Jexz wrote: » @Grails that is not a PvP issue and yes I feel you that is griefing. Everyone will have to put up with that kind of griefing because a non combatant doesn't need to go combatant on a corrupted player. The dude doesn't even have to out level you or out gear you he only has to do 40% of the damage to make your life miserable. Even if you can kill him if he doesn't flag he can now grief the poop out of you. Against this sort of player there is nothing you can do but move somewhere else.
Grails wrote: » 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. I'm not saying I'm entitled to anything, I'm asking how the systems work. It doesn't have to be crazy lucrative for people to say, "har har, let's go stop people from getting boss kills." In fact there is no reward in most games for killing lowbies over and over, but people love doing it. Intrepid don't want people to ruin other players experience with the game and kill lowbies over and over. I'm saying they don't have to kill you to ruin it. You can work your way through a difficult-for-your-level dungeon and then players you have no chance of beating can kill the boss just so you can't. I want to be able to enjoy the game and test my group against bosses, and be rewarded for it. It's not entitled, we would earn stuff by defeating the boss. They are taking away your boss fight and your possible loot. Jerks might not do it super often, because like you said they won't get much, but it would only have to happen to someone a couple times before a player says, fuck this game, I don't ever get anything cool. I posted that comment you quoted as its own post cause this thread was in the wrong place. Other people helped me see the dungeon is more like a higher level/group zone with better drops, I was more thinking about it as a path to a boss, where the monsters in the way don't mean much. However I still don't really know how the game stops jerks from ruining people's experience in this way, getting creative with the tagging and/or corruption system.
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.
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.
Grails wrote: » I'm not saying I'm entitled to anything, I'm asking how the systems work. It doesn't have to be crazy lucrative for people to say, "har har, let's go stop people from getting boss kills." In fact there is no reward in most games for killing lowbies over and over, but people love doing it. Intrepid don't want people to ruin other players experience with the game and kill lowbies over and over. I'm saying they don't have to kill you to ruin it. You can work your way through a difficult-for-your-level dungeon and then players you have no chance of beating can kill the boss just so you can't. I want to be able to enjoy the game and test my group against bosses, and be rewarded for it. It's not entitled, we would earn stuff by defeating the boss. They are taking away your boss fight and your possible loot. Jerks might not do it super often, because like you said they won't get much, but it would only have to happen to someone a couple times before a player says, fuck this game, I don't ever get anything cool. @Warth I posted that comment you quoted as its own post cause this thread was in the wrong place. Other people helped me see the dungeon is more like a higher level/group zone with better drops, I was more thinking about it as a path to a boss, where the monsters in the way don't mean much. However I still don't really know how the game stops jerks from ruining people's experience in this way, getting creative with the tagging and/or corruption system.
"Raid cursed" and loot reduction for monsters under your level smells like gap stopper solutions. Why is a more skilled Fighter getting less pelt than a beginner? Why do raid bosses all have this strange divine protection that doesn't affect weaker opponents? Even if it stopped some bad behaviour, it feels bad to rely on such gamey systems.
Beekeeper wrote: » Of course gameplay needs to take priority, but raid curse is so blatant and dull that I would never put it into a game when I have time to think of a different system.
Stresa wrote: » i see his point.. whats to stop a guild from holding a place hostage.. its happened in other games in the past, if the corruption system isn't enough then there will be easy ways to get around it
Niraada wrote: » @Grails The solution you're asking for has already been given to you: Weigh your options, make a decision, live with the consequences. This isn't a game where you will be rewarded no matter what choice you make. This isn't a game where you're going to be kept safe while letting you feel like you're winning. I suggest looking at the early history of Ultima Online, or Lineage 2 that Steven loves to reference. People are going to come along and try to ruin your day, or just do something that you don't like. The interesting bit is how you choose to handle that. Player conflict is integral to this game. No one else is going to step in and say "Hey, that's not fair." How you choose to handle your business is on you. Own it.