Noaani wrote: » Sathrago wrote: » The goal of Corruption is to reduce griefing and give players an opt-in system if the player was first combatant. Why on earth would they not allow the green player to flag as combatant to protect themselves? Is this perhaps... a hidden incentive for corrupted players to farm out greens? No, it makes more sense that there is a toggle that allows the player to fight back like they would against a combatant if they choose to. To my knowledge, it is there for the corrupted player, not the player being attacked. Rather than being an incentive to farm greens - it is so that corrupt players know that if they gain that first little bit of corruption, there is a high likelihood of it snowballing. It is a disincentive for getting that first piece of corruption, not an incentive for getting mroe corruption. If Intrepid decided they didn't want players attacked by corrupt players to suffer the full penalty all the time, they would simply make it so that a non-combatant killed by a corrupt player gets the same penalties as if they were a combatant. This is a much simpler, more elegant solution to the problem (which isn't currently a problem) than adding in a game changing combatant toggle. Wait so an official moderator for the AoC Discord is just "some guy" that said "some stuff"? Yes. As with the moderators here, they have no more access to Intrepid development staff than we do. They may have more access to Intrepids community team than the rest of us, but only in regards to moderating issues.
Sathrago wrote: » The goal of Corruption is to reduce griefing and give players an opt-in system if the player was first combatant. Why on earth would they not allow the green player to flag as combatant to protect themselves? Is this perhaps... a hidden incentive for corrupted players to farm out greens? No, it makes more sense that there is a toggle that allows the player to fight back like they would against a combatant if they choose to.
Wait so an official moderator for the AoC Discord is just "some guy" that said "some stuff"?
Noaani wrote: » Tyrantor wrote: » it seems like Noaani has no real evidence to back up his claims like normal on the matter and is just out here trying to convince everyone that his opinion is the law. I have shown you where Steven listed the complete list of ways to become a combatant. I have told you that the pre-alpha version of the game has a toggle because the corruption system is not yet implemented. I have told you that people are mistaking a comment about the force attack command to mean a combatant toggle command. At this point, you are basically closing your eyes, holding your hands over your ears and yelling "I CAN'T HEAR YOU!", and claiming I am not backing up what I am saying. Fact is, a few of you have decided this is what you want, and so are taking the comments each other are saying about it as being the truth. You are basically a circle of self-perpetuating self-affirmation. Believe what you like.
Tyrantor wrote: » it seems like Noaani has no real evidence to back up his claims like normal on the matter and is just out here trying to convince everyone that his opinion is the law.
Infamouse wrote: » Noaani wrote: » Sathrago wrote: » The goal of Corruption is to reduce griefing and give players an opt-in system if the player was first combatant. Why on earth would they not allow the green player to flag as combatant to protect themselves? Is this perhaps... a hidden incentive for corrupted players to farm out greens? No, it makes more sense that there is a toggle that allows the player to fight back like they would against a combatant if they choose to. To my knowledge, it is there for the corrupted player, not the player being attacked. Rather than being an incentive to farm greens - it is so that corrupt players know that if they gain that first little bit of corruption, there is a high likelihood of it snowballing. It is a disincentive for getting that first piece of corruption, not an incentive for getting mroe corruption. If Intrepid decided they didn't want players attacked by corrupt players to suffer the full penalty all the time, they would simply make it so that a non-combatant killed by a corrupt player gets the same penalties as if they were a combatant. This is a much simpler, more elegant solution to the problem (which isn't currently a problem) than adding in a game changing combatant toggle. Wait so an official moderator for the AoC Discord is just "some guy" that said "some stuff"? Yes. As with the moderators here, they have no more access to Intrepid development staff than we do. They may have more access to Intrepids community team than the rest of us, but only in regards to moderating issues. I dont understand what this arguement even is. A green (non-combatant) player being attacked by a red (corrupted) player basically gets a freebie to attack the red player, with the red player being unable to receive help from allies, and a chance for the red player to drop gear upon death. The green player in this scenario would never want to flag as a combatant, and open yourself up to being freely killed by anyone (namely the allies of the red player). I am assuming none of you having this discussion have ever actually played Lineage 2, which this system is copied from (rules wise) exactly. This entire conversation is kind of comical if you understand the system.
Tyrantor wrote: » This is a good example of the corruption system working as intended, to some degree considering it appears your group(s) were raiding and attacking exp/farming groups. Did L2 have a reduced death penalty for flagging as combatant? If there was no reduced XP loss then I can understand why players wouldn't flag intentionally to fight back, further more it seems like even if they had an option for reduced death penalty, if your entire group(s) flagged as red how could they then if there was no mechanic to toggle themselves combatant attacking a red player? lol
Tyrantor wrote: » No reduced death penalty is a great reason why the two games and corruption systems are different already.
Tyrantor wrote: » If the system isn't in place yet it likely means there is no death penalties currently in the game either, so a toggle would have no purpose in itself.
Tyrantor wrote: » LOL you're suggesting the "fix" would be to make non-combatant death have less penalties if killed by corrupted automatically? If by elegant you mean broken. Sure. Some of the moderators here are pre-alpha players, their feedback carries more weight than all of your posts combined.
Infamouse wrote: » Tyrantor wrote: » No reduced death penalty is a great reason why the two games and corruption systems are different already. Reduced death penalty for being flagged is a LITTLE bit soft but ill deal with it since it will encourage more people to PVP.
Noaani wrote: » Are you aware at all as to what the pre-alpha state of PvP is in Ashes? Do you know if you need to flag up in order to be able to PvP at all in the pre-alpha version of the game?I don't know the answer to this And yes, reducing death penalties to non-combatants if killed by a corrupt player would be a more elegant solution. The system is designed around the notion that a non-combatant need not flag up to take on a corrupt player, so there should be no incentive at all for them to flag up. It completely follows the logic and purpose of the system, and so is an elegant solution.
Sathrago wrote: » @Noaani Oh? Is that Fuppoheadhunter there in the siege video from the recent livestream? You know, that random guy that has absolutely no credibility that I referenced earlier?
Sathrago wrote: » Noaani Oh? Is that Fuppoheadhunter there in the siege video from the recent livestream?
Tyrantor wrote: » The logic is that if a player attacks a non combatant and does not fight back they become corrupt - if they continue to kill non combatants they gain additional corruption.