Noaani wrote: » George Black wrote: » I am afraid that if you think that people wont PvP for a dungeon room without a boss, you dont have a big open world experience. I would suggest that if you think they would, you only have experience with small open worlds.
George Black wrote: » I am afraid that if you think that people wont PvP for a dungeon room without a boss, you dont have a big open world experience.
George Black wrote: » You'd better address my other points as to why pvp content doesnt remove the need to PK and that PK isnt only a griefing method for 20 people looking for 1 target, deserving group corruption.
akabear wrote: » to give context to your view point, what mmorpg have you played that had pvp?
The frequent reference to L2 is perhaps because it is believed to be the source of inspiration for the pvp mechanics to be in game, albeit modified a little to suit a different game. Not much more.
Noaani wrote: » George Black wrote: » You'd better address my other points as to why pvp content doesnt remove the need to PK and that PK isnt only a griefing method for 20 people looking for 1 target, deserving group corruption. Why do these need to be addressed? None of the three suggestion being made (corruption being shared within a group, corruption being cshared by all those that have reciently attacked a killed non-combatant or corruption preventing players from being in a group) doesn't prevent players from killing others when ever they want. All it does is shift the paradigm just a little bit. If you are in a group of 20 and want to kill one player, if any of these systems are in place, all you need to do is drop the group for a second. If you don't want to kill the player enough to drop group, then obviously you don't want to kill that player very much.
George Black wrote: » It hinders group fighting.
It fails to curb group griefing.
George Black wrote: » I just explained to you with 2 words that some times in a group v group encounter 1 player may not flag. With the proposed system of this topic the winners have 2 options: A. Let that green player rez their fallen members B. Gain full group corruption. It's dump.
akabear wrote: » But MMO`s in general have so much more to do, and this one is shaping up to have a lot of interesting options to pass the time
Noaani wrote: » [ None of the three suggested ideas here would alter that. All of them allow players to still kill anyone they want to kill - which is as it should be. All any of the systems proposed would do is raise the threshold for when players in a group would consider it worth attacking others.
Noaani wrote: » George Black wrote: » It fails to curb group griefing. This can be said of the corruption system as a whole if you want. The goal of these systems isn't to prevent griefing, as that is an impossible ask - even if it is parroted by some players as the purpose of them. Rather, the goal of these systems is to influence player behavior to more desired avenues, but in a way where players are not prevented from killing someone they have reason to want to kill. The only thing the corruption system does is raise the threshold for where players will consider it worth it.
George Black wrote: » It fails to curb group griefing.
George Black wrote: » I just explained to you with 2 words that some times in a group v group encounter 1 player may not flag. With the proposed system of this topic the winners have 2 options: A. Let that green player rez their fallen members B. Gain full group corruption.
Dygz wrote: » What you seem to be missing is that in Ashes, the focus of group v group encounters is objective-based PvP - Castles Sieges, Node Sieges and Caravans. 1 player may not flag is irrelevant. Group v Group is intended to occur where Corruption is not a factor. I think, most likely, we should expect full group Corruption in order to "curb" group v group combat that is not part of Caravans or Sieges. But, we need more details about how the system works. Great example for a Livestream question.