Myosotys wrote: » Loss of xp really can make lose some levels or you are kidding?
mcnasty wrote: » Gatherers keep a "poison pill" in their bags (a crafted item), creating risk for attackers. This poison pill would be disguised as a valuable gathered item, but if dropped and looted, would have severe consequences for the attacker. Maybe it would cause max corruption (regardless of the gatherer's corruption state before the gank), or maybe it would cause a one-hour debuff to health (giving the gatherer a chance to get payback), or maybe it would cause the attacker to immediately die and drop all gear. This idea would not need to be limited to gatherers. An added benefit of this approach is increased risk when killing non-combatants, because the poison pill would have a larger chance of dropping. The idea is to balance risk/reward for both the attacker and gatherer.
itsRyanB wrote: » to say no risk is involved to the red player is misleading. I think severe skill damping and chance of gear drop is severe.
mcnasty wrote: » itsRyanB wrote: » to say no risk is involved to the red player is misleading. I think severe skill damping and chance of gear drop is severe. Except I said no risk in the context of being able to disengage before the kill, and in that scenario there is no skill damping or gear drop.
Depraved wrote: » 2- ill kill you and not loot you and take the spot
mcnasty wrote: » Depraved wrote: » 2- ill kill you and not loot you and take the spot Two gatherers fighting for a spot absolutely needs to be able to happen. Definitely don't want to do anything that will discourage this kind of conflict. Honestly, this is just another reason why the poison pill would be a good approach; it doesn't discourage this kind of PVP. BTW, I'm probably going to be a crafter. It's funny that people saying I want gatherers to have no risk seem to be blind to the fact they are asking for people to be able to hunt gatherer's with no risk.
mcnasty wrote: » For the attacker, they're not really risking anything for the potential reward. If they gatherer doesn't fight back, they can disengage and lose nothing. If the gatherer does fight back, the entire scenario is heavily weighted toward probability that the attacker will prevail (too wordy to elaborate on this, but let me know if you want it). So if the gatherer fights back and loses, the attacker gains 25% of the gatherer's inventory. If the gatherer fights back and wins, the attacker's loss is limited to a portion of what they're carrying. As @songrune pointed out, they are unlikely to bring much anything of value if you're attacking. So Risk is 0, reward is .25 of gatherer inventory. R/R = 0.
NiKr wrote: » Again though, what's the attacker's goal in this situation? Was it his resources?
NiKr wrote: » If the victim fights back... If victim dies - you only got half as much as they had on them.
mcnasty wrote: » Correct. With very little risk. This is the scenario I am referring to.
NiKr wrote: » mcnasty wrote: » Correct. With very little risk. This is the scenario I am referring to. And as I already said, this is not a PK. This is a pvp kill. And the green got rewarded with lessened drops for fighting back.
mcnasty wrote: » The issue is not reward for the gatherer so much as the lack of risk for the attacker. The idea is to increase risk for the attacker to ensure balanced risk/reward for both parties.
itsRyanB wrote: » Aren’t players going to be allowed to wear PvP and PvE gear on top of each other. So the only disadvantage of that farmer is not being aware and loosing.
itsRyanB wrote: » But the game is meant to encourage PvP, the risk the aggressor takes is loosing the fight. Correct me if I am wrong but isn’t the game meant to incentivize PvP not griefing? Aren’t players going to be allowed to wear PvP and PvE gear on top of each other. So the only disadvantage of that farmer is not being aware and loosing.
NiKr wrote: » I've already listed the risks.
NiKr wrote: » or they'll just run away to keep all of their stuff.
mcnasty wrote: » itsRyanB wrote: » But the game is meant to encourage PvP, the risk the aggressor takes is loosing the fight. Correct me if I am wrong but isn’t the game meant to incentivize PvP not griefing? Aren’t players going to be allowed to wear PvP and PvE gear on top of each other. So the only disadvantage of that farmer is not being aware and loosing. For sure. It's a good point. But ofc there need to be sensible measures taken to ensure players want to log in. Unrestricted PVP without some mitigation would cause the game to fail. That is the whole reason for the corruption system. And as I mentioned, it seems like IS also sees the potential for a problem with gatherers being hunted. Obviously there is a need for ideas to address it.