Leiloni wrote: » As Sathrago pointed out, it's important that we be able to attack other guilds outside of any objective PvP area/time slot.
oophus wrote: » I found the "flag" button. More comments that are not touching the topic at hand will be reported.
rikardp98 wrote: » If we take your example, the guild 1 will start by using force attack (ctrl+F or something) on guild 2, guild 1 will be flagged purple and when guild 2 attack guild 1 both guilds will be flagged purple. Now they now longer need the force attack (hit ctrl+F). So no random green player will get attacked.
oophus wrote: » rikardp98 wrote: » If we take your example, the guild 1 will start by using force attack (ctrl+F or something) on guild 2, guild 1 will be flagged purple and when guild 2 attack guild 1 both guilds will be flagged purple. Now they now longer need the force attack (hit ctrl+F). So no random green player will get attacked. It takes 2 seconds to leave a Guild and join it again. If its this or risk loosing a battle, I know what I will do. Get the guild to have 20 people leave the guild, and they can position them selves without risk, and help kill the "problem-guild" at will at any time.
LieutenantToast wrote: » Hi there! Looks like some folks have already brought a up a few helpful points in this thread, namely: 1. In the situation described by OP, as both the original guilds are likely already purple (combatants), all of their attacks (whether or not they were AoE) would not hit green newcomers unless they intentionally were selecting to force attack (which might be unlikely, seeing as how they were currently fighting other combatants and that would be unnecessary). As noted here, any attacks that are not forced attacks will not hit green non-combatants: https://ashesofcreation.wiki/Player_flagging 2. For a large guild vs. guild battle like this, folks might opt to utilize the guild war system, which would then operate outside the usual PvP flagging system entirely: https://ashesofcreation.wiki/Guild_wars All that being said, the corruption system and its finer points will certainly be something we look for additional feedback on once folks are hands-on with testing it in-game, to let us know their thoughts on the balance between fun and fair!
oophus wrote: » LieutenantToast wrote: » Hi there! Looks like some folks have already brought a up a few helpful points in this thread, namely: 1. In the situation described by OP, as both the original guilds are likely already purple (combatants), all of their attacks (whether or not they were AoE) would not hit green newcomers unless they intentionally were selecting to force attack (which might be unlikely, seeing as how they were currently fighting other combatants and that would be unnecessary). As noted here, any attacks that are not forced attacks will not hit green non-combatants: https://ashesofcreation.wiki/Player_flagging 2. For a large guild vs. guild battle like this, folks might opt to utilize the guild war system, which would then operate outside the usual PvP flagging system entirely: https://ashesofcreation.wiki/Guild_wars All that being said, the corruption system and its finer points will certainly be something we look for additional feedback on once folks are hands-on with testing it in-game, to let us know their thoughts on the balance between fun and fair! Thanks for the answer! Now to next option that I'm curious about. . If the entire guild is flagged at the same time, which fixes a few points, but open up a few others, what is to stop me from making a large portion of my guild disband just to abuse flagging rules in one battle? Assuming in GvsG players in Guild 1 and Guild 2 can only damage and heal eachother, but what if suddenly 20 players in Guild 1 joins Guild 1 while being positioned to backstab Guild 2?
Sathrago wrote: » LieutenantToast wrote: » Hi there! Looks like some folks have already brought a up a few helpful points in this thread, namely: 1. In the situation described by OP, as both the original guilds are likely already purple (combatants), all of their attacks (whether or not they were AoE) would not hit green newcomers unless they intentionally were selecting to force attack (which might be unlikely, seeing as how they were currently fighting other combatants and that would be unnecessary). As noted here, any attacks that are not forced attacks will not hit green non-combatants: https://ashesofcreation.wiki/Player_flagging 2. For a large guild vs. guild battle like this, folks might opt to utilize the guild war system, which would then operate outside the usual PvP flagging system entirely: https://ashesofcreation.wiki/Guild_wars All that being said, the corruption system and its finer points will certainly be something we look for additional feedback on once folks are hands-on with testing it in-game, to let us know their thoughts on the balance between fun and fair! Yeah but what about outside of objective-based pvp? It would be kinda lame if you can only attack each other during prime-time.
Warth wrote: » oophus wrote: » LieutenantToast wrote: » Hi there! Looks like some folks have already brought a up a few helpful points in this thread, namely: 1. In the situation described by OP, as both the original guilds are likely already purple (combatants), all of their attacks (whether or not they were AoE) would not hit green newcomers unless they intentionally were selecting to force attack (which might be unlikely, seeing as how they were currently fighting other combatants and that would be unnecessary). As noted here, any attacks that are not forced attacks will not hit green non-combatants: https://ashesofcreation.wiki/Player_flagging 2. For a large guild vs. guild battle like this, folks might opt to utilize the guild war system, which would then operate outside the usual PvP flagging system entirely: https://ashesofcreation.wiki/Guild_wars All that being said, the corruption system and its finer points will certainly be something we look for additional feedback on once folks are hands-on with testing it in-game, to let us know their thoughts on the balance between fun and fair! Thanks for the answer! Now to next option that I'm curious about. . If the entire guild is flagged at the same time, which fixes a few points, but open up a few others, what is to stop me from making a large portion of my guild disband just to abuse flagging rules in one battle? Assuming in GvsG players in Guild 1 and Guild 2 can only damage and heal eachother, but what if suddenly 20 players in Guild 1 joins Guild 1 while being positioned to backstab Guild 2? There is cooldowns in leaving/joining both nodes and families. Considering that nodes are in the middle of these 2, I'd think it safe to assume, that similar restrictions will be placed upon guilds. Guild changes might also be restricted during wars, but we have no confirmation on either as of yet.
