Sathrago wrote: » Yeah I dont think we need to auto flag players just for gathering. If you have a problem make a public announcement that players caught farming x will be attacked on sight and if they have a guild will be declared war on. They already seem to have enough tools planned to address this.
Mopy King wrote: » George_Black wrote: » Spare me the psedo philosophies. How is that relevant to trying to change this open world mmo into scripted gameplay sessions? How is it not? The worst of human behavior is already being "antagonized" by the corruption system in game. People from one node going en mass into another to reap all their resources dry and leaving isn't something I want gone from the game. But the citizens of that node just having outsiders come in to take all their resources and bounce, and not having any decent way to counteract that besides doing the exact same thing to them.... is pretty bland. Over gathering another node on purpose isn't on the same level of griefing as PKing someone repeatedly sure, but it's still a kind of griefing. Without some way for the node citizens to fight back without going corrupt that just destroys the risk v reward aspect of it all. Where is the risk for sucking a node's resources dry otherwise? No risk all benefit, who wants that?
George_Black wrote: » Spare me the psedo philosophies. How is that relevant to trying to change this open world mmo into scripted gameplay sessions?
Goalid wrote: » Just trying to get ahead on this topic. If it's possible to harm another node by stripping all their resources, there should be a system to fight back against that. Currently, you'd have to go corrupt in order to stop a bot or an enemy-node gatherer. That's just not right! I think the mayor should be able to place down policies to protect their node's resources. If you're trying to chop down all my wood before a siege, the mayor should be able to either hold a vote or use emergency powers to temporarily flag anyone purple for trying to gather specific resources.
George_Black wrote: » man stop bringing in serious real life issues in a video game discussion, and then expect people to node their heads solemnly and say "yes.. exactly". When will these loose and incorrect comparisons end in this forum?
BaSkA13 wrote: » Let's ask the developers to add features to the game to protect me from my enemies.
Depraved wrote: » nevermind that ill probably be too busy trying to cleanse all the corruption i got, plus other players might kill me and i lose my gear
Mopy King wrote: » George_Black wrote: » man stop bringing in serious real life issues in a video game discussion, and then expect people to node their heads solemnly and say "yes.. exactly". When will these loose and incorrect comparisons end in this forum? Ok?? You started the talk with antagonizing human behavior but sure lets keep it purely game. Just tell me why you think it's fine for a group of people use up another nodes resources without the other node having any decent way to fight back outside of killing them and gaining corruption? Why do you want near zero risk for the people taking another nodes resources? Is risk vs reward not something you want? I'm not trying to argue stubbornly for one specific system like auto flagging.. I don't care.. just something.. How you find that ridiculous is just odd to me.
Okeydoke wrote: » George is like my philosophical soul mate, generally lol. So don't bite my head off George. But I'm seeing it from Goalid's perspective a little more at the moment. If they're going to create this land management system, that can kinda be used offensively by enemy guilds, enemy nodes, and this is the key part, unguilded and un-noded players, you need a way to fight back against it. If your only recourse is corruption system killing, especially against the unguilded and un-noded, that doesn't seem tenable to me. Maybe I'm missing something though. I may be misreading some of what Steven said, but my impression coming away from this stream is that the corruption system is going to be harsh...hella harsh. Even if it ends up being on the more lenient side (fat chance) how would you be able to keep constantly defending your resources against unguilded and un-noded players? It's like built in karma bombing. What am I missing?
George_Black wrote: » Your decent way is go fight them. You are a node community? Talk to each other. Establish that you PK intruders. Then all together go and burn off the corruption with the sabotouers gone. Some of you might act trecherously, and attack your communities heroic PKers. Heal them. Protect them. You will turn purple for healing your Red heroes. The traitors might flag on your healers. Fair game take them out then. Wonderful human stories. So much better than npc questing (MQS). You dont need the proposal of this topic. You dont need to restrict human behaviour. Create your own red legends. Discover the traitors in your community. Or the enemy gatherers might turn around and pvp anyway. Dont you see how wrong it is to create such unnecessary systems? Dont you see how many real players stories WONT EVER HAPPEN if you try to control and make the game scripted?
Okeydoke wrote: » It's like built in karma bombing. What am I missing?
NiKr wrote: » Hell, the lvl1 gatherer meme would literally work now
Okeydoke wrote: » Yeah the lvl 1 gatherer meme would make it all worse, but even that is not required. Max level players, either un guilded, or un-noded can just keep coming back. You lose more killing them every time, going deeper and deeper red. And this is all just assuming that the guild war declaration and node war declaration system will be free flowing and pretty unrestricted. If it's not, if it's overly burdensome to declare wars, then even those players will be an issue with this system. But assuming those players are not an issue, unguilded and un-noded would still very much so be an issue, no matter their character level. Unless I'm missing something here.
Mopy King wrote: » George_Black wrote: » Your decent way is go fight them. You are a node community? Talk to each other. Establish that you PK intruders. Then all together go and burn off the corruption with the sabotouers gone. Some of you might act trecherously, and attack your communities heroic PKers. Heal them. Protect them. You will turn purple for healing your Red heroes. The traitors might flag on your healers. Fair game take them out then. Wonderful human stories. So much better than npc questing (MQS). You dont need the proposal of this topic. You dont need to restrict human behaviour. Create your own red legends. Discover the traitors in your community. Or the enemy gatherers might turn around and pvp anyway. Dont you see how wrong it is to create such unnecessary systems? Dont you see how many real players stories WONT EVER HAPPEN if you try to control and make the game scripted? The thing is I think less interesting player stories will happen without something different for fighting off people purposely over harvesting a node. Sure you can PK them and get corruption.. Then that person can just come right back and start gathering. Meanwhile you're off working off your corruption. I just don't think PKing those people would be worth it for anybody... would people not just follow suit and overharvest another node on purpose for revenge? You can risk losing your gear by fighting people off of the resources on your land, or just go to that persons node and use up the resources there.. And if they're mad about it and kill you they go corrupt. Just sounds like a win/win to the people purposely harvesting scarce resources... and sucks to be the other guys. So yeah, I guess we just disagree where good stories would be more likely to be made. Fair enough.