Noaani wrote: » Sathrago wrote: » Ill be real here, if a green can't flag up against me as purple when i attack them as a corrupted player I am going to FARM the hell out of people like there's no tomorrow. The way the corruption system as a whole is set up, this kind of thing will be rare. If someone particularly enjoys it, they will be able to do it - but they will be doing it at an over all loss. I am of the opinion that if someone wants to do this at a loss, then the game should (and currently does) allow them to do it. Once you go deep in to corruption, there is no real way of escaping the experience debt aspect of it, and if you go deep enough, that aspect of it will be very, very time consuming. That is the real punishment of corruption, not gear loss. Gear loss is simply there so that people don't put on the best gear possible while going for a murder spree, it isn't there as the punishment. Betweem the low quality gear you will have on and the corruption based penalties you will have, it will be interesting to see how long people could actually carry on like this though. I'm actually wondering now if the penalty for experience debt and the PvP penalty for corruption stack.
Sathrago wrote: » Ill be real here, if a green can't flag up against me as purple when i attack them as a corrupted player I am going to FARM the hell out of people like there's no tomorrow.
Sathrago wrote: » Why would a party of 5 players go "deep" into corruption willingly?
Noaani wrote: » Sathrago wrote: » Why would a party of 5 players go "deep" into corruption willingly? If you are not talking about going deep in to corruption, then you are basically talking about playing the game normally. What you see as "issues", I see as the basic gameplay of Ashes.
Sathrago wrote: » Noaani wrote: » Sathrago wrote: » Why would a party of 5 players go "deep" into corruption willingly? If you are not talking about going deep in to corruption, then you are basically talking about playing the game normally. What you see as "issues", I see as the basic gameplay of Ashes. Huh? In a system supposedly designed to give players the choice between fighting back and trying to run you think its ok for a green to be forced to fight the corrupted player with full penalties even if they decide to fight back?
Caeryl wrote: » No. With a toggle, all you do is make non-combatants out to be players who won’t put up a fight when attacked. Without a toggle, an attacker has to weigh the odds of their target being ready to fight back even if that target hasn’t been in recent PvP combat. Your toggle is not needed to PvP, and it doesn’t provide any positive benefit to the game as a whole.
Tyrantor wrote: » Caeryl wrote: » No. With a toggle, all you do is make non-combatants out to be players who won’t put up a fight when attacked. Without a toggle, an attacker has to weigh the odds of their target being ready to fight back even if that target hasn’t been in recent PvP combat. Your toggle is not needed to PvP, and it doesn’t provide any positive benefit to the game as a whole. Let me ask you this, just humor me for a minute. If toggle exists as generally suggested in this thread and there are 100 people in a random hunting ground area/zone how many of them do you believe will be toggled combatant versus non combatant? 50/50 90/10 60/40 other?
Tyrantor wrote: » I've also said I wouldn't be purple 100% of the time, do you think that means I won't fight back?
Caeryl wrote: » Whether that’s true in 100% of the cases or not doesn’t matter.
Noaani wrote: » Tyrantor wrote: » I've also said I wouldn't be purple 100% of the time, do you think that means I won't fight back? Caeryl wrote: » Whether that’s true in 100% of the cases or not doesn’t matter. Just saying.
Tyrantor wrote: » Now it's fair to say I may choose to be non-combatant for 100 more reasons or not but what I will say is that in all of the scenarios above I would likely fight back minus the afk one.
Tyrantor wrote: » Noaani wrote: » Now, it may well turn out that this suggestion would make life harder for people not wanting that PvP - it would make it easier for people wanting to grief others as they can more easily identify those easier targets. However, I am not suggesting that right now because there is no real way to know which way it would go without testing. What I am saying though, is that it "could" very easily go either way, and so claiming it will go one way as opposed to the other is kind of missing the point. This is it right here 100%. You know the greatest part about this, even in your worst case scenario above? The corruption system would then work as intended. The "easy" targets would get to choose to fight or die and the griefers would get a fight or corruption. That's it.
Noaani wrote: » Now, it may well turn out that this suggestion would make life harder for people not wanting that PvP - it would make it easier for people wanting to grief others as they can more easily identify those easier targets. However, I am not suggesting that right now because there is no real way to know which way it would go without testing. What I am saying though, is that it "could" very easily go either way, and so claiming it will go one way as opposed to the other is kind of missing the point.
