rikardp98 wrote: » Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box But then we get to the question, how defines what is meaningful pvp? I personally like the direction ashes is taking pvp, but I also know a lot of people that find joy in walking the lands and fight anyone they meet.
Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box
Caeryl wrote: » rikardp98 wrote: » Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box But then we get to the question, how defines what is meaningful pvp? I personally like the direction ashes is taking pvp, but I also know a lot of people that find joy in walking the lands and fight anyone they meet. Those people are seeking meaningless PvP. All of its impact begins and ends with that singular fight. No, social feuds are not meaningful in and of themselves, though they can become fuel for meaningful PvP. Meaningful PvP is definite by the objective changes it brings, such as resources obtained, territories secured, dungeons guarded, and pathways opened.
Sathrago wrote: » Caeryl wrote: » rikardp98 wrote: » Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box But then we get to the question, how defines what is meaningful pvp? I personally like the direction ashes is taking pvp, but I also know a lot of people that find joy in walking the lands and fight anyone they meet. Those people are seeking meaningless PvP. All of its impact begins and ends with that singular fight. No, social feuds are not meaningful in and of themselves, though they can become fuel for meaningful PvP. Meaningful PvP is definite by the objective changes it brings, such as resources obtained, territories secured, dungeons guarded, and pathways opened. Meaningful pvp is such a catch phrase at this point... So me wanting to fight other players in the open world isn't meaningful? That is your opinion. Just because you find no meaning in an action does not mean others feel the same. If you really want a meaning for it, here goes. Try not to disregard what I say. 1. When my guild sees a competing guild gathering resources in an area that we deem our "territory" we go and remove them from it. Just because Intrepid didn't stamp that area with "battleground" does not mean fighting over it is meaningless. 2. Roaming around randomly my group could find said competing guild attempting a boss or jump puzzle. It is meaningful to us to run over and knock them off or take it for ourselves purely because it sets back an "enemy" guild. These are the 2 main things that will happen in the open world purely from players walking around together. Whether they actively look for it or not is irrelevant. The point is that you create your own goals and meaning when playing video games, and sometimes the game just needs to get out of the way and let you do what you want. In my case, I wish for the ability to declare war on another guild, and if they accept this declaration we will be permanently flagged against each other until one side concedes. This is the heart of how player made factions should work. With the flagging from this war status it pushes corruption off to the side and truely lets guilds have conflict with each other in a consensual pvp setting that does not require "official" areas or objectives to fight over.
BlackBrony wrote: » Sathrago wrote: » Caeryl wrote: » rikardp98 wrote: » Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box But then we get to the question, how defines what is meaningful pvp? I personally like the direction ashes is taking pvp, but I also know a lot of people that find joy in walking the lands and fight anyone they meet. Those people are seeking meaningless PvP. All of its impact begins and ends with that singular fight. No, social feuds are not meaningful in and of themselves, though they can become fuel for meaningful PvP. Meaningful PvP is definite by the objective changes it brings, such as resources obtained, territories secured, dungeons guarded, and pathways opened. Meaningful pvp is such a catch phrase at this point... So me wanting to fight other players in the open world isn't meaningful? That is your opinion. Just because you find no meaning in an action does not mean others feel the same. If you really want a meaning for it, here goes. Try not to disregard what I say. 1. When my guild sees a competing guild gathering resources in an area that we deem our "territory" we go and remove them from it. Just because Intrepid didn't stamp that area with "battleground" does not mean fighting over it is meaningless. 2. Roaming around randomly my group could find said competing guild attempting a boss or jump puzzle. It is meaningful to us to run over and knock them off or take it for ourselves purely because it sets back an "enemy" guild. These are the 2 main things that will happen in the open world purely from players walking around together. Whether they actively look for it or not is irrelevant. The point is that you create your own goals and meaning when playing video games, and sometimes the game just needs to get out of the way and let you do what you want. In my case, I wish for the ability to declare war on another guild, and if they accept this declaration we will be permanently flagged against each other until one side concedes. This is the heart of how player made factions should work. With the flagging from this war status it pushes corruption off to the side and truely lets guilds have conflict with each other in a consensual pvp setting that does not require "official" areas or objectives to fight over. None of this has to do with the corruption system, again. You seem to be confused, either because you aren't informed or haven't taken time the to read. Intrepid is AGAINST, and I repeat AGAINST non consensual PvP. Non consensual PvP doesn't mean you can avoid it, it just means that if a green player is farming and is attacked by you, you turn purple, a combatant, if said players CHOOSES to not retaliate and you keep hitting him until he dies, then, you become corrupt. Why? Well, because that player didn't want to fight back and it was YOU who stood there and kept hitting him. Now... do you gain something from it? Yes, corruption, but you also gain more loot from such player. It's perfectly balanced, and has nothing to do with all the things you keep saying. All of those are allowed by the game. The only thing the game doesn't want to encourage if a freaking murder box where you kill everything without consequencues. You seem to forget that travel times matter, and you can't just teleport, so not everyone is going to be 24/7 ready to go help a someone 5 kilometers from a node.
Sathrago wrote: » If you really want a meaning for it, here goes. Try not to disregard what I say.
BlackBrony wrote: » Thread about no penalty stat on corruption. This needs to be clear. There is, there will be. It won't change.
