Neurath wrote: » If a green (Non-Combatant) attacks a Purple (Combatant) then the green becomes purple. Then both parties will be purple and no one will turn red from a death. The only time you will turn red is if you are purple and you kill a green (Non-Combatant). I think you will find most players will fight back and thus the system will work. I do not believe we require a toggle because if we required a toggle IS would've given us a toggle.
Therealnightblade wrote: » I’m already familiar with the current system. I think you misunderstood my post.
BCG l LordofSalt wrote: » Are you guys talking about AOC or some other game?
CROW3 wrote: » BCG l LordofSalt wrote: » Are you guys talking about AOC or some other game? I’ll leave you to your deductions.
CROW3 wrote: » Therealnightblade wrote: » I’m already familiar with the current system. I think you misunderstood my post. I must be. Help me understand - you keep using the word ‘attack’ for players to turn red, which isn’t a thing. A player only flags red when they kill a green. If I can choose to always flag purple, could you explain how a green attacking another green should go red, and still conforms to the flagging rules (as laid out in the wiki)? Again, I think it’s fine to disagree with the idea, but it’s helpful to be clear why...
Neurath wrote: » Well, the good news is Ashes isn't a WoW Clone and so far any attempts to turn Ashes into a WoW Clone has failed. WoW went the toggle route and thankfully I don't play WoW. Its not like I wasn't shunned the last time I explained there would be no toggle. So much is subject to change though I don't feel like beating a horse to death. I have given the official line and the official line is the best line to follow. You seemed unfamiliar with the systems in the way you relayed your desires. We have straightened the issue and it seems you are informed to the best outcomes. I can agree to disagree but reserve my rights to disagree as I'm happy with the Ashes direction. I don't want to hinder suggestions though so I bow out of this thread. Edit: I'm not sure how contestation will work, McStackerson. If the PvE Areas are contested areas they may be removed from the corruption system. It remains to be seen if the prerequisites live through Alpha 1 and Alpha 2.
BCG l LordofSalt wrote: » Well going based on the thought that one would have read up on the pvp flagging system as well as the corruption system, I would come to the conclusion that you guys are not talking about ashes of creation and maybe about new world.
Therealnightblade wrote: » If you’re unable to understand that any green can toggle to purple at will anytime than I don’t know what to tell you.
BCG l LordofSalt wrote: » CROW3 wrote: » BCG l LordofSalt wrote: » Are you guys talking about AOC or some other game? I’ll leave you to your deductions. Well going based on the thought that one would have read up on the pvp flagging system as well as the corruption system, I would come to the conclusion that you guys are not talking about ashes of creation and maybe about new world
CROW3 wrote: » BCG l LordofSalt wrote: » Well going based on the thought that one would have read up on the pvp flagging system as well as the corruption system, I would come to the conclusion that you guys are not talking about ashes of creation and maybe about new world. Well, based on the premise that this thread is at it's core a proposal, and has not only referred to, but stays within the constraints of both the player flagging system and corruption system, one would expect it's not going to be a complete regurgitation of the exact system, but represent a small change - hence a proposal - not a recital. Therealnightblade wrote: » If you’re unable to understand that any green can toggle to purple at will anytime than I don’t know what to tell you. Lol. Clearly.
Therealnightblade wrote: » Clearly you didn’t understand my first post was a suggestion that differs from the current system in place. It makes sense that you didn’t understand though because you’re a dogmatic fanboy defending systems that haven’t even been fully tested and are subject to change. lol.
Tyrantor wrote: » Caeryl wrote: » If a group coordinates to take out the healer of a competing group, and successfully 100-0’s them before they can react (which will be very difficult considering the intended TTK is 30+s) then they do deserve to get the full material drop and inflict 100% of the penalties on that player. Corruption is the kickback, but one kill’s worth of corruption will not severely hinder their combat effectiveness. However that scenario will almost never happen in a group v group because group combat is typically around objectives people will defend and thus everyone will be a combatant anyway. In general o just don’t see it as useful for group PvP and in solo PvP it provides a guarantee that they only take half a penalty even if they are successfully 100-0’d. I do like the point you raise about getting more loot from a non-combatant however the developers have stated multiple times that they want to incentivize players to fight back so the only reason the "more loot" exists in the first place is essentially there to motivate the person who gets attacked to fight back instead of just running or dying in vain to cause corruption. The mechanic to get more loot is not in place as a benefit of the attacker it's a punishment for the defender. Can you explain why it would not be useful in group pvp especially as a way to prevent unintended corruption? Why should the attacking side gain corruption for 1) being better than the side they attack IF they're able to 100-0 the target? 2) Why should people willing to accept the risk of being attacked not be allowed this without having to engage non-combatants? Also you and maybe I've called it a half penalty by mistake but its just the "normal" penalty. Dying as non-combatant is double penalty. For your reference I believe more people would be willing to flag themselves as combatants I mean hell you're going to have to do it just to run a caravan through the open world to protect resources. Why would you be unwilling to also toggle this just while your farming gathering the same resources you would willingly toggle combat on to move later? The more players flagged for combat the more healthy pvp the game has. The more non-combatants dying and causing corruption the more unhealthy pvp the game has plain and simple. It benefits anyone willing to accep the risk which is the point of being rewarded for encumbering the risk associated with it.
Caeryl wrote: » If a group coordinates to take out the healer of a competing group, and successfully 100-0’s them before they can react (which will be very difficult considering the intended TTK is 30+s) then they do deserve to get the full material drop and inflict 100% of the penalties on that player. Corruption is the kickback, but one kill’s worth of corruption will not severely hinder their combat effectiveness. However that scenario will almost never happen in a group v group because group combat is typically around objectives people will defend and thus everyone will be a combatant anyway. In general o just don’t see it as useful for group PvP and in solo PvP it provides a guarantee that they only take half a penalty even if they are successfully 100-0’d.
Caeryl wrote: » Being able to halve your penalties at will (and by extension halve the rewards a successful attacker could reap) is not something I think benefits the game’s risk-reward design philosophy.
Tyrantor wrote: » Now think about it like this - do you think that the members in Group A who may have suffered additional XP loss and material loss would have preferred to be flagged before combat to avoid the additional death costs?
Tyrantor wrote: » Why would you be unwilling to also toggle this just while your farming gathering the same resources you would willingly toggle combat on to move later? The more players flagged for combat the more healthy pvp the game has. The more non-combatants dying and causing corruption the more unhealthy pvp the game has plain and simple.
CROW3 wrote: » Caeryl wrote: » Being able to halve your penalties at will (and by extension halve the rewards a successful attacker could reap) is not something I think benefits the game’s risk-reward design philosophy. Let me flip this around a bit. From what we know so far, it's going to be a rare occasion when one player can 1-shot another player. So let’s say we’re both green and you attack me. The power to limit your reward is mine. I just have to hit you. Likewise, the power to give you corruption is also mine. I just have to do nothing. Either way, I have the upper hand – without even having considered whether I can beat you. Enabling this flag (for those that want it) just makes that dynamic more honest - to the attacker's benefit. Thoughts?
Noaani wrote: » Players out harvesting will rely on not being flagged and players knowing that attacking them will result in corruption is their primary means of protection.