NiKr wrote: » Azherae wrote: » 'Drop up to half your gathered resources and certificates on death' is a BIG incentive for me. In a game without this, where the player suffers something else or is slightly inconvenienced, I would play more like you because the 'benefit to PvP' would be the fight itself or 'getting to keep the farm', and there would be no calculation to do. Do we have any concrete word on the "up to half" part? I think I've always heard "a fraction". If it is truly up to half their inventory of gatherables, my pov might change, but so far I've been operating on a "no more than 20%, if even that". Cause as I see it, if people can drop 50% of their shit from a gank - Ashes in a much more dangerous place than I thought.
Azherae wrote: » 'Drop up to half your gathered resources and certificates on death' is a BIG incentive for me. In a game without this, where the player suffers something else or is slightly inconvenienced, I would play more like you because the 'benefit to PvP' would be the fight itself or 'getting to keep the farm', and there would be no calculation to do.
Warth wrote: » SirChancelot wrote: » NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption. With how crafting oriented ashes is going to be won't the lower levels still be worth something if you steal a chunk of mats? I don't know any MMO where low levels hold things that are valued so highly that you would risk losing your gear, 100% of the mats you hold, several hours of making up negative exp or several hours of getting rid of the corruption. Do you @SirChancelot ? From an economic standpoint, i do not see any reason for a high level player to gank a normal low level player since the high level player can usually do something else that awards 10x the mats with 1/5 of the hassle attached to it.
SirChancelot wrote: » NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption. With how crafting oriented ashes is going to be won't the lower levels still be worth something if you steal a chunk of mats?
NiKr wrote: » Azherae wrote: » But did the weak people drop 25-50% of their stuff? Imo weak people won't have valuable resources. We'll see how it works out in Ashes though, maybe I'm wrong on that assumption.
Azherae wrote: » But did the weak people drop 25-50% of their stuff?
Warth wrote: » I don't know any MMO where low levels hold things that are valued so highly that you would risk losing your gear, 100% of the mats you hold, several hours of making up negative exp or several hours of getting rid of the corruption.
SirChancelot wrote: » All of this is purely hypothetical though. Maybe the crafting will be like wow and when you get to titanium ore the copper ore is useless to you so who knows.
Sengarden wrote: » As far as dropping mats on death goes, one thing that interests me is the system that decides what you’ll drop. Will it be more or less random? Will there be a RuneScape-like system where you get to choose and change at any time a certain number of items on your person that never drop? Can that hard number or any other metrics deciding player drops be changed through religious investment or something similar? It would be nice to have a small handful of “safe” items, but I can see some hardcore PvPers arguing against those protective measures.
NiKr wrote: » Do we have any concrete word on the "up to half" part? I think I've always heard "a fraction". If it is truly up to half their inventory of gatherables, my pov might change, but so far I've been operating on a "no more than 20%, if even that". Cause as I see it, if people can drop 50% of their shit from a gank - Ashes in a much more dangerous place than I thought.
Okeydoke wrote: » NiKr wrote: » Do we have any concrete word on the "up to half" part? I think I've always heard "a fraction". If it is truly up to half their inventory of gatherables, my pov might change, but so far I've been operating on a "no more than 20%, if even that". Cause as I see it, if people can drop 50% of their shit from a gank - Ashes in a much more dangerous place than I thought. I don't think we have anything concrete. I think Alpha 1 was 50% when you died, not even sure about that. But that was just Alpha 1, not necessarily an indicator. But the issue is, if for instance it's 20% that a non combatant loses upon death, then a combatant only loses 10%, because combatants lose half as much as non combatants. So a 10% difference there between the two. The goal of the combatant/noncombatant mechanics are to encourage people to fight back. Is 10% really enough to encourage people to fight back? Probably not. 10% extra loss, in general, seems worth it to give someone else corruption. Then you add in, by flagging up to fight back, not only do you have to win the fight, but you're flagged up, ANYONE else can attack you too, because you flagged up. Why go through all of that for just the CHANCE of saving an additional 10% of your loot? There would need to be a bigger delineation between the two in my opinion.
Okeydoke wrote: » There would need to be a bigger delineation between the two in my opinion.
NiKr wrote: » Okeydoke wrote: » There would need to be a bigger delineation between the two in my opinion. While true, it still depends on how abundant/valuable your loot is. If one item from your 10 takes a few hours to acquire, even 10% would be worth it. But if you only have some random sticks that you picked up in the last 20 minutes, then even 25% wouldn't be worth flagging up. And then there's the "is it all gatherables or only one stack that drops" issue. If it's all of them that drop a portion - 10% is still quite a lot. If it's only a stack - 25% ain't much, relatively speaking. In other words, the balancing will be very tight and the main determinant will be the end goal of Intrepid. Do they want to have high risk/reward on each death (would push away a lot of casuals) or do they want the penalty not be as big (might remove owpvp, because it'll be better to just give corruption). I personally wouldn't care, because I don't care for the economic side of pvp, but both the casual and the Azherae's side of this issue would definitely have more things to say about it whichever way it goes.
NiKr wrote: » Warth wrote: » I don't know any MMO where low levels hold things that are valued so highly that you would risk losing your gear, 100% of the mats you hold, several hours of making up negative exp or several hours of getting rid of the corruption. If L2's characters dropped half their mats on death, there'd definitely be waaaay more PKing of lowbies there, cause I have personally been a lowbie with thouuuuusands of different valuable mats on me after a good grinding session. There's definitely a possibility this will be the case in Ashes. Maybe that's even why BHs exist, because the game will kinda push people to PKing gatherers because they're piñatas. But as I said, that'd put the game into a dangerous place, cause casuals would utterly hate that setup.
PKing gatherers because they're piñatas
Mag7spy wrote: » Time to kill all the lowbies ^_^
NiKr wrote: » Mag7spy wrote: » Time to kill all the lowbies ^_^ Ashes will have a harsher punishment for doing this, so not sure how much we can do that Though if there's some glass cannon class in the game - ohhh boi, the lowbies shall be dropping left and right.
Mag7spy wrote: » That is what alts are for lol,
Okeydoke wrote: » But the issue is, if for instance it's 20% that a non combatant loses upon death, then a combatant only loses 10%, because combatants lose half as much as non combatants. So a 10% difference there between the two. The goal of the combatant/noncombatant mechanics are to encourage people to fight back. Is 10% really enough to encourage people to fight back? Probably not. 10% extra loss, in general, seems worth it to give someone else corruption. Then you add in, by flagging up to fight back, not only do you have to win the fight, but you're flagged up, ANYONE else can attack you too, because you flagged up. Why go through all of that for just the CHANCE of saving an additional 10% of your loot? There would need to be a bigger delineation between the two in my opinion.
Dygz wrote: » Um. Non-Combatants have normal death penalties
TheDarkPaladin wrote: » Im not sure why developers have decided to cater to one small aspect