FuryBladeborne wrote: » Sathrago wrote: » LieutenantToast wrote: » Hi there! Looks like some folks have already brought a up a few helpful points in this thread, namely: 1. In the situation described by OP, as both the original guilds are likely already purple (combatants), all of their attacks (whether or not they were AoE) would not hit green newcomers unless they intentionally were selecting to force attack (which might be unlikely, seeing as how they were currently fighting other combatants and that would be unnecessary). As noted here, any attacks that are not forced attacks will not hit green non-combatants: https://ashesofcreation.wiki/Player_flagging 2. For a large guild vs. guild battle like this, folks might opt to utilize the guild war system, which would then operate outside the usual PvP flagging system entirely: https://ashesofcreation.wiki/Guild_wars All that being said, the corruption system and its finer points will certainly be something we look for additional feedback on once folks are hands-on with testing it in-game, to let us know their thoughts on the balance between fun and fair! Yeah but what about outside of objective-based pvp? It would be kinda lame if you can only attack each other during prime-time. You can attack any player almost anywhere and at any time. Given the way the corruption system is designed, corruption will have little or no effect on fights between players that are around the same level. The same is probably true even in large fights, though if anything can go wrong with this then large fights will probably make the problem worse.
Sathrago wrote: » Corruption has no place in consensual conflict between two guilds.
Noaani wrote: » While I agree with what you are saying in general, I don't think it matters.
Tyrantor wrote: » Noaani wrote: » While I agree with what you are saying in general, I don't think it matters. Seems a bit odd that points of interest in the hunting grounds won't be worth fighting over outside of "top end encounters" man those first few months are sure going to be a snooze fest if we're all just going to be waving as we pass by or sharing quest/exp/farm spots. Guess we can only hope Caravan attacks escalate into guild wars and sieges quickly for the sake of pvp lol.
Noaani wrote: » Leiloni wrote: » As Sathrago pointed out, it's important that we be able to attack other guilds outside of any objective PvP area/time slot. From what I can gather, the point is - if it is not worth gaining corruption over, it is not worth fighting over. If you and your guild have a real reason to want to fight someone else - whether in a guild or not - you will fight them. The corruption mchanic isn't a barrier to stop this, it is a mechanism by which your decision to attack is given some weight - and the decision to attack other players should always have some weight to it.
Xyls wrote: » The flagging system (corruption) should never discourage PvP, consensual or not, in the open world.
Noaani wrote: » Xyls wrote: » The flagging system (corruption) should never discourage PvP, consensual or not, in the open world. Yes it should. The corruption system is not there *just* to protect lower level players, though that is one of several functions it does perform. The system is also there to add some weight to the decision to attack other players, regardless of their level. Since it is there to add weight to this decision, it goes without saying that there will be some cases where players decide to not attack someone else purely because of that weight. This is absolutely by design. I would agree that it should never stop you attacking one or two players if you have a reason to want to attack them, but it absolutely should stop you from attacking a player you have no specific reason to attack.
Xyls wrote: » And what we know so far, that is what is being designed.
Noaani wrote: » Xyls wrote: » And what we know so far, that is what is being designed. This is very much a perception thing. The corruption system absolutely won't stop two people that want to PvP from doing so. If you want PvP, and so this is the angle you are looking at it from, then to you it is perfectly valid to say corruption won't stop PvP from happening. If someone doesn't want to PvP though (and remember, this is a PvX game, not a PvP game - not wanting to PvP on occasion is 100% valid), then the corruption system is the only tool they have to attempt to prevent others from forcing them in to PvP. It also won't stop someone that really wants to attack someone that really doesn't want to be attacked - it just means they need to have an actual good reason to attack that player. So, there absolutely will be times when the corruption system stops PvP from happening, but that is only when one of the parties doesn't want PvP, and the other has no specific need to attack said player.
Xyls wrote: » The real decision/weight falls on the person who is attacked.
corruption has zero negative effects on someone until they die.
Noaani wrote: » Xyls wrote: » The real decision/weight falls on the person who is attacked. Also... corruption has zero negative effects on someone until they die. this isn't true. If you have any corruption, your stats are reduced against all non-bounty hunter players. Also, guards will attack you on sight, including the guards in your node.