A solution to the non-combatant vs corrupted flagging issue.
DISCLAIMER: Apologies for the very long post, the reason it’s so long is because you might have a lot of counter-arguments for why it’s not necessary to implement what I’m proposing. I’m trying to get those out of the way first so you can fully understand my reasoning. I’d really appreciate it if you took the time to read and understand my position if you are going to respond.
I have read a decent amount of discussion regarding the design flaws related to combat between non-combatants and corrupted players. Specifically, that:
Non-combatants can attack corrupted players without being flagged as combatants. Meaning that if the corrupted player chooses to fight back and kill the non-combatant, he will gain corruption. This is regardless of who chose to start the fight.
This leads to a problematic choice for corrupted players. They can either:
[1] Fight back and try to kill the non-combatant, gaining corruption in the process, or
[2] Flee from the fight.
Intuitively, it doesn’t make much sense that a “non-combatant” can enter combat against another player and remain a non-combatant. When you consider that the other player is corrupted, however - who in terms of lore is deemed to be little more than an NPC monster in the world - it seems to make more sense. But as with any monster in the world, when they are attacked it is assumed that they would fight back. Unfortunately, at present the choice to fight back is wildly unfavourable for a corrupted player.
Imagine a scenario where someone became corrupted, and wanted to “work off” their corruption by grinding mobs. They are not interested in gaining more corruption. They might come across a mob spot, and find that there are non-combatants already there. Knowing that they can remain as non-combatants and assuming that the corrupted player is there to decrease their corruption, what is to stop the non-combatants from attacking the corrupted player - fully aware that they will not fight back - and chasing them off? Nothing. There is no reason not to. After all, the corrupted player also has the chance to drop their gear; all the more reason for the non-combatants to attack them. While the world of AoC is very large, this situation in principle is very exploitable. If the corrupted player decided in the heat of the moment to fight back and kill them, freeing the mob grinding spot, they would have gained more corruption. Perhaps they grind there long enough to undo the corruption they gained from killing the non-combatants (or perhaps not, I don’t know how slow it would be to decrease corruption.) Eventually another non-combatant would come back and likely attack them. It would be unwise to fight back, because that would be completely antithetical to why you travelled there in the first place. What option does this leave the corrupted player with? Well, other than getting lucky and finding an empty mob spot that remains empty for hours, it leaves them with the only other option they have to get rid of corruption: Dying on purpose. I think we can all agree that in principle, a mechanic’s design should not have players choosing to die on purpose.
You might say “well they’re corrupted, why shouldn’t I be able to attack them freely?” And I agree with you. You should be able to attack them freely. But in doing so, they should not be forced to gain corruption if they choose to fight back and kill you. They did not choose to commit the act of non-consensual PvP with you. They should be given the opportunity to redeem themselves. Of course, if they did attack you first, then by all means, they should be able to gain corruption if they kill you.
What’s the solution then? A common suggestion I have read is to simply make the non-combatant flag as a combatant if they decide to fight a corrupted player, regardless of who started the fight. At first glance this may seem to be a working alternative, since it means that corrupted players can still gain corruption from a non-combatant who does not flag as a combatant, but also because a non-combatant can flag for PvP and fight back, and the corrupted player won’t gain corruption if they win the fight. However, there are some significant negative implications behind this.
Imagine that you are a non-combatant far off from your node collecting basic resources, and a corrupted player attacks you. Your choices are:
[1] Remain as a non-combatant, choose to stand there not fighting back, risking death with 100% death penalties, as well as having to respawn and travel back to your location if you die. However, threatening the corrupted player with gained corruption if they kill you.
[2] Flag as a combatant, risking only 50% death penalties, but also being able to fight back, potentially killing the corrupted player (with the chance to get some of their equipment), lowering the chance that you’ll have to travel back in death.
The only benefit you really gain from the first option is that the corrupted player would gain corruption if they killed you. But that’s not even a benefit for you, that’s just a disadvantage for them. You’d still be losing 100% of the XP and durability penalties. The second option has multiple benefits for you. Obviously both have a chance of death, but the second option allows you to at least try to lower that chance, and gives you the opportunity to get their loot in death. And even if you die, the detriment to your XP and durability is half that of death as a non-combatant.