Caeryl wrote: » It’s Intrepid’s opinion actually. They have decided to encourage objective-based PvP, make no judgement on consensual non-objective based PvP, and discourage non-consensual non-objective-based PvP. 1. Assuming you are protecting that area to reap some reward from it, that is meaningful PvP. If you’re fighting over an area for no other reason than to says it’s yours, that is meaningless PvP. 2. Your group taking action to prevent a competing guild from getting resources you want to take is meaningful PvP. Your group taking action to prevent them from making process because it bothers them, is not meaningful.
Sathrago wrote: » Caeryl wrote: » It’s Intrepid’s opinion actually. They have decided to encourage objective-based PvP, make no judgement on consensual non-objective based PvP, and discourage non-consensual non-objective-based PvP. 1. Assuming you are protecting that area to reap some reward from it, that is meaningful PvP. If you’re fighting over an area for no other reason than to says it’s yours, that is meaningless PvP. 2. Your group taking action to prevent a competing guild from getting resources you want to take is meaningful PvP. Your group taking action to prevent them from making process because it bothers them, is not meaningful. Its not meaningful to YOU. My point is that Intrepid is wrong if they believe you require specific play pens for pvp to be meaningful. That's called rail-roading in table-top games and themeparking in mmos.
PlagueMonk wrote: » Typical reaction from someone with a severely limited scope/vision of past MMOs and their communities. Just because I haven't played the one game you have played means I can't have possibly experienced anything similar in the many MMOs i've played over the years.
Caeryl wrote: » rikardp98 wrote: » Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box But then we get to the question, how defines what is meaningful pvp? I personally like the direction ashes is taking pvp, but I also know a lot of people that find joy in walking the lands and fight anyone they meet. Those people are seeking meaningless PvP. All of its impact begins and ends with that singular fight. No, social feuds are not meaningful in and of themselves, though they can become fuel for meaningful PvP.
Sathrago wrote: » Caeryl wrote: » rikardp98 wrote: » Nagash wrote: » Don't for get the devs want "meaningful" PvP and not just a murder box But then we get to the question, how defines what is meaningful pvp? I personally like the direction ashes is taking pvp, but I also know a lot of people that find joy in walking the lands and fight anyone they meet. Those people are seeking meaningless PvP. All of its impact begins and ends with that singular fight. No, social feuds are not meaningful in and of themselves, though they can become fuel for meaningful PvP. Meaningful PvP is definite by the objective changes it brings, such as resources obtained, territories secured, dungeons guarded, and pathways opened. Meaningful pvp is such a catch phrase at this point...
Sathrago wrote: » ...and sometimes the game just needs to get out of the way and let you do what you want.
Sathrago wrote: » In my case, I wish for the ability to declare war on another guild, and if they accept this declaration we will be permanently flagged against each other until one side concedes. This is the heart of how player made factions should work. With the flagging from this war status it pushes corruption off to the side and truely lets guilds have conflict with each other in a consensual pvp setting that does not require "official" areas or objectives to fight over
Adaegus Wintermight wrote: » Caeryl wrote: » 1. Assuming you are protecting that area to reap some reward from it, that is meaningful PvP. If you’re fighting over an area for no other reason than to says it’s yours, that is meaningless PvP. 2. Your group taking action to prevent a competing guild from getting resources you want to take is meaningful PvP. Your group taking action to prevent them from making process because it bothers them, is not meaningful. And Intrepid wants to know what we, the community, want in the game. So we're talking about it. There you go again saying what's meaningful or not to people. You don't decide that the player decides that. Stickin' my dwarves BOOT up yer arse is starting to sound pretty meaningful tae ME!
Caeryl wrote: » 1. Assuming you are protecting that area to reap some reward from it, that is meaningful PvP. If you’re fighting over an area for no other reason than to says it’s yours, that is meaningless PvP. 2. Your group taking action to prevent a competing guild from getting resources you want to take is meaningful PvP. Your group taking action to prevent them from making process because it bothers them, is not meaningful.
rikardp98 wrote: » I only hope, which from what I have heard is true, that the stat dampening only applies to that specific target that the pker is killing.
BlackBrony wrote: » rikardp98 wrote: » I only hope, which from what I have heard is true, that the stat dampening only applies to that specific target that the pker is killing. No, it applies to every player, every green can attack a corrupted player without turning purple/combatant themselves. The only time the corrupted player doesn't suffer stat penalties is when fighting a bounty hunter.
rikardp98 wrote: » If stat dampening is applied to the corrupted player at all times but not when fighting a bounty hunter, then that's is some what fine. I would prefer that the dampening is only applied when fighting a target that the corrupted player have been camping. The problem I have with stat dampening in general is, If for example a corrupted player kill 10-15 green players and have a massive stat dampening, and a bounty hunter tries and kill that corrupted player (since it's his/hers job). While the bounty hunter tries and kill the corrupted player, a random green player comes and one-shot the corrupted player (because of stat dampening) before the bounty hunter could kill it. The bounty hunter have now wasted his/hers time but looking for the corrupted player and traveled to that player and lost his/hers target to a random green player. So answers me this, why do we need bounty hunters if stat dampening will just handle the corrupted player for us?
BlackBrony wrote: » When you die, you don't respawn on the same place, respawn is random. Green players can't see you on the map, so unless you don't move, the same player can't track you again that easily.