Azherae wrote: » If the Open Seas are where the Kraken spawns and the Kraken drops among the best gear in the game, I have a big problem immediately.
mcstackerson wrote: » Azherae wrote: » If the Open Seas are where the Kraken spawns and the Kraken drops among the best gear in the game, I have a big problem immediately. Even without direct pvp conflict, all open world content is contestable. Only one group gets to kill a boss and get it's rewards at a time. If i kill the kraken, you can't kill the kraken and get it's rewards. I'm sorry i even mentioned the potential corruption design issues because that is far from the main reason. This content was already pvp content since one group gets the rewards and by taking the rewards, you are denying it from others. Even if the contest is a dps race, that is still players competing against each other.
Azherae wrote: » mcstackerson wrote: » Azherae wrote: » If the Open Seas are where the Kraken spawns and the Kraken drops among the best gear in the game, I have a big problem immediately. Even without direct pvp conflict, all open world content is contestable. Only one group gets to kill a boss and get it's rewards at a time. If i kill the kraken, you can't kill the kraken and get it's rewards. I'm sorry i even mentioned the potential corruption design issues because that is far from the main reason. This content was already pvp content since one group gets the rewards and by taking the rewards, you are denying it from others. Even if the contest is a dps race, that is still players competing against each other. Please clarify if you perceive it would therefore be acceptable for all open world boss monsters to be Corruption-Free zones.
PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters...
Azherae wrote: » PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... Maybe story time?
PenguinPaladin wrote: » 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature"
PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... Maybe story time? Non of that says why the curruption system wouldnt be fitting for that situation...? If someone attacks, and the opposite party retaliates, then its the exact situation that would occur from auto flagging. Where is the need for the change in the system? What events show that merchants will just not fight back currupting their attackers, and giving up their attempted trade goods?
Dolyem wrote: » PenguinPaladin wrote: » 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature" That's an awfully massive sideline to cover.
PenguinPaladin wrote: » The biggest reasons im against the change, is because: 1. It is pointless. Anyone can attack you anytime anyways. 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature" I need the reasons for the change to know more about having a strong opinion either way tho. I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters...
PenguinPaladin wrote: » Dolyem wrote: » PenguinPaladin wrote: » 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature" That's an awfully massive sideline to cover. Is it? Whats the veiw distance at sea? How far away can i see another ship. I would expect rather far, so i can be prepaired for being attacked, as even without auto flagging, i can be attacked at any time....
Azherae wrote: » PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... Maybe story time? Non of that says why the curruption system wouldnt be fitting for that situation...? If someone attacks, and the opposite party retaliates, then its the exact situation that would occur from auto flagging. Where is the need for the change in the system? What events show that merchants will just not fight back currupting their attackers, and giving up their attempted trade goods? Meant to illustrate that the 'feeling' of it is a possible goal, but more importantly that at full distance, an approaching ship would not need to 'be able to tell if a potential target was Purple or Green'. It increases risk for a ship sighted at long range because the attacker does not need to 'worry' about 'going all the way over there' and wasting resources only to find 'just a few explorers out on a lark/pleasure cruise'. The gameplay style of pirates and various cutthroats can differ in terms of long-term strategic play when one can simply 'assume any ship or player one sights is at least combatant'.
PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... Maybe story time? Non of that says why the curruption system wouldnt be fitting for that situation...? If someone attacks, and the opposite party retaliates, then its the exact situation that would occur from auto flagging. Where is the need for the change in the system? What events show that merchants will just not fight back currupting their attackers, and giving up their attempted trade goods? Meant to illustrate that the 'feeling' of it is a possible goal, but more importantly that at full distance, an approaching ship would not need to 'be able to tell if a potential target was Purple or Green'. It increases risk for a ship sighted at long range because the attacker does not need to 'worry' about 'going all the way over there' and wasting resources only to find 'just a few explorers out on a lark/pleasure cruise'. The gameplay style of pirates and various cutthroats can differ in terms of long-term strategic play when one can simply 'assume any ship or player one sights is at least combatant'. I would nearly argue the opposite here. If there was no auto flagging, i would want enough battle power to desuade people from attacking and take my chances. With auto flagging, i know everyone i run into is going to try and sink the ship, so ammount of defences of a single vessel probably wont be enough if im unlucky, so instead i send 10 merchant ships, and 6 of them have nothing on them.
Mag7spy wrote: » PenguinPaladin wrote: » The biggest reasons im against the change, is because: 1. It is pointless. Anyone can attack you anytime anyways. 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature" I need the reasons for the change to know more about having a strong opinion either way tho. I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... There is a big difference between being punished to disincentivize pvp and actual open fights to incentivize it.
