LieutenantToast wrote: » Hiya! In the original example you provided: Tyrantor wrote: » For example if two groups of 16 players are looking for combat and the first group stun locks a target or multiple and they die before they can "fight back" to initiate combatant mode this will cause corruption for 1 (or multiple) players in addition to added death penalties for the dead player(s) - all while it was the intention of all parties involved to engage in combat. If both groups were originally flagged as non-combatant, they wouldn't gain corruption just for killing another non-combatant they would simply become combatants. If you were a combatant to begin with though and your opponents weren't, they would flag combatant as soon as they attacked you - to be more fair about giving them an opportunity to fight back if they weren't expecting it prior to their death! While this whole system and the corruption mechanic in general are something we'll be heavily testing with your help during Alpha and beyond, if you wanted to ask more specifically whether or not we were planning to implement a combatant opt-in that didn't require you to attack first, I might recommend dropping it in an upcoming live stream Q&A thread so our team can dive in further!
Tyrantor wrote: » For example if two groups of 16 players are looking for combat and the first group stun locks a target or multiple and they die before they can "fight back" to initiate combatant mode this will cause corruption for 1 (or multiple) players in addition to added death penalties for the dead player(s) - all while it was the intention of all parties involved to engage in combat.
Caeryl wrote: » LieutenantToast wrote: » Hiya! In the original example you provided: Tyrantor wrote: » For example if two groups of 16 players are looking for combat and the first group stun locks a target or multiple and they die before they can "fight back" to initiate combatant mode this will cause corruption for 1 (or multiple) players in addition to added death penalties for the dead player(s) - all while it was the intention of all parties involved to engage in combat. If both groups were originally flagged as non-combatant, they wouldn't gain corruption just for killing another non-combatant they would simply become combatants. If you were a combatant to begin with though and your opponents weren't, they would flag combatant as soon as they attacked you - to be more fair about giving them an opportunity to fight back if they weren't expecting it prior to their death! While this whole system and the corruption mechanic in general are something we'll be heavily testing with your help during Alpha and beyond, if you wanted to ask more specifically whether or not we were planning to implement a combatant opt-in that didn't require you to attack first, I might recommend dropping it in an upcoming live stream Q&A thread so our team can dive in further! Bruh you’re a mod and the info you just gave on flagging is completely wrong A non-combatant group engaged on another non-combatant group, one group kills the enemy healer before they can flag up, the killing blow on that healer causes corruption. This has been the way it’s been stated to work since day one. If you have access to sources that directly conflict the established understanding as stated by Steven and the rest of the development staff, please share. But as is, your info is just not accurate.
Tyrantor wrote: » Looks like it was probably a typo regarding the non-combat killing attacking non-combat. LieutenantToast I will ask in the next Q&A thanks for stopping by.
Tyrantor wrote: » Easier target for you will be based on classes that you can beat not based on flagging status. This is where your entire point falls apart.
Noaani wrote: » Tyrantor wrote: » Looks like it was probably a typo regarding the non-combat killing attacking non-combat. LieutenantToast I will ask in the next Q&A thanks for stopping by. Yeah, I think it would have just been a typo
daveywavey wrote: » Noaani wrote: » Tyrantor wrote: » Looks like it was probably a typo regarding the non-combat killing attacking non-combat. LieutenantToast I will ask in the next Q&A thanks for stopping by. Yeah, I think it would have just been a typo GUYS! You just agreed on something!
Sathrago wrote: » daveywavey wrote: » Noaani wrote: » Tyrantor wrote: » Looks like it was probably a typo regarding the non-combat killing attacking non-combat. LieutenantToast I will ask in the next Q&A thanks for stopping by. Yeah, I think it would have just been a typo GUYS! You just agreed on something! I mean I have agreed with quite a few things on other threads with @Noaani its just that sometimes we cant agree on specific stuff. I'm sure @Tyrantor is the same.
Noaani wrote: » I am somewhat intereted to see if you still disagree with anything I've said in relation to how it is not currently the plan to have a toggle though. Edit, I'm happy to carry on discussing the merits of the system though, if you want to carry on.
Tyrantor wrote: » Since that opening post there have been video(s) that confirmed the toggle currently exists and a pre-alpha moderator who confirmed it would exist.
So you won't see me jump on the forums and rant about how it's going to ruin the game if they don't offer a toggle, I hope you can agree to do the same if they confirm a toggle.
I do not believe in forcing a default flagging state on everyone in the game
Dolyem wrote: » Keern wrote: » for love of steven.. no pvp toggle. It takes away from the games flavor, is abuseable, creates this pressure to opt out of pvp since when opting into pvp your at an disadvantage. its not a toggle to opt-out of pvp, just to switch on a constant combatant status
Keern wrote: » for love of steven.. no pvp toggle. It takes away from the games flavor, is abuseable, creates this pressure to opt out of pvp since when opting into pvp your at an disadvantage.
CROW3 wrote: » Still a good idea.
Caeryl wrote: » CROW3 wrote: » Still a good idea. Once again please provide an actual, positive use that only a toggle can bring. It’s not necessary to find PvP. It’d remove context from flag states which players need in order to make informed decisions. Perma protecting halve your drops even when a coordinated enemy group is able to kill you before you can flag up (a very difficult task given all current information on combat). It doesn’t bring anything positive to the table
Sathrago wrote: » Caeryl wrote: » CROW3 wrote: » Still a good idea. Once again please provide an actual, positive use that only a toggle can bring. It’s not necessary to find PvP. It’d remove context from flag states which players need in order to make informed decisions. Perma protecting halve your drops even when a coordinated enemy group is able to kill you before you can flag up (a very difficult task given all current information on combat). It doesn’t bring anything positive to the table I have pointed out earlier in this thread that a toggle gives green players the option to flag up when attacked by a corrupted player. Currently, according to the flagging graph a green player cannot flag up when deciding to attack a red player if there is not toggle. I believe this goes against the corruption system and pvp system's design of consent.
CROW3 wrote: » Use case: I’m always open to pvp, come have fun. I’m going to attack you if you attack me, so at best you will always only get 50% the std drop. The flag is the most transparent way to say that. If you don’t like it then don’t turn it on.
Noaani wrote: » [ Unless, of course, they give a solid reason behind adding it
Tyrantor wrote: » Also what happened to that video you had.. you know the one you're going to produce later that proves your point?