Noaani wrote: » Honestly, of all the invalid reasons presented in this thread, this is the least valid reason for a toggle.
CROW3 wrote: » Noaani wrote: » Honestly, of all the invalid reasons presented in this thread, this is the least valid reason for a toggle. It's perfectly valid, you just don't agree with it.
If you don't like it, you don't need a reason - just don't use it.
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: » As we discussed earlier, it may well be that the idea is that if you are a non-combatant attacked by a corrupt player, Intrepid want to give you every possible reason to fight back - and making it so you have no immediate way to flag as a combatant may well be a part of that. If this is the case (which I am sure you agree may well be), then this is simply one more detraction to a toggle, rather than a boon.
Caeryl wrote: » This is by far the least compelling argument you could give. ... The only, absolutely only use, is to let greens flag on corrupted players. That’s it. And I can almost guarantee the devs will see that oversight and fix it without any sort of unneeded and inherently detrimental toggle.
LieutenantToast wrote: » 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!
CROW3 wrote: » Caeryl wrote: » This is by far the least compelling argument you could give. ... The only, absolutely only use, is to let greens flag on corrupted players. That’s it. And I can almost guarantee the devs will see that oversight and fix it without any sort of unneeded and inherently detrimental toggle. Honestly, you're trying too hard. I don't need to provide an argument to convince you. You aren't a decision maker for IS, their features, or their roadmap. You can conjecture all you want about the potential impact of this flag on the broader game, which is fine. That's the entire point of this thread. Just keep in mind that we're in the realm of opinion, not objective, data-driven fact. The only way to really gauge the impact is to test it out, which Toast already provided the path by which that could happen. LieutenantToast wrote: » 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! So, yeah - I think it's a good idea. We should bring it up and see if IS agrees and interested in testing it out. If it tests poorly, and the team shelves it - I'll buy you a slice of whatever cake you want.
Caeryl wrote: » If purple means “I want to fight, I will fight” then you have created an environment in which green means “I don’t want to fight, I don’t intend to fight” ... these things do not depend on the reality of player behavior, it only depends on perception. It skews the whole PvP environment in a bad way
Caeryl wrote: » It skews the whole PvP environment in a bad way.
daveywavey wrote: » The system IS have put in place to incentivise fighting back is the lesser death penalty for being purple, which we don't appear to be able to do as a green against a red.
CROW3 wrote: » Taking a green flag as 'I don't want to fight' is one possible inference
Noaani wrote: » Detail one other thing that could be inferred here.
CROW3 wrote: » Caeryl wrote: » If purple means “I want to fight, I will fight” then you have created an environment in which green means “I don’t want to fight, I don’t intend to fight” ... these things do not depend on the reality of player behavior, it only depends on perception. It skews the whole PvP environment in a bad way Taking a green flag as 'I don't want to fight' is one possible inference - and if that's how you perceive what the interaction is going to be, then roll the dice and find out. It seems like you really want to logically be able to generalize behavior and intent, as opposed to individual behavior. But in a fight, all that matters is individual behavior - generalizations will only get in the way. Also, keep in mind you won't be able to differentiate who has flagged themselves, and who was green and just got into a fight. If anything it adds more unpredictability and risk into the equation that not having it. The same way that it does, when I say "I'm going rock" before a R-P-S game. Caeryl wrote: » It skews the whole PvP environment in a bad way. Objectively how so?
Noaani wrote: » That is the incentive for fighting back against a combatant. In terms of corrupt players, Intrepid placed the incentive on attacking them, not just fighting back. That incentive is that you don't lose non-combatant status, and the corrupt player is at a disadvantage due to stat loss. Different things come in to play in different situations, and what applies to a non-combatant when attacked by a combatant does not necessarily apply to a non-combatant attacked by a corrupt player. Additionally, if this toggle were introduced, that incentive would be out the window as all a player would need to do is toggle as a combatant - there is no need to fight back. This kind of either kills your argument here, or offers you a very good reason as to why this toggle shouldn't happen - your call as to which one.
Caeryl wrote: » By all means try to provide some actual objective reason a toggle is a good idea. So far you’ve just repeated “I want people to know I want PvP” and that’s neither a good reason for reasons stated above, nor is a toggle remotely needed to let people know you want to PvP.
Caeryl wrote: » There are literally no other logical inferences to be made. Anything else would require a huge of leap in logic, especially when, again, you yourself said you want to flag purple to show you want and welcome PvP. It creates the atmosphere in which purple can safely be assumed to be inviting PvP. This is basic, elementary school logic, and an assertion you have already said you want. Then, obviously, green is by default perceived as less willing to fight back by the overall population. Players will generally see greens as easier targets, and your rare fringe cases of double bluffing or triple bluffing or whatever it is you want to throw out next, do not have any bearing at all on what the general perception is of greens and purples. The community as a whole will not see greens as potential PvP experts luring them in (that’s the only reason those fringe cases would exist in the first place, to catch people off guard due to going against expectation), they see someone who didn’t want to flag up, so they probably don’t want, and aren’t ready for PvP. These are basic logical statements. By all means try to provide some actual objective reason a toggle is a good idea. So far you’ve just repeated “I want people to know I want PvP” and that’s neither a good reason for reasons stated above, nor is a toggle remotely needed to let people know you want to PvP.
CROW3 wrote: » Noaani wrote: » Detail one other thing that could be inferred here. - I’m baiting you into corruption - I forgot to turn the toggle on - I didn’t know there was a toggle - I thought the toggle was account wide and didn’t realize this toon wasn’t toggled - I’m testing to see how many players in a node would attack a green v. purple player Shall I go on?
Tyrantor wrote: » Noaani wrote: » That is the incentive for fighting back against a combatant. In terms of corrupt players, Intrepid placed the incentive on attacking them, not just fighting back. That incentive is that you don't lose non-combatant status, and the corrupt player is at a disadvantage due to stat loss. Different things come in to play in different situations, and what applies to a non-combatant when attacked by a combatant does not necessarily apply to a non-combatant attacked by a corrupt player. Additionally, if this toggle were introduced, that incentive would be out the window as all a player would need to do is toggle as a combatant - there is no need to fight back. This kind of either kills your argument here, or offers you a very good reason as to why this toggle shouldn't happen - your call as to which one. Am I missing something? If the incentive per your description here is to offer the non-combatant the option to "attack" what then changes that with a toggle if the non-combatant attacks and a toggle exists?
Noaani wrote: » These aren't exactly good arguments to add it. When I asked you to name ways that not flagging up would be taken to mean by other players, I was assuming you had actual reasons that it could be used - rather than a list of reasons as to why it shouldn't be added.
Noaani wrote: » Without a toggle, if you are attacked by a player you know will kill you, but don't want to suffer non-combatant penalties, you need to actually attack the player. With the toggle, you just need to toggle combatant on and are under no obligation at all to fight back.
Noaani wrote: » Remember, the point of the lesser death penalties is to encourage people to fight back, not to encourage people to flag as a combatant. As such, actual fighting back is what needs to trigger the lesser penalties,not simply flagging. This is currently accomplished by making these two things one and the same - the act of fighting back flags you as a combatant which lowers death penalties.
Noaani wrote: » In terms of corrupt players, Intrepid placed the incentive on attacking them, not just fighting back.