Azherae wrote: » PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... Maybe story time? Non of that says why the curruption system wouldnt be fitting for that situation...? If someone attacks, and the opposite party retaliates, then its the exact situation that would occur from auto flagging. Where is the need for the change in the system? What events show that merchants will just not fight back currupting their attackers, and giving up their attempted trade goods? Meant to illustrate that the 'feeling' of it is a possible goal, but more importantly that at full distance, an approaching ship would not need to 'be able to tell if a potential target was Purple or Green'. It increases risk for a ship sighted at long range because the attacker does not need to 'worry' about 'going all the way over there' and wasting resources only to find 'just a few explorers out on a lark/pleasure cruise'. The gameplay style of pirates and various cutthroats can differ in terms of long-term strategic play when one can simply 'assume any ship or player one sights is at least combatant'. I would nearly argue the opposite here. If there was no auto flagging, i would want enough battle power to desuade people from attacking and take my chances. With auto flagging, i know everyone i run into is going to try and sink the ship, so ammount of defences of a single vessel probably wont be enough if im unlucky, so instead i send 10 merchant ships, and 6 of them have nothing on them. But we're still talking about the generality of 'pirates vs explorers/fishermen' technically. And for those people, having to have more ships cuts into their profits (or if they lose them all, into their gaming time). This is why I'm fine if the Open Sea is just 'useless', personally. Some trophy fish no one really needs, some strong but not interesting enemies, nothing of value to explore? No longer matters if auto-flagging happens or not. But otherwise, explorers will probably 'get on someone's boat', possibly even paying someone with a good boat, then when a PvP crew spots that boat and goes to take it out, they arrive and find... players with no intention of a battle, who will then not even be worth killing/sinking. But at least then, if the Ocean were 'useless', they would not need to 'worry' about it. In the standard system, you couldn't know that those 'explorers' weren't really 'people who had found cool content that they were on their way to'. You'd have to follow them, etc, using up all your PvP time just to 'make sure' they didn't get something before you if the Ocean had good stuff in it. In the current proposed system, just sink them for being there and solve the problem.
PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... Maybe story time? Non of that says why the curruption system wouldnt be fitting for that situation...? If someone attacks, and the opposite party retaliates, then its the exact situation that would occur from auto flagging. Where is the need for the change in the system? What events show that merchants will just not fight back currupting their attackers, and giving up their attempted trade goods? Meant to illustrate that the 'feeling' of it is a possible goal, but more importantly that at full distance, an approaching ship would not need to 'be able to tell if a potential target was Purple or Green'. It increases risk for a ship sighted at long range because the attacker does not need to 'worry' about 'going all the way over there' and wasting resources only to find 'just a few explorers out on a lark/pleasure cruise'. The gameplay style of pirates and various cutthroats can differ in terms of long-term strategic play when one can simply 'assume any ship or player one sights is at least combatant'. I would nearly argue the opposite here. If there was no auto flagging, i would want enough battle power to desuade people from attacking and take my chances. With auto flagging, i know everyone i run into is going to try and sink the ship, so ammount of defences of a single vessel probably wont be enough if im unlucky, so instead i send 10 merchant ships, and 6 of them have nothing on them. But we're still talking about the generality of 'pirates vs explorers/fishermen' technically. And for those people, having to have more ships cuts into their profits (or if they lose them all, into their gaming time). This is why I'm fine if the Open Sea is just 'useless', personally. Some trophy fish no one really needs, some strong but not interesting enemies, nothing of value to explore? No longer matters if auto-flagging happens or not. But otherwise, explorers will probably 'get on someone's boat', possibly even paying someone with a good boat, then when a PvP crew spots that boat and goes to take it out, they arrive and find... players with no intention of a battle, who will then not even be worth killing/sinking. But at least then, if the Ocean were 'useless', they would not need to 'worry' about it. In the standard system, you couldn't know that those 'explorers' weren't really 'people who had found cool content that they were on their way to'. You'd have to follow them, etc, using up all your PvP time just to 'make sure' they didn't get something before you if the Ocean had good stuff in it. In the current proposed system, just sink them for being there and solve the problem. With this concept, you are saying all of the areas in international waters. Should be devoid of content. The only content should be the pvp battle ground. Which furthers my point....... if the only people involved are pirates, attacking any ships they see, and merchant ships trying to trade between continents. Who isnt fighting back? What merchant ship is just letting their investment be sunk?
Dolyem wrote: » PenguinPaladin wrote: » Dolyem wrote: » PenguinPaladin wrote: » 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature" That's an awfully massive sideline to cover. Is it? Whats the veiw distance at sea? How far away can i see another ship. I would expect rather far, so i can be prepaired for being attacked, as even without auto flagging, i can be attacked at any time.... I mean, if my math estimate is right it'd be roughly 80 to 90 km of coastlines to be covered
PenguinPaladin wrote: » Mag7spy wrote: » PenguinPaladin wrote: » The biggest reasons im against the change, is because: 1. It is pointless. Anyone can attack you anytime anyways. 2. Runescape wilds as an example. People will just set on the sidelines, just outside of "open water" and then swarm whoever actually goes in. Without the line, people come and go and are opportunistic. With the line, people just set there and wait. Like its a "feature" I need the reasons for the change to know more about having a strong opinion either way tho. I have no idea why this would even be decided without any practical testing before hand, that shows the curruption system itself isnt appropriate for the type of game play they are aiming for in international waters... There is a big difference between being punished to disincentivize pvp and actual open fights to incentivize it. I dont see the curruption system as disincentivizing pvp. Pvp is incentivized in fact with less death penalties. Curruption disincentivizes killing those who dont fight back.... who is not going to fight back when everything stored on their ship, and their ship is going to be lost? Simply being at sea further incentives pvp.