Sathrago wrote: » The corruption system is designed so that you are not incentivized to hunt down non-combatants. The stat penalty is there as a guardian for this, while Bounty Hunters are there to enforce it but give you a "fair" chance at fighting back. No one asks you to go around indiscriminately killing other players, so don't be surprised when a game comes around that punishes that type of gameplay. Now, if they made corrupted players full loot and removed the stat penalty they would have to make their loot have an increased chance to break to reduce them letting friends take the kill like @Warth said.
Warth wrote: » @Sathrago i believe that the gear of corrupted players should be destroyed instead of dropped either way. Maybe give the person that kills them a broken version of it, that can be salvaged for ~20-50% of the resources needed to craft a replacement. This would reduce the possibilities of people trying to game the system, further envigorate the economy as crafters, caravans and gatherers become involved into the crafting of a replacement as well as support the scarcity of resources as more resources are taken out of the economy periodically, which in turn drives player conflict in the world.
Gankez wrote: » that circumvention works on the current system so its not an argument against my suggestion
Warth wrote: » Gankez wrote: » that circumvention works on the current system so its not an argument against my suggestion yeah it is as it is prevents the entire trade off you are suggesting from being relevant at all.
Warth wrote: » This would reduce the possibilities of people trying to game the system
Warth wrote: » no, people would let their friends kill them and circumvent your entire tradeoff.
Noaani wrote: » Warth wrote: » This would reduce the possibilities of people trying to game the system I'm curious as to how you think people would attempt to game this system.
daveywavey wrote: » Warth wrote: » no, people would let their friends kill them and circumvent your entire tradeoff. Can they not just do that anyway? If corruption is lessened by death, then corrupted players can just have their friends kill them after a non-combatant fest?
Neurath wrote: » The odds get substantially stacked against a Corrupted Player the more people a Corrupted Player fights. The main point remains that any Green can kill a Corrupted Player at any time. It is highly unlikely a massed killing spree will go ahead without counter play from players. It is true 'friends' could 'milk' a Corrupted Player but it would be a terrific feat with no fast travel and randomised spawn locations for Corrupted Players.
Neurath wrote: » We don't even know the status one would be in after a single green kill. Would the stacked Experience Debt be worth the hassle? Furthermore, the risk of dropping armour and weapons is miniscule after one kill...the chance increases the more you stack Corruption. I love the idea of such time sinks for players. What a load of hassle it will be for griefers and those who support griefers. So far, the majority of responders on this Forum are all game for PvP Elements, be they meaningful PvP, consensual PvP or non-consensual PvP, therefore the pool of potential Green Victims seems a tad underwhelming at the current juncture. Might be a tad difficult to even go corrupted.
Neurath wrote: » the pool of potential Green Victims seems a tad underwhelming at the current juncture. Might be a tad difficult to even go corrupted.
Mojottv wrote: » I dunno what you guys are talking about, either way corruption and all its penalties can be cleared by friends jus killing you and giving back your gear, except for exp debt. So to counter corrupted players need to loose more exp when they die and thats it. You dont want too harsh corruption penalties to a point where its basically game breaking. If you kill one or two guys and can get to secluded spot to clear off corruption, fair play to you.. risk vs reward