George_Black wrote: » And the air of yours azhrae... I wish you'd stop RPing as somebody whose "data" contributes to anything other than passing your time, with you as the host. Moving on: "Steven has to answer for his decisions" led by Dygz and muddled by azhrae.
Dolyem wrote: » XiraelAcaron wrote: » But actually that may be a valid tactic and may encourage other pirates to hunt and kill this green ship...it would also go currupt of course...but as all are so happy to tell me risk-vs-rewards. They'd have to face down the corrupt ship as well, it's basically as simple as keeping spare ships in tow to clean out the winner of the fight. But if all ships are marked for pvp, the ones that are "unmanned" could be a hindrance.
XiraelAcaron wrote: » But actually that may be a valid tactic and may encourage other pirates to hunt and kill this green ship...it would also go currupt of course...but as all are so happy to tell me risk-vs-rewards.
XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » [ I ask you, if you assume that this will cause a loss of interest in some part of the population and that XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there. Interesting take, how would that negatively affect the players on the ship then? And if it got too corrupted, wouldn't it be as simple as making another? It would not affect the players on the ship. I have no problem with that. If they leave the ship they go back to their normal corruption state. I have no problem with distinguishing the two states. What happend on the ocean stays on the ocean. The owners ship corruption status would apply to all ships that they summon. You could use another players ship next time, but summoning is only possible at harbors so that is very inconvenient. Also at some point you have a whole lot of red ships that you have to get to purple somehow. Also they would only be able to be sold in a purple state. At that point I'd have 1 player designated as a corrupt ship and have another player follow without engaging as the designated green ship. Problem arises? Abandon ship and hop on the green one, sail away without dying unless the other already damaged ship decides to engage. I try to think up exploits for everything so don't take it as me saying you're wrong, this is just how I would avoid it I am not sure what the scenario is. Do you want to avoid attacks and use the designated green ship as a get-away or do you want to use the red one to PK and the green one is for what? What is the goal in the latter secenario? In the first scenario, you can do that. You still loose the red ship you abondon. Its a high price to avoid a player death. I would think the ship death would be a higher priority to avoid. Use the red ship to kill other ships, once you're about to lose you disengage and go to the green ship as not to die and lose materials to the enemy. You loose the ship thats a hard punishment. Regarding the loot you supposedly collected with the green ship from all the previous kills, that is indeed a problem I have to think about. Maybe apply looting rights rules. Either the green ship at least fires one shot and is then purple, or it cannot loot. If only the red ship can loot, then all the mats go down with the ship since I assume you cannot transfer crago on the open sea.
Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » [ I ask you, if you assume that this will cause a loss of interest in some part of the population and that XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there. Interesting take, how would that negatively affect the players on the ship then? And if it got too corrupted, wouldn't it be as simple as making another? It would not affect the players on the ship. I have no problem with that. If they leave the ship they go back to their normal corruption state. I have no problem with distinguishing the two states. What happend on the ocean stays on the ocean. The owners ship corruption status would apply to all ships that they summon. You could use another players ship next time, but summoning is only possible at harbors so that is very inconvenient. Also at some point you have a whole lot of red ships that you have to get to purple somehow. Also they would only be able to be sold in a purple state. At that point I'd have 1 player designated as a corrupt ship and have another player follow without engaging as the designated green ship. Problem arises? Abandon ship and hop on the green one, sail away without dying unless the other already damaged ship decides to engage. I try to think up exploits for everything so don't take it as me saying you're wrong, this is just how I would avoid it I am not sure what the scenario is. Do you want to avoid attacks and use the designated green ship as a get-away or do you want to use the red one to PK and the green one is for what? What is the goal in the latter secenario? In the first scenario, you can do that. You still loose the red ship you abondon. Its a high price to avoid a player death. I would think the ship death would be a higher priority to avoid. Use the red ship to kill other ships, once you're about to lose you disengage and go to the green ship as not to die and lose materials to the enemy.
XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » [ I ask you, if you assume that this will cause a loss of interest in some part of the population and that XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there. Interesting take, how would that negatively affect the players on the ship then? And if it got too corrupted, wouldn't it be as simple as making another? It would not affect the players on the ship. I have no problem with that. If they leave the ship they go back to their normal corruption state. I have no problem with distinguishing the two states. What happend on the ocean stays on the ocean. The owners ship corruption status would apply to all ships that they summon. You could use another players ship next time, but summoning is only possible at harbors so that is very inconvenient. Also at some point you have a whole lot of red ships that you have to get to purple somehow. Also they would only be able to be sold in a purple state. At that point I'd have 1 player designated as a corrupt ship and have another player follow without engaging as the designated green ship. Problem arises? Abandon ship and hop on the green one, sail away without dying unless the other already damaged ship decides to engage. I try to think up exploits for everything so don't take it as me saying you're wrong, this is just how I would avoid it I am not sure what the scenario is. Do you want to avoid attacks and use the designated green ship as a get-away or do you want to use the red one to PK and the green one is for what? What is the goal in the latter secenario? In the first scenario, you can do that. You still loose the red ship you abondon. Its a high price to avoid a player death. I would think the ship death would be a higher priority to avoid.
Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » [ I ask you, if you assume that this will cause a loss of interest in some part of the population and that XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there. Interesting take, how would that negatively affect the players on the ship then? And if it got too corrupted, wouldn't it be as simple as making another? It would not affect the players on the ship. I have no problem with that. If they leave the ship they go back to their normal corruption state. I have no problem with distinguishing the two states. What happend on the ocean stays on the ocean. The owners ship corruption status would apply to all ships that they summon. You could use another players ship next time, but summoning is only possible at harbors so that is very inconvenient. Also at some point you have a whole lot of red ships that you have to get to purple somehow. Also they would only be able to be sold in a purple state. At that point I'd have 1 player designated as a corrupt ship and have another player follow without engaging as the designated green ship. Problem arises? Abandon ship and hop on the green one, sail away without dying unless the other already damaged ship decides to engage. I try to think up exploits for everything so don't take it as me saying you're wrong, this is just how I would avoid it
XiraelAcaron wrote: » Dolyem wrote: » [ I ask you, if you assume that this will cause a loss of interest in some part of the population and that XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there. Interesting take, how would that negatively affect the players on the ship then? And if it got too corrupted, wouldn't it be as simple as making another? It would not affect the players on the ship. I have no problem with that. If they leave the ship they go back to their normal corruption state. I have no problem with distinguishing the two states. What happend on the ocean stays on the ocean. The owners ship corruption status would apply to all ships that they summon. You could use another players ship next time, but summoning is only possible at harbors so that is very inconvenient. Also at some point you have a whole lot of red ships that you have to get to purple somehow. Also they would only be able to be sold in a purple state.
Dolyem wrote: » [ I ask you, if you assume that this will cause a loss of interest in some part of the population and that XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there. Interesting take, how would that negatively affect the players on the ship then? And if it got too corrupted, wouldn't it be as simple as making another?
XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs OK, its simple. But please remember its a first shot. I did not think about every last aspect. The main ocean content is done by ships, yes? Then why not have ship owners have a ship corruption status that applies to every ship that is summoned by them and is independent from the players corruption state (or from the other occupants). So you summon a ship and the ship gets corruption (or however you want to call it. Lorewise it is of course total crap) and reduces corruption if it does normal naval gameplay or is sunk. Basically the same as on land, only for ships. You still have auto-flagging zones around caravans/merchant ships/world bosses etc. As a drawback fot going back, red ships cannot go to harbors to be repaired or improved until purple. Of course, if the reason was to increase the risk on the ocean that will not help. You have to think about something other there.
Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction. Go for it, it's more info for devs
XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay Then they should tell us that. And I already have a first idea of the top of my head of how you can make corruption work with ships. We can discuss it if you like, but it would turn this discussion in a totally different direction.
Dolyem wrote: » XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me. I'd assume that they implemented it, and once they tested perhaps made a judgement call saying that having to flag for this content was bad gameplay
XiraelAcaron wrote: » For technical problems technical solutions can be found. They should be discussed. If this was the reason for the change this solution sounds lazy to me.
mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » Azherae wrote: » "Please explain if you are still of the opinion that the reason for the change is technical." Sorry, i don't think it's purely technical, just thought it might have played a role. I also think it was made because the kind of content that was planned for the sea and to support the pirate playstyle. Please clarify if you expect Coastal content to not include things like meaningful/complex PvE encounters, in contrast to the Open Sea where it might be necessary to change the flagging system due to such encounters. I'd expect coastal pve enounters to work the same as the ones on land and not involve ships but that is purely my guess. On the ocean, I expect ships to play a larger role in pve encounters like the kraken/leviathon from Archeage but i'm not going to go as far as say the change is necessary. I think the difference between the zones and reason for the change is more that the land has a large variety of content but the sea will probably be focused on high level content. Please clarify if you perceive that this high level content will be rewarding enough to be a meaningful impact on the power balance on the server. I hope not. I think it should at least some of the best stuff but wouldn't want it to be so significant that you couldn't compete against players with it.