Noaani wrote: » What you are missing - and seem to not want to understand (as it would ruin your entire argument if you admitted) is that this system would see these people attacked more. It isn't a case of what they can do each time they are attacked, it is a case of how often they are attacked.
Tyrantor wrote: » So in your example there are 10 players flagged for combat and 90 players as non combatants. You're also suggesting a solo player "picking" targets to attack for griefing or profit. Those odds sound really bad 1v90. Now if you're going to suggest well, no the solo guy is just going to seek out solo players to kill, what would stop him from doing this if they were toggled as combatants or not? Or are our 10 toggled combatants also solo players? Would it be fair to reason that those 10 combatants would potentially be toggled as combatants under the current system anyway I mean 10 out of 100 seems reasonable to assume there are that many already fighting in a zone without a toggle no? Noaani wrote: » What you are missing - and seem to not want to understand (as it would ruin your entire argument if you admitted) is that this system would see these people attacked more. It isn't a case of what they can do each time they are attacked, it is a case of how often they are attacked. If they're getting attacked "more" by griefers then that means the corruption system isn't strong handed enough - that simple. The corruption system is actually in place to protect these other 90 people in your example above. It's not the job of players "not flagging" to offer some protective blanked onto others by way of commonality.
Tyrantor wrote: » I've also said I wouldn't be purple 100% of the time, do you think that means I won't fight back? I asked you a very simple question. Your refusal to answer it makes me believe you're worried at what your answer would imply.
Caeryl wrote: » It shifts the entire atmosphere from “Should I try to attack that gatherer and take their stuff? Is it worth it to take the corruption if I’m able to 100-0 them? Can I take them if they turn and fight?” and “They’re already flagged, maybe that means I caught them with low resources. Where’s the person they were fighting?” to “Hm they’re purple, I’d only get half the stuff even if I do 100-0 them and I know they’ll probably fight back” and “Hell yeah a green, should be easy pickings. If they were good at fighting they’d probably be flagged purple.” A toggle removes all the context from the flagging system, which offers fairly substantial information when it isn’t the result of a button press, but of actual behavior of the player.
daveywavey wrote: » Caeryl wrote: » It shifts the entire atmosphere from “Should I try to attack that gatherer and take their stuff? Is it worth it to take the corruption if I’m able to 100-0 them? Can I take them if they turn and fight?” and “They’re already flagged, maybe that means I caught them with low resources. Where’s the person they were fighting?” to “Hm they’re purple, I’d only get half the stuff even if I do 100-0 them and I know they’ll probably fight back” and “Hell yeah a green, should be easy pickings. If they were good at fighting they’d probably be flagged purple.” A toggle removes all the context from the flagging system, which offers fairly substantial information when it isn’t the result of a button press, but of actual behavior of the player. I get what you're saying there, but couldn't it also introduce: "Hm, they're purple, so they're obviously expecting to lose so they're trying to protect their fragile loot. Easy pickings." or "Hm, they're green, so they know they can defend their loot. They must be a skilled PvPer."
Noaani wrote: » So, if I enter that hunting ground that you have defined with 100 people, where most can't see the others, then I will specifically look for solo non-combatants to attack, specifically ones that are in an area around a resource I would have use for.
Noaani wrote: » Now if we take that same scenario, but assume there are 10 people in the area that are flagged as combatant via your toggle, I am now going to attack 4 players out of 90, rather than 4 players out of 100. This means each player now has a 4.44% chance of being attacked, which is higher than 4%, even though the corruption system is still perfoeming it's role perfectly well.
Noaani wrote: » If we were to assume that 20 players were flagged, that percent chance for the remaining player is now 5%, and again, the more people flagged, the higher the chances are of non-combatants being attacked.
Caeryl wrote: » The obvious logical conclusion after it’s established that players who flag purple will fight back, is that players who do not flag purple probably will not want to fight back.
Percimes wrote: » I heard someone mentioning a pie... or possibly a cake?
CROW3 wrote: » There's always plenty of pie to go around. The cake people are over there somewhere doing something forgettable.