Flagg wrote: » @/Atama this is a very biased example. I'm a green player in a guild. We want to harass another guild. I harvest their trees CONSTANTLY or lets say i'm strong enough to steal kills from them, repeatedly. They have to sacrifice corruption to stop me and I just go right back to it. Eventually they cannot stop me and I have put a serious hurt on them. I don't know for sure if the game will function this way, but any system can and will be abused on both sides.
Flagg wrote: » @Atama this is a very biased example. I'm a green player in a guild. We want to harass another guild. I harvest their trees CONSTANTLY or lets say i'm strong enough to steal kills from them, repeatedly. They have to sacrifice corruption to stop me and I just go right back to it. Eventually they cannot stop me and I have put a serious hurt on them. I don't know for sure if the game will function this way, but any system can and will be abused on both sides.
Flagg wrote: » Also, back to the OP's point. Some players really love that red flag, being known as a bad-azz that you should run from. Well in this game, you'll be a bad azz with a stick vs a carebear with a howitzer. I don't see the fear factor there. ..... I hope that you can kos individuals. I'll be pleased.
Grails wrote: » They won't do this with Corruption, that would just be the bad themed faction and you would earn reputation with them in these "other ways that aren't PKing" that you've described. Why does it need to be Corruption? They wouldnt put it in as a secret because they don't want people to get corrupted much, it's a punishment in the literal sense! It's like a literal timeout that can grow into basically a permaban until it wears off, enforced within the game! If someone got some arbitrary secret level of Corruption and was rewarded, then it would encourage everyone else to do it suddenly. They don't want to encourage it, it's for actual bad people, not people playing bad characters. I understand it could be more than that with these ideas, but they have other systems separated out for roleplaying bad.
nelsonrebel wrote: » Thats all that "I think" many players are trying to say. That we know steven has already mentioned there will be avenues for bad guy play, we just dont know exactly what they'll be. The monster coins are an excellent example the other gentlemen brought up. And there will be titles and achievments for war efforts and stuff but we wont see those until we hit around beta phase.
Dicdonya wrote: » I think the corruption system should instead reward PKers for attacking high risk targets, whether that is some form of battle points, or anti honor points that form some sort of “evil” rank, or the reward is not getting gatherables, but instead consumables or a potential for inventory(not equipped gear) items to drop. Unless this game is different in some fundamental way, most high level raiders won’t be carrying many gatherables around at any given time, but might have plenty of consumables for dungeons/raids. Since they have pvp ranks or ladders(right?), it would seem easy enough to tie corruption to pvp rank. So if you are just a douche griefer killing low level players and non pvpers all the time, you will gain no benefit, and get nothing but punishments. However if you choose targets at or above your “evil” rank, which would reflect the opposite of a pvp rank, you will instead grow your rank while possibly getting some sort of monetary reward. Then pair your “evil” rank to some sort of underground or dark association in the game so that you have new quests or ties to for a little RP fun. Also because I hate griefing, I think the corruption system should punish you severely for killing a low level player, like instant full corruption. I know it’s going to already do that, I just hope the increased corruption is massive in that situation. Force players who want to ambush players in the world to only target actual challenging players, which is IMO not griefing in any way. Also to stop corpse camping just make it so you gain no further reward for killing the same player more than once in a period of time and start losing rank and gaining loads of corruption if you kill the same target again within a reasonable period of time.
Flagg wrote: » Also, back to the OP's point. Some players really love that red flag, being known as a bad-azz that you should run from. Well in this game, you'll be a bad azz with a stick vs a carebear with a howitzer. I don't see the fear factor there. I'm in no way saying that i disapprove of the design choice, I actually think it's pretty cool and unique to this game. In a way, I appreciate it. I think it does, however take away any enjoyment from the criminal characters and takes it beyond harsh to just immoral. Like taking every person ever accused of a crime and sticking a bomb implant in their head. You could say it's just not.. realistic. Having a big red name and bounty hunters I can dig. That adds an element of danger. The weakening element, I think is taking it a bit far. There's no even play field now. Not only do you risk having the Mounties after you, en-mass to complete a quest, but you're handcuffed and chained to boot, with a orange outfit.
RahkstarRPG wrote: » Attacking caravans, past the rewards of the caravan you claim itself, has a progression system for it. Ganking though? No. They are trying to discourage ganking. It shouldn't be rewarded.
