Lirezh wrote: » There are always a lot of crying kids when it comes to PVE players being killed or worse .. losing XP/items after death but even despite their tears .. the actual danger of getting killed usually makes the world more interesting. Corruption, as it is currently explained, is not balanced. It's like: You risk your gear, you risk getting bounty hunters on you, you risk whatever else and you gain absolutely nothing. If corruption leads to losing items you have worked months for, that's a dead end. They can just switch of open world PVP as no one will do that. It's like betting on RED in Roulette when the entire disk is black. The bounty hunter risk is already enough penalty.
Dygz wrote: » And some of us will find some fun in RPing a Corrupt Zombie. That’s what alts are for.
Dygz wrote: » Yeah. I plan to play a Corrupt Zombie but use friends to help me stay Corrupt rather than grief strangers.
tautau wrote: » I certainly hope we won't be plagued by botting and gold selling like L2 was. But if we are, PKing bots (by various means) would be another one. An arguably honorable one.
Fathym wrote: » George Black wrote: » What griefing..... it's a game. For nearly 20 years never once has I felt harassed The definition of griefing is spending your time in game with the sole purpose of making the play experience of others worse. If they leave the last hit loop hole I can guarantee there will be hoards of players (especially stealth classes) sitting at grind spot waiting for players to aggro mobs so that they can pop out and beat the hell out of them and then letting the mobs kill them. All for the sole purpose of ruining that player’s day. preventing this type gameplay is literally what the corruption system is for.
George Black wrote: » What griefing..... it's a game. For nearly 20 years never once has I felt harassed
Dygz wrote: » It’s all about the alts. I’m sure there will be many people for whom a Corrupt Zombie is kill on sight.
akabear wrote: » In L2 some of the high level players did just that with their unwanted high level character as well as some gold farming "enforcers". Common early game, rarer later game. And after getting perma red, it really was a point of no return. Some were equipped with expendable gear as the level and possibly skill still made a difference. Some clans would bring in their perma-red with regular player wing men to pickup gear or to assist if there was a fight back. But L2 did not have dampening of any kind, so I think once the AoC mechanics are worked out, sadly this will not be so common. I say sad, as nothing brings a group closer than some strongly disliked adversary!
Fathym wrote: » akabear wrote: » In L2 some of the high level players did just that with their unwanted high level character as well as some gold farming "enforcers". Common early game, rarer later game. And after getting perma red, it really was a point of no return. Some were equipped with expendable gear as the level and possibly skill still made a difference. Some clans would bring in their perma-red with regular player wing men to pickup gear or to assist if there was a fight back. But L2 did not have dampening of any kind, so I think once the AoC mechanics are worked out, sadly this will not be so common. I say sad, as nothing brings a group closer than some strongly disliked adversary! What do you mean by perma-red? Based on my understanding, just having a buddy or an alt kill you enough times should pull you out of corruption. Does corruption stack multiplicatively or something?
tautau wrote: » I grant you that this could, and probably will happen. But...Remember there is negative experience when you die, and that dampens your abilities. So a max level player could do it for a while, but his/her skills would be steadily dampened until he became ineffective, absent regrinding...without gear since he is red.
Also, if a player is willing to invest thousands of hours to become max level, not many would want to waste this advantage on low level players...they would rather rule a kingdom and fly on dragons!
Another disincentive to do this is the probability that 'max level' will be raised as the game ages and expands. So you don't want to get negative experience on your level 50 when next summer you need to raise him to 76.