Azraya wrote: » Corruption could very well eliminate griefing.
Azraya wrote: » I do not think its cool to be level 48 and smashing on level 20s because you can. Not sure how any of thats weird but we are all different, so.
CROW3 wrote: » I like the concept of the gauge for attacking that can stack corruption when a green is killed later. The guage can decay over time, but you're right that would help curb the harassment by repeatedly attacking and not killing greens. I would just take away the damage reduction aspect to the Green.
CROW3 wrote: » That damage reduction only helps the one attacking by staving off their punishment for being a murder-hobo. If they're taking the risk, I don't want to minimize the risk.
Azherae wrote: » If you 'bring a guy down to 1%' and have been annoying them so long that your Dv Gauge is up to like 1200, it's just going to turn into Corruption points ANYWAY in about... 10 minutes. It's in your best interest if you are willing to go red to JUST use a rotation meant to kill your opponent as quickly as possible with minimal Gauge gain.
CROW3 wrote: » Azherae wrote: » If you 'bring a guy down to 1%' and have been annoying them so long that your Dv Gauge is up to like 1200, it's just going to turn into Corruption points ANYWAY in about... 10 minutes. It's in your best interest if you are willing to go red to JUST use a rotation meant to kill your opponent as quickly as possible with minimal Gauge gain. Ooooh. Interesting. So, does that gauge act kind of like a fuse in the sense that it's going to blow up that player with corruption whether they kill another player or not?
Azherae wrote: » It keeps coming up so I might as well since I'm in that mood today. Note, this is mostly for you and as I always always say about it, it does not work in Ashes (which is why I have no problem sharing it because I don't think Intrepid would ever use it and honestly I also don't care if they do). Imo the correct way to do this is. 1. Combatant attacks Non-Combatant and does damage, a Gauge fills up relative to those two players only. The value of that Gauge applies a percentage reduction to any further damage the Non-Combatant takes, increasing as you get lower, but does NOT affect DoT in exactly the same way. 2. If Non-Combatant changes to Combatant, the Gauge is zeroed and the two can battle 'fairly'. This allows a player to treat an initial hit as a challenge not a panic moment. If Non-Combatant agrees to flag up and fight for the position, they can heal first. If Combatant is not okay with them healing first, they keep attacking. 3. Every time Non-Combatant heals themselves or is healed, the Gauge is reduced. You can run, stall, or negotiate, but that's it. 4. Combatant can continue all the way to killing Non-Combatant at which point the Gauge converts into Corruption. If anything ELSE kills the Non-Combatant, same deal. The Gauge increase is pretty exponential as health gets lower, mind you, so it's a LOT of potential Corruption to kill even one person. Multiply even higher for level gap situations. 5. After a certain period of TIME, the Gauge also becomes Corruption whether you kill the target or not. So just 'raw griefing' will eventually corrupt you, but pinging people probably doesn't give much. There's a bunch of other stuff related to this Gauge and the Corruption in the system I have that makes it harder to steal bosses from people without a fairISH fight. None of this is what Ashes wants, but when you notice that I kinda 'dismiss' other options, it's because I've ran some scenarios and I only put effort into thinking about stuff that has an effect that I personally consider better than the above. This does not fit Ashes. There's no reason for anyone to care about it, but similarly, I don't care about Ashes' system and plan to just ignore it, other than the obvious unavoidable consequence of 'dying while Red' that I will just consider part of the game.
NiKr wrote: » Azherae wrote: » It keeps coming up so I might as well since I'm in that mood today. Note, this is mostly for you and as I always always say about it, it does not work in Ashes (which is why I have no problem sharing it because I don't think Intrepid would ever use it and honestly I also don't care if they do). Imo the correct way to do this is. 1. Combatant attacks Non-Combatant and does damage, a Gauge fills up relative to those two players only. The value of that Gauge applies a percentage reduction to any further damage the Non-Combatant takes, increasing as you get lower, but does NOT affect DoT in exactly the same way. 2. If Non-Combatant changes to Combatant, the Gauge is zeroed and the two can battle 'fairly'. This allows a player to treat an initial hit as a challenge not a panic moment. If Non-Combatant agrees to flag up and fight for the position, they can heal first. If Combatant is not okay with them healing first, they keep attacking. 3. Every time Non-Combatant heals themselves or is healed, the Gauge is reduced. You can run, stall, or negotiate, but that's it. 4. Combatant can continue all the way to killing Non-Combatant at which point the Gauge converts into Corruption. If anything ELSE kills the Non-Combatant, same deal. The Gauge increase is pretty exponential as health gets lower, mind you, so it's a LOT of potential Corruption to kill even one person. Multiply even higher for level gap situations. 5. After a certain period of TIME, the Gauge also becomes Corruption whether you kill the target or not. So just 'raw griefing' will eventually corrupt you, but pinging people probably doesn't give much. There's a bunch of other stuff related to this Gauge and the Corruption in the system I have that makes it harder to steal bosses from people without a fairISH fight. None of this is what Ashes wants, but when you notice that I kinda 'dismiss' other options, it's because I've ran some scenarios and I only put effort into thinking about stuff that has an effect that I personally consider better than the above. This does not fit Ashes. There's no reason for anyone to care about it, but similarly, I don't care about Ashes' system and plan to just ignore it, other than the obvious unavoidable consequence of 'dying while Red' that I will just consider part of the game. Does the healing reduce the gauge exponentially too? If I were to bring a dude to half health and then heal him back up, would I have reduced the gauge completely or would there be some overflow? I'm assuming it'd be overflow, right? But then what about just hitting and healing as a means of harassment. Your first hit doesn't give as much gauge so the heal should reduce it completely, if I understood this correctly. Could the gauge have a hit-relative-to-hplost weight to it too? This could also positively effect differently-geared people.
CROW3 wrote: » If you're attempting to curb violence in your version just play the Kars for Kids song on the primary sound layer for the attacker, the more damage they do the higher the volume. [x] Achieve world peace [ ] Buy more peanut butter
Azherae wrote: » My intention would be to overall increase levels of violence and conflict.
CROW3 wrote: » Well, I guess my approach could do that too.