Caeryl wrote: » Warth wrote: » He gets flagged, he can be killed for free. That's all the penalty there needs to be. It’s not about the healer themselves, it’s the circumventing of intended consequences for players who gain corruption. A healer who is choosing to buff away a significant portion of the intended combat penalties for corrupted player, should take the same risks as those corrupted players they have chosen to dedicate their healing to. It’s about the system working as intended. Bypassing penalties with no consequence is certainly not intended.
Warth wrote: » He gets flagged, he can be killed for free. That's all the penalty there needs to be.
Noaani wrote: » I'm not really interested in the specifics of what is being talked about here, I just disagree with the notion that not all edge cases need to be policed - they clearly do.
Tyrantor wrote: » This is the entire point of the game offering the freedom and consequences to kill anyone you want.
Tyrantor wrote: » Caeryl wrote: » Warth wrote: » He gets flagged, he can be killed for free. That's all the penalty there needs to be. It’s not about the healer themselves, it’s the circumventing of intended consequences for players who gain corruption. A healer who is choosing to buff away a significant portion of the intended combat penalties for corrupted player, should take the same risks as those corrupted players they have chosen to dedicate their healing to. It’s about the system working as intended. Bypassing penalties with no consequence is certainly not intended. What buffs do the healers get?
Caeryl wrote: » anyone who bothers to think about it.
Caeryl wrote: » Tyrantor wrote: » Caeryl wrote: » Warth wrote: » He gets flagged, he can be killed for free. That's all the penalty there needs to be. It’s not about the healer themselves, it’s the circumventing of intended consequences for players who gain corruption. A healer who is choosing to buff away a significant portion of the intended combat penalties for corrupted player, should take the same risks as those corrupted players they have chosen to dedicate their healing to. It’s about the system working as intended. Bypassing penalties with no consequence is certainly not intended. What buffs do the healers get? Where did this question come from? The healers, or supports to speak broadly, will be able to offer buffs to corrupted players. Defensive damage reduction and offensive damage amps can be safely assumed to exist on a support class. Because one of the central penalties for corruption is stat damps that are there to ensure griefing players are not able to endlessly targets non-combatants, supports facing no penalty for circumventing that core aspect of corruption just makes no sense to anyone who bothers to think about it.
Tyrantor wrote: » Caeryl wrote: » Tyrantor wrote: » Caeryl wrote: » Warth wrote: » He gets flagged, he can be killed for free. That's all the penalty there needs to be. It’s not about the healer themselves, it’s the circumventing of intended consequences for players who gain corruption. A healer who is choosing to buff away a significant portion of the intended combat penalties for corrupted player, should take the same risks as those corrupted players they have chosen to dedicate their healing to. It’s about the system working as intended. Bypassing penalties with no consequence is certainly not intended. What buffs do the healers get? Where did this question come from? The healers, or supports to speak broadly, will be able to offer buffs to corrupted players. Defensive damage reduction and offensive damage amps can be safely assumed to exist on a support class. Because one of the central penalties for corruption is stat damps that are there to ensure griefing players are not able to endlessly targets non-combatants, supports facing no penalty for circumventing that core aspect of corruption just makes no sense to anyone who bothers to think about it. I was just curious if you had specific knowledge of the buffs offered in game, since the cleric preview showed zero buffs and they would generally be considered a support class. (speaking broadly as you do). Are you forgetting that a character that has no negative penalty but gets the benefit(s) of the same buffs would still have a stat/attribute advantage? The solo player out numbered and out healed will be at a disadvantage regardless of the buff(s).
Noaani wrote: » Tyrantor wrote: » This is the entire point of the game offering the freedom and consequences to kill anyone you want. Yeah, and it is that consequence part there that is what the policing thing is all about. No one is saying you shouldn't be able to kill people, just that there should be no situation in which a player can work around those consequences, not even in part. In order to achieve this, those edge cases need to be policed properly, otherwise they will not be edge cases for long.
Tyrantor wrote: » I haven't heard anything in this thread that sounds like a work around or loophole. Have you?
CROW3 wrote: » I like the idea of being accomplice to murdering a green to have some repercussions, even if it is a lighter degree of corruption than the one who performed the killing blow. Gives some incentive for folks in a party to attempt to influence a bad apple (or kick them from the group). Also helps with an edge case of a group isolating kills to a single throw-away toon, and benefitting as a group.
Percimes wrote: » CROW3 wrote: » I like the idea of being accomplice to murdering a green to have some repercussions, even if it is a lighter degree of corruption than the one who performed the killing blow. Gives some incentive for folks in a party to attempt to influence a bad apple (or kick them from the group). Also helps with an edge case of a group isolating kills to a single throw-away toon, and benefitting as a group. Agreeing on the principle, not sure how it can be implemented or if it's even worth it. What if you have a roving band of X un-grouped players? Do you give a base % of the killer's corruption to everyone who's done 1 point of damage? A % of corruption base on the % of damage done? What's a buff to the killer worth in corruption? What is a heal? What about blocking an escape route? Over-complicating the system will not solve everything. Many angles are impossible to cover and people wanting to avoid the corruption system at all cost will exploit the limitations.
mcstackerson wrote: » it will need to be tested but does it really change that much if there is more than one person doing the ganking? the non-combatant doesn't suffer an increased penalty and the person who kills them suffers the same penalty they would have if they killed them alone. If you spread the penalty, you are multiplying it. Yes, ganging up on someone isn't the nicest thing to do but as it said, they aren't suffering a greater death penalty for it so i'm not sure why the corruption penalty should be multiplied. All you really are doing by ganging up on them is increasing your chance of victory and possibly decreasing the likely hood of them fighting back.
pyreal wrote: » Each attacking member being given the same penalty... well, that's culpability, isn't it? Think of a felony murder murder charge in the US: if you are a party to a felony crime, and someone is killed or dies because of the actions of any member of your group, you can all be charged with that murder.
Tyrantor wrote: » So you're saying that in the US it's still felony murder even if the victim fights back????
Tyrantor wrote: » Forcing corruption on all parties involved in the damage of a non-combatant is ridiculous, it's also exploitable based on any sort of duration applied to this. The point you raise above related to multiple individuals or groups attacking would open up exploitable situations where someone attacks a non-combatant and stops only to have a 3rd party decide for everyone that they're going to share in corruption. Which then opens up multiple people from different group(s) or individuals to higher death penalties and material loss when they did not decide to kill the non combatant.