Neurath wrote: » I went by the old numbers off the wiki. Much of my knowledge comes from the wiki. However, I do not check the wiki very often and my knowledge is not the most up to date. Due to the fact the corruption system hasn't been tested yet, i don't take any number to heart, I merely stated what the previous number was.
Warth wrote: » Neurath wrote: » I went by the old numbers off the wiki. Much of my knowledge comes from the wiki. However, I do not check the wiki very often and my knowledge is not the most up to date. Due to the fact the corruption system hasn't been tested yet, i don't take any number to heart, I merely stated what the previous number was. I think i know where your line of thought stems from. Non-Combatants get the full death penalty (however high this is) Combatants love half of it. Corrupted lose 4x the amount a Non-Combatant does. So it would be the combatant that loses up to 12,5%, a Non-Combatant 25% and a Corrupted 100%. Any higher than that wouldn't make much sense as how is a Corrupted supposed to lose more than 100%.
Kardin wrote: » Since now we decidet to open the topic about the corruption system, lets look at it with the little information we have. there are 3 state, green Non-Combatant, purple Combatant and red Corrupted. To become corrupted you need to do X kills (3 maybe?) on a green player, that means if you attack that player and he goes afk you'll get the first strike. Now you can lose the corruption debuff in a few ways, for example getting killed by other players or killing mobs. If you think about it, as is it right now is super exploitable in at least 3 way (i will not tell them here). One more things is the fact that most of the time the first person that attack can "force" the other into pvp, for example if 2nd is killing a mob and you go in the range of 2nd attack and hit him with the right timing you force him in pvp, since is not something that you can turn on/off. this means that if you really want to start griefing others nothing will stop you. IF the sistem stay like this, since no test was done at the moment i hope they will see this and many other possible problem with the future test. There are a few other problems with this sistem too but at the moment im too lazy to talk about it. My point is, there are a lot of good and cool ideas but many of them right now seems to easy to abuse and i hope the devs will address this asap since before making the world big they should make it work in a way that no one can abuse the mechanics in a easy way. And this kind of sistem are 3 time more important than a cool character customization, so i hope that in the next devblog/stream/ecc. someone manages to talk a little bit about this kind of things
Kardin wrote: » Since now we decidet to open the topic about the corruption system, lets look at it with the little information we have. there are 3 state, green Non-Combatant, purple Combatant and red Corrupted. To become corrupted you need to do X kills (3 maybe?) on a green player, that means if you attack that player and he goes afk you'll get the first strike. Now you can lose the corruption debuff in a few ways, for example getting killed by other players or killing mobs.
Kardin wrote: » One more things is the fact that most of the time the first person that attack can "force" the other into pvp, for example if 2nd is killing a mob and you go in the range of 2nd attack and hit him with the right timing you force him in pvp, since is not something that you can turn on/off. this means that if you really want to start griefing others nothing will stop you.
Kardin wrote: » IF the sistem stay like this, since no test was done at the moment i hope they will see this and many other possible problem with the future test. There are a few other problems with this sistem too but at the moment im too lazy to talk about it. My point is, there are a lot of good and cool ideas but many of them right now seems to easy to abuse and i hope the devs will address this asap since before making the world big they should make it work in a way that no one can abuse the mechanics in a easy way. And this kind of sistem are 3 time more important than a cool character customization, so i hope that in the next devblog/stream/ecc. someone manages to talk a little bit about this kind of things
Kardin wrote: » If you think about it, as is it right now is super exploitable in at least 3 way (i will not tell them here).
George Black wrote: We dont have little information. This system works in other mmos.]
Neurath wrote: » First of all, it only takes one kill on a green to become corrupted. Second of all, the corruption system is one of the worst systems for PvP. Third of all, we can't get rid of the corruption system because all the PvEers and yourself would not be happy. Thus, it matters not how it can be exploited because we can never remove the system. Therefore, the system must be kept in some form or other (The corruption system I mean). It is not our issue if there are issues the devs can't remedy because we never asked for the system - the devs dictated the system and the non pvp players want the system maintained.
Warth wrote: @Kardin Maybe, before claiming a system to be faulty, do make sure you actually know the system rather than whatever half baked knowledge you have cooked up in your head.
Warth wrote: Many here have been following the game for half a decade. Feel free to voice any concerns you might have. People will be happy to help.