Azherae wrote: » mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » Azherae wrote: » "Please explain if you are still of the opinion that the reason for the change is technical." Sorry, i don't think it's purely technical, just thought it might have played a role. I also think it was made because the kind of content that was planned for the sea and to support the pirate playstyle. Please clarify if you expect Coastal content to not include things like meaningful/complex PvE encounters, in contrast to the Open Sea where it might be necessary to change the flagging system due to such encounters. I'd expect coastal pve enounters to work the same as the ones on land and not involve ships but that is purely my guess. On the ocean, I expect ships to play a larger role in pve encounters like the kraken/leviathon from Archeage but i'm not going to go as far as say the change is necessary. I think the difference between the zones and reason for the change is more that the land has a large variety of content but the sea will probably be focused on high level content. Please clarify if you perceive that this high level content will be rewarding enough to be a meaningful impact on the power balance on the server.
mcstackerson wrote: » Azherae wrote: » mcstackerson wrote: » Azherae wrote: » "Please explain if you are still of the opinion that the reason for the change is technical." Sorry, i don't think it's purely technical, just thought it might have played a role. I also think it was made because the kind of content that was planned for the sea and to support the pirate playstyle. Please clarify if you expect Coastal content to not include things like meaningful/complex PvE encounters, in contrast to the Open Sea where it might be necessary to change the flagging system due to such encounters. I'd expect coastal pve enounters to work the same as the ones on land and not involve ships but that is purely my guess. On the ocean, I expect ships to play a larger role in pve encounters like the kraken/leviathon from Archeage but i'm not going to go as far as say the change is necessary. I think the difference between the zones and reason for the change is more that the land has a large variety of content but the sea will probably be focused on high level content.
Azherae wrote: » mcstackerson wrote: » Azherae wrote: » "Please explain if you are still of the opinion that the reason for the change is technical." Sorry, i don't think it's purely technical, just thought it might have played a role. I also think it was made because the kind of content that was planned for the sea and to support the pirate playstyle. Please clarify if you expect Coastal content to not include things like meaningful/complex PvE encounters, in contrast to the Open Sea where it might be necessary to change the flagging system due to such encounters.
mcstackerson wrote: » Azherae wrote: » "Please explain if you are still of the opinion that the reason for the change is technical." Sorry, i don't think it's purely technical, just thought it might have played a role. I also think it was made because the kind of content that was planned for the sea and to support the pirate playstyle.
Azherae wrote: » "Please explain if you are still of the opinion that the reason for the change is technical."
XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » But actually that may be a valid tactic and may encourage other pirates to hunt and kill this green ship...it would also go currupt of course...but as all are so happy to tell me risk-vs-rewards. They'd have to face down the corrupt ship as well, it's basically as simple as keeping spare ships in tow to clean out the winner of the fight. But if all ships are marked for pvp, the ones that are "unmanned" could be a hindrance. When I think about it, then this is also already possible on land. Red player kills green players and lets another geen player that follows him loot them. Nothing different.
mcstackerson wrote: » Maybe a slight change but in your quote steven was focused on the fact that the zones in archeage turn on and off pvp. Ashes wont have zones like that and even if he knew of this change then, I think he would still be right in saying the two are not similar.
Dolyem wrote: » Use the red ship to kill other ships, once you're about to lose you disengage and go to the green ship as not to die and lose materials to the enemy.
Mag7spy wrote: » Not to mention people can corruption bomb you with a bunch of low levels in order to highly deter attacks or ensure people are extremely deep red.
