we tag. If they can kill a mob easily, while we meet the level requirements and take 30 seconds to kill a mob, the tagging doesn't help us, they'll do a large % of the damage quickly and take the drop.
Grails wrote: » Then, what's to stop them from taking every boss kill? Just easily get to and sit in the boss area. We worked our butts off to get to the boss, we pull, they can then kick our assess while the boss also beats us up, then they take the kill while we rez or whatever, or just out dps us and take the boss drop too. There's no risk vs reward for them or us, we have no recourse to stop them they out gear and out level us, they have nothing to lose until corruption really kicks in. They can do it several times, or switch out guildies while the others farm mobs to reduce corruption, and repeat. Also, what's the respawn times for bosses going to be like? Will the boss even be there when we finally make it? If it's a short timer and the dungeon is huge, like we've seen, people will just sit in the boss room and kill it over and over, but if it's long respawn, we'll get there and it will be dead already, and either we wait and many groups will probably pile up waiting and fight forever to get it, or we just don't get to kill it ever.
Aildust wrote: » That’s taking away the choice whether or not to PvP, it’s now a requirement which means less people will dungeon delve if they are forced to pvp throughout the entire dungeon just to die or exhaust all their utility making their way to the boss room. Yes Risk vs Reward but there isn’t a reward that you could justify that much grief for low level dungeons. An example for when it’s worth it, is like in classic WoW when either alliance or horde players are crafting Legendaries where the other faction shows up to essentially halt forging process. I just don’t see the benefit but I see the potential.
Warth wrote: » Here is the thing, you can't look at the corruption system and search for problems without factoring in the other in-game system that are exactly designed to prevent that. On the same note, just taking a system (corruption), that worked greatly in Lineage 2, without considering the systems around it will not work. I trust Intrepid enough to believe they understand that. Grails wrote: » If one of the big guilds of the server decide dungeon X that has dragon mob Y in it is worth farming all the time for certain potion mats or something, even when they vastly out level the mobs, and I go in with my party of guildmates to try to get some levels/rewards. What stops the high level people from just taking everything? I have no pack of people to call on to help. They don't have to kill me to ruin the experience, they can just follow us and kill everything we tag. If they can kill a mob easily, while we meet the level requirements and take 30 seconds to kill a mob, the tagging doesn't help us, they'll do a large % of the damage quickly and take the drop. Lineage 2, who inspired the corruption system dealt with this pretty efficiently. They drastically decreased the Loot and Experience players get from Content that is below/above them. You'd only get 100% of the loot if the content was within +4/-4 (?) Levels of your Character. You'd also get diminishing returns on exp depending on the Level difference. (Bosses were handled differently) This pretty much invalidated the problem of high levels farming low level areas or boosting some of their guild mates. Grails wrote: » Then, what's to stop them from taking every boss kill? Just easily get to and sit in the boss area. We worked our butts off to get to the boss, we pull, they can then kick our assess while the boss also beats us up, then they take the kill while we rez or whatever, or just out dps us and take the boss drop too. There's no risk vs reward for them or us, we have no recourse to stop them they out gear and out level us, they have nothing to lose until corruption really kicks in. They can do it several times, or switch out guildies while the others farm mobs to reduce corruption, and repeat. Also, what's the respawn times for bosses going to be like? Will the boss even be there when we finally make it? If it's a short timer and the dungeon is huge, like we've seen, people will just sit in the boss room and kill it over and over, but if it's long respawn, we'll get there and it will be dead already, and either we wait and many groups will probably pile up waiting and fight forever to get it, or we just don't get to kill it ever. Judging based on the L2 inspiration once more, then the Respawn timer for raid size bosses should fall between 1 and 12 hours. Which extend up 7+ days for grand bosses. It's probably not gonna be much different here. Group sized "mini"-bosses should fall into the 30min - 4 hour range. This pretty much invalidates the camping of these raid sized bosses. Why do you think you have the right to get the loot drop over them? Killing you would indeed by a risk v. reward system for them, as corruption is nothing to take lightly. Outperforming you within the boss fight itself? Not so much, but then again, I don't see any reason why you'd feel entitled to get the loot from this boss. It's not yours, get that out of your head, its a public boss, ready to be taken by anybody who tries. Either size up to take it for yourself or buy the materials dropping from the boss off the market. It clearly is a highly contested spawn you are talking about, otherwise the large guilds wouldn't bother farming it. I can't quite put my finger on something... The though of feeling entitled to the highly contested bosses and spawns, while not putting in the effort to get them, feels very weird to me. I'm not quite sure where this sense of entitlement comes from, I'd guess WoW as that game handed everything on a silver platter to its player base. What it comes down to: People that will put more effort into the game will be rewarded for it. A stronger guild (pvp or not) out-performing you on a boss to secure the loot isn't connected to the PvP system either. That's a strawman at best.
Nexmagus wrote: » I have no issue with siege and caravan pvp, but I am really against being jumped while in the open world and loosing anything to a PKer while not flagged. I do not think a non combatant should loose anything to the PKer
mrwaffles wrote: » Nexmagus wrote: » I have no issue with siege and caravan pvp, but I am really against being jumped while in the open world and loosing anything to a PKer while not flagged. I do not think a non combatant should loose anything to the PKer you will not lose anything in this event. aside from maybe your grind spot and your patience.
Grails wrote: » I'm not saying I'm entitled to anything...They are taking away your boss fight...