Xyls wrote: » 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. You are right. Wasn't clear in the section I was looking but is in the general corruption section of wiki. That is something I would like to see changed... after some testing of course.
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.
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: » 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. You are right. Wasn't clear in the section I was looking but is in the general corruption section of wiki. That is something I would like to see changed... after some testing of course. I'm a fan of these two aspects of corruption. Specifically the stat penalty - in combination with non-combatant being able to attack corrupt players without needing to flag as a combatant. These two factors combine to give corruption the ability to snowball out of control, which is a key aspect of it imo. To me, this is the part of the corruption penalty that really adds that weight.
Xyls wrote: » I still see this system as a whole actually encouraging WPvP by punishing people who don't fight back. Really hope it all works out that way.
Noaani wrote: » Again, it is important to remember that Ashes is not a PvP game - it is a PvX game. There are legitimate reasons why people may not want to PvP at times, and the corruption system needs to assist in making this happen. It isn't just about getting more people fighting in PvP - because the game is about more than just PvP.
Xyls wrote: » I think you are forgetting a major design in the flagging system... and that is a player will receive twice the death penalties for dying as a non-combatant vs. dying as a combatant. [...]
Percimes wrote: » Xyls wrote: » I think you are forgetting a major design in the flagging system... and that is a player will receive twice the death penalties for dying as a non-combatant vs. dying as a combatant. [...] Non combatant = death penalty Combatant = half the death penalty Corrupted player = 4x the death penalty. If you insist on putting the normal death penalty at the combatant level, you should also point out that, once corrupted, a death would mean 8x the death penalty. Is getting red worth it in all circumstances now? You could suffer a lot more than your initial target. Especially if they had nothing of value on them or no chances of winning anyway.
Noaani wrote: » I really don't expect to see much in the way of large scale consensual guild wars until a good while after the bulk of the players involved have a few characters at the level cap. This is, honestly, where 99% of the game is going to be played.
Sathrago wrote: » Percimes wrote: » Xyls wrote: » I think you are forgetting a major design in the flagging system... and that is a player will receive twice the death penalties for dying as a non-combatant vs. dying as a combatant. [...] Non combatant = death penalty Combatant = half the death penalty Corrupted player = 4x the death penalty. If you insist on putting the normal death penalty at the combatant level, you should also point out that, once corrupted, a death would mean 8x the death penalty. Is getting red worth it in all circumstances now? You could suffer a lot more than your initial target. Especially if they had nothing of value on them or no chances of winning anyway. That's not what he was saying at all. I believe he wants 4x green 1x purple 4x red. Meaning defending yourself should be the standard response to being attacked. I would say this would work out well if they kept the gear loss for corrupted players and removed the stat dampening. Corrupted players still risk more and still get attacked by city guards and are still hunted by both bounty hunters and anyone else that feels like it. Green players shouldnt just martyr themselves to purely punish other people for daring to attack them in a PvX game. You wouldn't let someone kill you in a competitive game like CoD or smash bros, and you certainly wouldn't do it in real life just because the other person would go to jail if apprehended.
Sathrago wrote: » Noaani wrote: » Again, it is important to remember that Ashes is not a PvP game - it is a PvX game. There are legitimate reasons why people may not want to PvP at times, and the corruption system needs to assist in making this happen. It isn't just about getting more people fighting in PvP - because the game is about more than just PvP. See, the issue I have with this interpretation of PvX is that you make it sound like the two are not intertwined when the system clearly does otherwise.
Noaani wrote: » Sathrago wrote: » Noaani wrote: » Again, it is important to remember that Ashes is not a PvP game - it is a PvX game. There are legitimate reasons why people may not want to PvP at times, and the corruption system needs to assist in making this happen. It isn't just about getting more people fighting in PvP - because the game is about more than just PvP. See, the issue I have with this interpretation of PvX is that you make it sound like the two are not intertwined when the system clearly does otherwise. The two absolutely are intertwined. PvX as a term is a bit muddled, it's kind of just made up. As such, we don't have a great definition for it,and so we each make up our own. My definition for it, in relation to a PvP or PvP/E game is from the perspective of two players encountering each other in the open world. Let's say you and I run across each other, you want to attack me, I want to di what ever it is I was doing. In a PvP/E game, you would only be able to attack me if we were in a PvP area (whether those areas are I stanced or open world is up to each developer). In a PvP game, you could attack me and I would have no say in the matter. To me, a PvX game needs to fall in the middle of that somewhere, and it is up to the corruption system to see that this happens. So, in Ashes, you can attack me if you wish, but I can make it obvious to you that killing me will result in a larger penalty to you than you may be willing to take. You can still kill me if you really want, but I am able to encourage you to not, which would allow me to go about my business.
insomnia wrote: » How about we wait and see how it works, before people complain or have "fixes"
Xyls wrote: » insomnia wrote: » How about we wait and see how it works, before people complain or have "fixes" Because why go through the process of coding a system if we can come up with a better system before they start. These are just ideas being thrown around and is healthy in game development. Nobody is threatening to quit or not play if their ideas aren't picked up by intrepid, that's nonsense. This is why these forums exist, to brainstorm about the game. Most stuff will never be picked up and used in game, but there is still a chance that a good idea could get implemented.