Orlando wrote: » RahkstarRPG wrote: » Attacking caravans, past the rewards of the caravan you claim itself, has a progression system for it. Ganking though? No. They are trying to discourage ganking. It shouldn't be rewarded. Ganking should always be rewarded when you do it on guilds you're in war with. 1. You don't get corrupted. 2. You hate them. Killing them will give you satisfaction. 3. You stop them from progressing. 4. Maybe some guild points as reward or something?
Atama wrote: » Orlando wrote: » RahkstarRPG wrote: » Attacking caravans, past the rewards of the caravan you claim itself, has a progression system for it. Ganking though? No. They are trying to discourage ganking. It shouldn't be rewarded. Ganking should always be rewarded when you do it on guilds you're in war with. 1. You don't get corrupted. 2. You hate them. Killing them will give you satisfaction. 3. You stop them from progressing. 4. Maybe some guild points as reward or something? I think in a guild war everyone is purple to the enemy, so yeah I think that would work. But I’m not sure, we don’t have much info about guild wars yet except that they will be a thing and that there will be “meaning” to them, it won’t just be senseless brawling.
SSRogue wrote: » Dicdonya wrote: » I think the corruption system should instead reward PKers for attacking high risk targets, whether that is some form of battle points, or anti honor points that form some sort of “evil” rank, or the reward is not getting gatherables, but instead consumables or a potential for inventory(not equipped gear) items to drop. Unless this game is different in some fundamental way, most high level raiders won’t be carrying many gatherables around at any given time, but might have plenty of consumables for dungeons/raids. Since they have pvp ranks or ladders(right?), it would seem easy enough to tie corruption to pvp rank. So if you are just a douche griefer killing low level players and non pvpers all the time, you will gain no benefit, and get nothing but punishments. However if you choose targets at or above your “evil” rank, which would reflect the opposite of a pvp rank, you will instead grow your rank while possibly getting some sort of monetary reward. Then pair your “evil” rank to some sort of underground or dark association in the game so that you have new quests or ties to for a little RP fun. Also because I hate griefing, I think the corruption system should punish you severely for killing a low level player, like instant full corruption. I know it’s going to already do that, I just hope the increased corruption is massive in that situation. Force players who want to ambush players in the world to only target actual challenging players, which is IMO not griefing in any way. Also to stop corpse camping just make it so you gain no further reward for killing the same player more than once in a period of time and start losing rank and gaining loads of corruption if you kill the same target again within a reasonable period of time. Now that is some creative thinking! I don't personally like the entire direction but I do agree it is a fun thought and something I would love to discuss further.
Orlando wrote: » Atama wrote: » Orlando wrote: » RahkstarRPG wrote: » Attacking caravans, past the rewards of the caravan you claim itself, has a progression system for it. Ganking though? No. They are trying to discourage ganking. It shouldn't be rewarded. Ganking should always be rewarded when you do it on guilds you're in war with. 1. You don't get corrupted. 2. You hate them. Killing them will give you satisfaction. 3. You stop them from progressing. 4. Maybe some guild points as reward or something? I think in a guild war everyone is purple to the enemy, so yeah I think that would work. But I’m not sure, we don’t have much info about guild wars yet except that they will be a thing and that there will be “meaning” to them, it won’t just be senseless brawling. Its never senseless, as I said you kill them at a boss or in a dungeon. You don't need the devs to give you a specific map or pvp mode to make guild wars meaningful.
Atama wrote: » Orlando wrote: » Atama wrote: » Orlando wrote: » RahkstarRPG wrote: » Attacking caravans, past the rewards of the caravan you claim itself, has a progression system for it. Ganking though? No. They are trying to discourage ganking. It shouldn't be rewarded. Ganking should always be rewarded when you do it on guilds you're in war with. 1. You don't get corrupted. 2. You hate them. Killing them will give you satisfaction. 3. You stop them from progressing. 4. Maybe some guild points as reward or something? I think in a guild war everyone is purple to the enemy, so yeah I think that would work. But I’m not sure, we don’t have much info about guild wars yet except that they will be a thing and that there will be “meaning” to them, it won’t just be senseless brawling. Its never senseless, as I said you kill them at a boss or in a dungeon. You don't need the devs to give you a specific map or pvp mode to make guild wars meaningful. Guild Halls and Guild Fortresses will have something to do with wars. Maybe sieging them, maybe burning them down (I remember blowing up enemy bases in SWG, so satisfying). But there will be a special PvP mode, that’s what a guild war will be.