Some general questions about the game
I just heard about this game last night and started digging into videos, etc. that are out there, and I'm trying hard to not be genuinely excited about this game (So many games fail to deliver things like this game offers, I played archeage for years, and loved it for the most part however the game was mismanaged and eventually went dead because of that). That being said, after digging through things, I have several questions and am wondering if someone who's tracked this all along could save me some time watching all the hour and a half long dev update videos (I've watched a few, don't get me wrong, they are fantastic, but yeah).
Most of my concerns surround the aspect of griefing. Too many open world sandboxes fail to address the fact that players will always find ways to get rewards from griefing as a playstyle. Don't get me wrong, I love my PvP, and even adopted a pirate my own faction playstyle for the longest time as the benefits were just too great in a few games, but being honest that exact playstyle was the downfall of those games as well.
Guild War System - multiple declarations at once?
- If guilds can declare war on every guild, what's to stop this from being a loophole from corruption system (declare war right before you want to gank to avoid corruption consequences)?
Corruption System:
I realize killing a green player will give corruption and make the corrupted player's life suck for a while. What if the corrupted player has a pocket healer healing them? Does a healer healing a corrupted player gain corruption as well? If not, this is a huge loophole.
I've heard there will be negative Consequences in a zone for players failing events that block resources, disable access to things, etc.
- What's to stop an disgruntled or "a-hole" guild from going around and purposely failing things to keep access to things disabled, for other players, etc.? Will there be an in-game system to deal with this (failing an event provides a lockout from other events, maybe?), or would this just simply be dealt with by admin interaction?
- Second question - is Intrepid the kind of company willing to deal with this sort of "use the game systems in a different way to grief" behavior with corrective action, or would they simply leave this sort of thing be saying something like "This is a sandbox MMO, and this is considered "Immersive Gameplay"."?
Crafting -
- Will high tier crafting require open world drops that can be controlled by a group of players (lock down, may as well get the raided gear because acquiring mats for the crafted gear is impossible for most not part of the guild in control)?
Couple Housing questions:
Freehold Housing
- Can these get destroyed by other players?
- What prevents these from going stale (someone with a great plot stops playing, is there abunch of abandoned houses taking up all the great plots)?
- When a node gets taken over and your hosue gets destroyed, Does the "template" put everything back at no cost, or do you have to build it all/pay for it all over again (are items destroyed)?
City/Node Housing
- What guarantees players who aren't friends with the mayer of a node getting a plot (Can't the mayer just tell all his friends when he's going to activate it so they can take up all the plots)?
Classes -
- How will you avoid the typical "You can play 64 classes, but only XYZ classes are VIABLE to play" issue many games with combination class systems face?
Customizations
- Any system in game to stamp player uploaded images on in game items (sails, canvases, flags, etc.)?
Apologies if this is the wrong format for the forums, just trying to find this info quickly. This game REALLY looks exciting, and I hope it is as great as it looks and gets managed well to survive for a long time!