Percimes wrote: » Xyls wrote: » insomnia wrote: » How about we wait and see how it works, before people complain or have "fixes" Because why go through the process of coding a system if we can come up with a better system before they start. These are just ideas being thrown around and is healthy in game development. Nobody is threatening to quit or not play if their ideas aren't picked up by intrepid, that's nonsense. This is why these forums exist, to brainstorm about the game. Most stuff will never be picked up and used in game, but there is still a chance that a good idea could get implemented. Yes and in that spirit... I think the most interesting proposition coming out of this thread is the expansion of the guild vs guild system from a few hours event to a semi-permanent war status. What are your thoughts on how it should work and what are the exploits that we should look onto with the current proposed/known mechanics of the game? (Leiloni proposed the same earlier but we started arguing rather that getting on with it) Should there be conditions aside from time period or surrender for the war status to end? Is there a "prize" for winning the war, like a bet between the guild, or it's simply for the fun of rivalry (and having more occasions to pvp) Should the conflict be public knowledge? Inspect someone and see if his guild has a rival. Because my next point... How does this affect groups of mixed guilds? In an event of a few hours it's not really an issue, but if the status is permanent some people could be dragged into this. What if guild a and b are at war and 2 groups consisting of players of different guilds come against each other because one group has member(s) of guild a while the other has member(s) of guild b and both groups have members of guild c? oophus already pointed out the problem with joining or leaving a guild to exploit the system. If the war is permanent how do we solve this? Put a timer for either options before they become effective? Make it so that it can only be done in a town, city or above? Can be done at any time but only become effective when entering a town? This alone can change how the whole guild recruiting system works, even for the guilds not at war. How is the permanent war interact with the corruption system? Obviously players from warring guilds should not generate corruption no matter if one is combatant or not, but what happens if one is already corrupted? Is the corruption penalties effective or should the other player be considered a bounty hunter for this situation? These are my thoughts so far.
Xyls wrote: » insomnia wrote: » How about we wait and see how it works, before people complain or have "fixes" Because why go through the process of coding a system if we can come up with a better system before they start. These are just ideas being thrown around and is healthy in game development. Nobody is threatening to quit or not play if their ideas aren't picked up by intrepid, that's nonsense. This is why these forums exist, to brainstorm about the game. Most stuff will never be picked up and used in game, but there is still a chance that a good idea could get implemented. If you don't like it, I suggest you take a break from these forums.
insomnia wrote: » Xyls wrote: » insomnia wrote: » How about we wait and see how it works, before people complain or have "fixes" Because why go through the process of coding a system if we can come up with a better system before they start. These are just ideas being thrown around and is healthy in game development. Nobody is threatening to quit or not play if their ideas aren't picked up by intrepid, that's nonsense. This is why these forums exist, to brainstorm about the game. Most stuff will never be picked up and used in game, but there is still a chance that a good idea could get implemented. If you don't like it, I suggest you take a break from these forums. I don't visit the forum very often. But i feel like there is constantly a new topic about it
Xyls wrote: » At the very least I think there needs to be an option where two guilds can go to war indefinitely with the only way to end it is surrendering or a guild disbanding...
Noaani wrote: » Xyls wrote: » At the very least I think there needs to be an option where two guilds can go to war indefinitely with the only way to end it is surrendering or a guild disbanding... The more I think about this, the less sense it makes to me. My first thing for not liking it is any game system where a guild disbanding is one of the potential designed outcomes is a bad system to have in a game. Players and thus subscriptions, leave the game when guilds disband, so it is in any game developers best interest - and in the best interest of their game and every player in that game - to encourage guilds to stay together. The second reason I don't see a need for this any longer is that I just don't see a game system requirement in regards to guilds wanting to dislike each other. If there is a guild that I and my guild actively dislike, we don't need a game system to tell us what to do. Nor do we need to avoid corruption when fighting them - in fact inflicting corruption on that rival guild seems to me to be a valid tactic. I just don't see the up-side to a system like this, and see many downsides (most notably, people leaving the game due to their guild disbanding, which is one of only two ways to end a war). I mean, why do you need a system to remind you what guild you are supposed to not like?
Sathrago wrote: » Did the whole part about avoiding corruption just fly over your head?
Noaani wrote: » Nor do we need to avoid corruption when fighting them - in fact inflicting corruption on that rival guild seems to me to be a valid tactic.
Sathrago wrote: » Not to mention he was not even talking about game shattering guild disbands