Hatham wrote: » Neurath wrote: » First of all, it only takes one kill on a green to become corrupted. Second of all, the corruption system is one of the worst systems for PvP. Third of all, we can't get rid of the corruption system because all the PvEers and yourself would not be happy. Thus, it matters not how it can be exploited because we can never remove the system. Therefore, the system must be kept in some form or other (The corruption system I mean). It is not our issue if there are issues the devs can't remedy because we never asked for the system - the devs dictated the system and the non pvp players want the system maintained. No simply because if you have a turn on, turn off only pvp that requires the player to toggle it on to even be attacked or w/e - even if the risk worth it everyone just ends up keeping it off and never getting turned on even if there is a major incentive to do so. Oh right that's exactly what happened to new world and a lot of the past mmorpgs - where people pvp'd in the betas and then just kept it off till endgame because there no point in wasting time till endgame. players will always fine the optimal path witch often kills the ideas behind systems.
Kardin wrote: » Warth wrote: @Kardin Maybe, before claiming a system to be faulty, do make sure you actually know the system rather than whatever half baked knowledge you have cooked up in your head. My knowledge come from the wiki, since is the place were most of the info are written, i will not post the entire page of corruption here since will be too long, but i will leave the link:https://ashesofcreation.wiki/Corruption one thing that i want to talk about since you are asking for how can we exploit that, is this: 1. A corrupt (red player) suffers penalties at four times[12] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[12][18] Dropping weapons and gear.[12][21] Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[64] – Steven Sharif These dropped items may be looted by other players.[65] Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[66] Non-corrupt players always respawn at the closest active respawn point (to their death).[67] Dampening (due to corruption) only affects PvP combat.[68] Corruption penalties occur as the corruption is gained (not just at death).[16] 2. Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[69] 3. Players do not lose gold upon death, no matter their corruption level.[31] At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[31] – Cody Peterson So lets see how i can exploit this: Since i will not base my congecture to the sistem of other games i will use only what we have about it right now. Point 1: can be exploited super easy, simply let a friend kill you and pass you back the gear. Or while you run (you need around 60 second not in combat and you can even log out while corrupted from what is written on the wiki) you should be able to take your gear off and then go jump from a cliff a dozen times, in that way you dont lose durability, you dont drop mats (since you should not have them in the first place) the only things you will lose is a little bit of exp but onestly is not a big deal even if is 10% every time you die. Poin 2: is simple, does not matter. Exp can be farmed again and since we dont even know if you can go back in levels there is no point in talking about it Point 3: well they said you will not be able to drop gold so... And before you say "gear proficiency system" ----> A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[6] – Sarah Flanagan [8 Feb, 2019] One more thing, I as a PVE player, hate the corruption system as it is, and would prefer to have it completley gone Warth wrote: Many here have been following the game for half a decade. Feel free to voice any concerns you might have. People will be happy to help. It seems you only read the last post, because i made this discussion and voiced my concern about exploit/troll/griefing/mega guilds/zergs and more and the only answer i got was "rally the server and fight back", well that answer sucks, for this things should be implended a system from the devs and such behavior should not be permitted in the first place for a game to stay healty, but for what i see im the only one that even tried to think about a solution even if was a simple and stupid one. So no, people don't even want to read what I've written so far let alone help.
Neurath wrote: » Wow. The amount of people claiming a simple pvp invasion is griefing seem to be too numerous. Why would you consider an invasion to steal a world boss to be griefing exactly? Griefing would be a whole raid stood at the access point not letting anyone attack said boss. Not a second raid turning up and invading said boss to take said boss.
Neurath wrote: » We were all set to have no fast travel, then we got the node diaries and news that Scientific Node will have a fast travel. Then out of the blue the Family Summons system was announced. All you need is 8 people in a group who are all part of a different family. Even if there was a long cooldown shared between all family members, a group of 8 could rapidly deploy 16 vs 8 when required.
Neurath wrote: » the corruption system is one of the worst systems for PvP.
Neurath wrote: » Third of all, we can't get rid of the corruption system because all the PvEers and yourself would not be happy.
Neurath wrote: » Thus, it matters not how it can be exploited because we can never remove the system. Therefore, the system must be kept in some form or other (The corruption system I mean). It is not our issue if there are issues the devs can't remedy because we never asked for the system - the devs dictated the system and the non pvp players want the system maintained.
Kardin wrote: » My point is, there are a lot of good and cool ideas but many of them right now seems to easy to abuse
Neurath wrote: » I doubt IS will remove Family Summons no matter how many of us are against the function.
Andy wrote: » No TP + Multiple outdoor content (PvE) will spread players across the world. So, it'll be hard to camp or "grief". But, for sure, you'll have to dedicate 5-8 players in your raid/group only to scout and PvP defense while doing a world boss. What's the issue ? It's more like an additional mechanic during a boss encounter.
"BaSkA13 wrote: Kardin wrote: » My point is, there are a lot of good and cool ideas but many of them right now seems to easy to abuse As @Warth pointed out you're incorrect in many, if not all, of your premises. However, if you read this whole page and still see ways to abuse the corruption system, I'd be very interested in hearing how. In my point of view and experience with this system in other games, this system is usually very punishing on people who go red and quite hard to abuse.