If you care so little about your stats and whatever items you’ve got and have such a hatred for players who are corrupted, then sure, you might choose the first option. But I think it’s relatively clear that there is an obvious better choice for your benefit. I think personally I’d choose the second option almost every time. What you’re basically choosing between is dying helplessly with a 100% death penalty, or fighting back and either winning and reaping those benefits, or dying with a 50% death penalty. Since you’re much more likely to choose the latter over the former, then a large majority of the time, the corrupted player isn’t risking gaining corruption. This doesn’t sound like the kind of punishment you’d expect from the corruption system. This merely sounds like it’s punishing me for wanting to defend myself and not just die helplessly against a corrupted player.
If the corrupted player decided to instigate an attack on a non-combatant, it makes little sense for that non-combatant to be forced to flag as a combatant in order to fight back. If it was instead a combatant attacking the non-combatant, then that is a different scenario. The combatant would be asking for consensual PvP. Maybe they don’t get consent and kill them anyway. Then they’ve chosen evil. They still had the opportunity to stop attacking and walk away, not becoming corrupted. For a corrupted player, it should not be a mutual agreement to fight. The corrupted player already decided to take the plunge into corruption by non-consensually murdering another player. They shouldn’t be given the chance to “test the waters” of consensual PvP anymore. If a non-combatant fights back, they shouldn’t have to consent to PvP on the corrupted person’s terms. Let them fight back as non-combatants against the monsters that the corrupted are.
Some might say “It’s all about being given the choice.” Sure, you technically have a choice between non-combatant and combatant in the earlier scenario, but it’s not a meaningful choice. There isn’t an interesting dilemma that you have to weigh up.
It’s like choosing torture or a papercut. 99% of people will choose the papercut. It’s a no-brainer. If however you were asked to choose between mild carpet burn and a papercut, the choice becomes meaningful. You can actually think about your options, weigh up the pros and cons, and make a meaningful decision. (Yes, torture vs papercut is hyperbolic, but it helps to unambiguously demonstrate the difference between a technical choice and a meaningful choice.)
This is the difference between making non-combatants flag as combatants if they choose to fight against corrupted players, and what I am about to propose.
I am proposing that when a non-combatant attacks a corrupted player, the non-combatant is flagged as the instigator in the fight. They do not automatically become a combatant. This means that if a corrupted player chooses to fight back, they will not gain corruption, as the non-combatant is flagged as the instigator. You might say “well why not make them a combatant if they instigate the fight?” The reason for this has actually been stated by Steven himself. If this were the case and non-combatants became combatants if they were the instigator, then corrupted players could run around as bait, getting non-combatants to attack them, making them combatants. Then, the corrupted player would call in their other combatant friends and have them gank the player. Obviously this would be terrible, and would allow corrupted players to circumvent the punishment system of corruption entirely. It makes perfect sense that Steven would not want this in his game.
To clarify, the difference between that and what I’m suggesting, is that the non-combatant is flagged as a “combatant” to the corrupted player only. There would be no way for corrupted players to bait non-combatants like that.
Now, if the corrupted player was the one to instigate the fight, the non-combatant has two choices. They can either remain as a non-combatant and risk 100% death penalty, but crucially have the opportunity to fight back (potentially getting the corrupted player’s loot) as well as maintaining the threat of corruption gain for the corrupted player. Or they can flag as a combatant, to ensure the 50% death penalty, but sacrifice the corrupted player’s potential for corruption gain. In either case, you can still attack and kill the corrupted player. But you can actually make a meaningful choice between the two options. There are legitimate reasons for you to choose either option.
TL;DR:
Allow corrupted players to defend themselves against non-combatants without risk of gaining corruption. Do this by implementing a simple instigator detection system which flags the instigator, so that if the non-combatant dies, it knows whether or not the corrupted player started the fight, and thus whether or not they gain corruption. This is compatible with the current lore, which is “corrupted players are seen as little more than an NPC monster in the world.” This “monster” can attack you, can be attacked and can fight back, as monsters should. But it does not “force” non-corrupted players to choose combatant simply for wanting to fight back and not just stand there helplessly dying. My proposed rework is less exploitable (if it’s even exploitable at all) than the current system (or the proposed alternatives), more robust, and more beneficial. You aren’t losing any of the positive functionality of the current system, only ridding it of the negative functionality.
I cannot as of now see a downside to this. That is why it’s super important for those who read this to respond and let me know what you think. I’d appreciate it a lot. Thanks!