Noaani wrote: » While this is true, by bringing this in to the conversation, you are essentially pointing out that in order to add in this toggle, Intrepid would need to completely alter their open world PvP system - as this change fundamentally changes how it would function. So, are you saying that Intrepid should completely alter their open world PvP system in order to accomodate this toggle, or will you go back to the point I was making and attempt to refute it within the context of the system we have now?
Noaani wrote: » Once again, you are only looking at it from the perspective of people using it, not from the perspective of what that means for everyone else.
Noaani wrote: » It's interesting that this is how you view this thread. The way I see this thread is a few people talking about a system that would work well in some games, but not in Ashes.
Noaani wrote: » Again, we do not know, and so this one situation can not really be used as literally the only situation in which people wanting this toggle point to as a reason to add it to the game.
CROW3 wrote: » Can we agree that’s the progress of the discussion thus far?
Tyrantor wrote: » I like that I'm bringing truth into the conversation
As a prime immediate example, you've still yet to explain how the non-combatant who initiates the attack of a corrupt player is in fact no longer "incentivized" to do so with the toggle being an option in the game.
I'm actually not sure how your response even correlates with what I said. I mean what perspective does everyone else have who chooses not to use it? My statement in theory encompasses everyone in the game as they would have the option, just as they do under the "fight back" encouragement that you've so proudly pointed out.
Hmm out of curiosity what games would it work well in if not Ashes? It's interesting to me that you're conceding it would work well veiled by the generalization of other games (or rather "some" games).
Does it not seem like you've been owned when you have to then conceded the same situation you've included as an example of proof can not be used?
Noaani wrote: » 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. 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.
Tyrantor wrote: » I've been asking you to clarify this for 2 pages now remember where I said "am I missing something"? Did you find that to be some form of misdirection?
Noaani wrote: » Change things so that a non-combatant can simply flag up as a combatant in order to suffer half penalties and all of a sudden the sting of being corrupt is a lot less painful. I'm really not sure how people could see this as anything other than a fundamental change to the core of teh open world PvP system in Ashes - one that would require multiple other alterations in order to make work.
Tyrantor wrote: » Since the first 4 paragraphs of your post was you simply repeating yourself i'll reply to this. I'm even more confused now, "the sting of being corrupt is a lot less painful" does it not seem like it would be worse for the corrupted players? All of the non-combatants could attack them with less risk no?
If the corruption system is in place to discourage going corrupt it should be about that and not about snowballing further corruption or penalizing non-combatants by forcing a non combatant state on them in the ironic fashion of "saving them" from the combatant state to avoid baiting for other people to kill them. Do you agree or not?
Tyrantor wrote: » Do you see the flaw in the system design here when player agency is removed? No probably not?
Tyrantor wrote: » The focus above was just to finally agree on a point related to the toggle as one aspect that could be fixed, it will lead to more solutions as it relates to the corruption system interfering with player agency.
Sathrago wrote: » I believe we should talk more specifics with the 'toggle" so that this argument can grow a bit and maybe come to an understanding. Rather than a toggle per say, how about a button that flags your character as a combatant for an amount of time equal to if you hit another player but with an equivalent cooldown. In addition, if you are a green player and deal damage to a red player this goes on cooldown, meaning you can choose to stay as a green or immediately turn purple. I believe this would retain the players consent for pvp, choice to punish a corrupted player if they kill them, and make sure they can't exploit such a button to reduce loot drop when they start to lose a fight.
Noaani wrote: » What I could see, as a means of providing what was actually asked for in the OP, is the ability to place an icon above your characters head signifying that you are open to any and all PvP. No mechanic or system implications, just a signifier that the player is up for a fight. Since this is what the OP actually wanted - a means of letting others know they are up for PvP - I see no real reason to make a system that does any more than letting others know they are up for PvP.
daveywavey wrote: » Noaani wrote: » What I could see, as a means of providing what was actually asked for in the OP, is the ability to place an icon above your characters head signifying that you are open to any and all PvP. No mechanic or system implications, just a signifier that the player is up for a fight. Since this is what the OP actually wanted - a means of letting others know they are up for PvP - I see no real reason to make a system that does any more than letting others know they are up for PvP. Surely that would have the same effect as what you've been worried about. Players with it would be seen as the harder target, and players without it would be seen as the easier target.
Sathrago wrote: » Lets not forget that this is all assuming that there are no guilds/alliances at war with each other. Ultimately even if there is no toggle players can just at war other guilds to permanently be flagged against them. That will become the alternative if there is no toggle.
Noaani wrote: » This is why my suggestion several pages ago of altering the death penalty (at least in terms of resource drops) for a non-combatant that is killed by a corrupt player seems to still make the most sense to me. It surely isn't the only remedy, I don't for a second doubt that. However, it is the only remedy suggested here that retains the snowballing effect of corruption that is designed in to the game at present - and as such that we have to assume is intended. The toggle being asked for here does not in any way need to be the remedy to this specific situation. What I could see, as a means of providing what was actually asked for in the OP, is the ability to place an icon above your characters head signifying that you are open to any and all PvP. No mechanic or system implications, just a signifier that the player is up for a fight. Since this is what the OP actually wanted - a means of letting others know they are up for PvP - I see no real reason to make a system that does any more than letting others know they are up for PvP.
Tyrantor wrote: » The system needs to be a firm combatant flagging period. In terms of the button to flag for the same duration as current combatant lasts for with a equal or longer cool down, I can't really say until we're given more information on that. Personally I like the idea of opening myself for combat until I choose not to be instead of having to juggle a timer. Since the timer could burn off and have the same negative consequences the current non-combatant state would have in relation to group combat, focus fire and stuns.
Percimes wrote: » Sathrago wrote: » Lets not forget that this is all assuming that there are no guilds/alliances at war with each other. Ultimately even if there is no toggle players can just at war other guilds to permanently be flagged against them. That will become the alternative if there is no toggle. Yeah, it's crazy how the simplest ways to find pvp is not seeking random people in the world but actually participate in pvp oriented activities that flag you, and your opponents, as combatants. Who would have thought hehe.