NiKr wrote: » The corruption is already the big attacker risk. Getting "max" corruption would most likely mean literal days of clearing it by death, if not more (L2 had 9999 limit and that shit took houuurs to remove by death). And at that point you gonna have XP debt that pretty much makes you lvl1. One-hour debuff to health is already linked to the corruption penalties. Unless it was the attacker's first PK - they'll have a pretty high chance to die while corrupted and get big death penalties, which include decreased stats. That last one is literally just trolling so I won't even interact with that one.
Mag7spy wrote: » im trying to take him serious instead of just saying this idea is trash lmao.
NiKr wrote: » Mag7spy wrote: » im trying to take him serious instead of just saying this idea is trash lmao. I took the first two seriously, but the "you pick it up and you fucking die on the spot and drop literally your entire gear set" is 100% a troll.
NiKr wrote: » The corruption is already the big attacker risk.
Mag7spy wrote: » Why do you want further increased risk when the corruption system is already punishing?
mcnasty wrote: » Does this risk exist when killing a gatherer who fights back purely as a means to reduce the drop %?
mcnasty wrote: » NiKr wrote: » The corruption is already the big attacker risk. Mag7spy wrote: » Why do you want further increased risk when the corruption system is already punishing? Does this risk exist when killing a gatherer who fights back purely as a means to reduce the drop %?
NiKr wrote: » That gatherer can always just run away.
mcnasty wrote: » Really? So if you attack someone, and they make the decision to run away, they can evade the kill and resulting loot drop? Hard to imagine you believe that, based on your MMO experience.
NiKr wrote: » If every archetype doesn't have at least a single escape mechanism (that doesn't flag them up) - I'd consider that a bad design. .... But even if all of that fails and the last choice of the victim is to either die green or flag up and lose half the stuff - the benefit is still on the green's side. The attacker gets fucked over in all cases but one. That one case being that their whole goal was to just kill the green. And with that kind of goal, the attacker won't be able to play for too long, precisely because of how the corruption system works currently.
mcnasty wrote: » @songrune no. The thought is to increase the risk to the attacker, not reduce the risk to the gatherer, in order to better balance the risk/reward. The issue pointed out by many is that an attacker has very little risk in this scenario.
Mag7spy wrote: » blah blah blah Tell me why again how the system needs more penalties in a game that is suppose to have competitive PvP?
mcnasty wrote: » Mag7spy wrote: » blah blah blah Tell me why again how the system needs more penalties in a game that is suppose to have competitive PvP? Balance.
mcnasty wrote: » Balance.
Mag7spy wrote: » Ok so you want greens to never be attacked.
Mag7spy wrote: » you avoid the question.
NiKr wrote: » And at that point you gonna have XP debt that pretty much makes you lvl1.
Myosotys wrote: » NiKr wrote: » And at that point you gonna have XP debt that pretty much makes you lvl1. Loss of xp really can make lose some levels or you are kidding?
The Wiki wrote: Experience debt (negative experience).[9] - Skill and stat dampening.[6] - Lower health and mana.[6] - Lower gear proficiency.[6] - Reduction in drop rates from monsters.[10]