Dolyem wrote: » XiraelAcaron wrote: » Dolyem wrote: » XiraelAcaron wrote: » But actually that may be a valid tactic and may encourage other pirates to hunt and kill this green ship...it would also go currupt of course...but as all are so happy to tell me risk-vs-rewards. They'd have to face down the corrupt ship as well, it's basically as simple as keeping spare ships in tow to clean out the winner of the fight. But if all ships are marked for pvp, the ones that are "unmanned" could be a hindrance. When I think about it, then this is also already possible on land. Red player kills green players and lets another geen player that follows him loot them. Nothing different. I believe looting a corrupted kill grants corruption. I could be wrong
CROW3 wrote: » Dolyem wrote: » Use the red ship to kill other ships, once you're about to lose you disengage and go to the green ship as not to die and lose materials to the enemy. Why not just use trivial matrices to connect the abstract corruption value of a ship (A) to it's crew (players 1-12)? When any one crew member leaves A, they receive a portion of the incurred Corruption of the ship, this means what the team does impacts the outcome for every member of that team. So, when you jump from Ship A (Red) to Ship B (Green) you incur more corruption than if Ship A was destroyed and you jump onto Ship B. There are some details to be worked out at the edges, but that's how I'd approach it. That also means that Ship objects would be treated as players in open waters with the consistent corruption rules applied. That's how I'd solve the 'how do we implement corruption in naval battles' problem. I have other thoughts on the more philosophical 'what/who is the governing authority to make corruption consistent' problem.
Dolyem wrote: » Could bait players into inviting you to give them corruption so friends can kill them freely if they don't pay attention
Dolyem wrote: » Mag7spy wrote: » Not to mention people can corruption bomb you with a bunch of low levels in order to highly deter attacks or ensure people are extremely deep red. This is actually a good point. You could bait people by loading up some level 1's and then kill the corrupted attackers.
Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk. If we can have zones with different rules for free for all pvp, why can't we have zones with different rules for no pvp at all? Because that isn't PVX How so? How is it not as much a part of pvx as ffa pvp? No PvP is just PVE. Autoflagged PVP in a PVE zone with PVE incentives is PVX I understand that if what I was saying is make an entire server pve. But that's not what I'm asking about. How does having mostly middle ground with corruption with two areas for the opposite poles of ffa pvp and no pvp not still leave Ashes as a whole a pvx game? Why does either side have to have all or nothing? Ashes should be about balance if it is going to succeed in bringing these two very different populations together. I'm still playing either way. Because all aspects should be PvX. I understand what you're saying, but the polar opposite to your PVE zone would be a zone exclusively for PVP, not a PVE area that autoflags PVP. Am I explaining this well enough?
Fantmx wrote: » Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk. If we can have zones with different rules for free for all pvp, why can't we have zones with different rules for no pvp at all? Because that isn't PVX How so? How is it not as much a part of pvx as ffa pvp? No PvP is just PVE. Autoflagged PVP in a PVE zone with PVE incentives is PVX I understand that if what I was saying is make an entire server pve. But that's not what I'm asking about. How does having mostly middle ground with corruption with two areas for the opposite poles of ffa pvp and no pvp not still leave Ashes as a whole a pvx game? Why does either side have to have all or nothing? Ashes should be about balance if it is going to succeed in bringing these two very different populations together. I'm still playing either way.
Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk. If we can have zones with different rules for free for all pvp, why can't we have zones with different rules for no pvp at all? Because that isn't PVX How so? How is it not as much a part of pvx as ffa pvp? No PvP is just PVE. Autoflagged PVP in a PVE zone with PVE incentives is PVX
Fantmx wrote: » Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk. If we can have zones with different rules for free for all pvp, why can't we have zones with different rules for no pvp at all? Because that isn't PVX How so? How is it not as much a part of pvx as ffa pvp?
Dolyem wrote: » Fantmx wrote: » Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk. If we can have zones with different rules for free for all pvp, why can't we have zones with different rules for no pvp at all? Because that isn't PVX
Fantmx wrote: » Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk. If we can have zones with different rules for free for all pvp, why can't we have zones with different rules for no pvp at all?
Dolyem wrote: » Here you go again with the "THE CORRUPTION SYSTEM HAS FAILED!". It is literally just a different zone with different rules. It still maintains a focus on PVP and PVE. It's just more PVP to add more risk.
Vaknar wrote: » I merged two threads on the same topic: (Auto-flagging in open sea) together!