akabear wrote: » Yes, I believe there should be some safe havens to a certain degree If not a town then perhaps the odd cave, or under a bridge whereby they are just off the radar while inside only.
akabear wrote: » This is how I expect being marked on the map might be for those that decide to pk.
WhitneyHagasMatsumoto wrote: » Hmmm ...... Maybe I'm misunderstanding because I'm reading a translated version of the text. Is anyone else under the misconception that the person who created this thread is expressing an opinion specific to a "system for RED players to survive"? To me, I think he's saying that it would be interesting if the game system had the scope of roleplaying that RED organizes, assuming you're willing to accept risks such as "being targeted by bounty hunters" ...... Of course, this is a proposal for a specification that is not currently envisioned, so I can understand your confusion, but I don't think it's something you should reject to that extent. Am I simply mistaken?
Noaani wrote: » akabear wrote: » Yes, I believe there should be some safe havens to a certain degree If not a town then perhaps the odd cave, or under a bridge whereby they are just off the radar while inside only. There shouldn't be a safe haven, as it makes no sense that only corrupt players have a safe haven. As to being taken off the radar, all you need to do that is kill a few mobs until you lose all your corruption. I don't think anything more than that is needed.
granthor wrote: » You're missing the point. Safe haven as in a place they can buy and sell, and craft. But as in they can't be attacked by other players that hunt them down.
Gentle Snow wrote: » I felt like being corrupted was supposed to put you on edge, if you like the thrill of killing players then be prepared to be severly punished and isolated for it, corrupted players are not allies so giving them a location to form a community would incentivize becoming a corrupted player. They can't sell, buy or do any of the community stuff precisely because they are killers, they made the choice to ruin someones day (probably) and now they have to pay up for it by being isolated from the entire community. I say this but the idea of being on the run is really appealing and I really want to try it at some point.
Lycancoffee wrote: » The corruption system, as some of you are describing it, is terrible. The point of games is to have fun. The corruption system “punishes” players by putting highly aggressive players into a very high risk-reward situation. That doesn’t mean that being “corrupt” shouldn’t also be fun. Games shouldn’t have systems that make players not want to play the game at all.
I understand that some people here are terrified of getting randomly pk’d, but quite frankly there are always those players who enjoy being so toxic in an MMO that those players deserve to have a train other people pk them on site, and I’m glad this game mechanic exists where players can handle the worst people of the community interactively through “aggressive negotiations”.
Finally I’d like to point out that some of the posters here act like disagreeing with “what Steven said” is some sort of sin. This is a discussion forum, and I’m pretty sure he wants to hear our opinions...especially when they don’t agree with his own.
Atama wrote: » Toxic gameplay, which PKing is, will make people not want to play the game. So corruption discourages that behavior.
bigepeen wrote: » Atama wrote: » Toxic gameplay, which PKing is, will make people not want to play the game. So corruption discourages that behavior. PKing isn't toxic. It's repeatedly PKing for no reason other than to grief someone that is toxic. The corruption system is there to make us consider whether it's worth it to PK someone rather than just PKing everyone for no reason.