NiKr wrote: » Neurath wrote: » I can't speak for all bounty hunters but most bounty hunters will have the best gear possible before they face a corrupt player. It is true people will game the system but any system will be gamed. If it only takes one death to clear corruption then friends can clear the corruption before bounty hunter is even informed. And this is why I'm gonna be giving a ton of feedback "to prevent party/guild/alliance/raid-mates and people on your friend list from killing you if you're red". They already can't flag on you, so why should they be able to kill you? This is one of the biggest exploits in the system, so I hope that Intrepid has already changed that and just haven't told us. Neurath wrote: » A bounty hunter has to flag which means friends of a corrupted player can also kill a bounty hunter. I think I will have to make bounty hunter contacts to be fully operational. The rewards are based on kills not combat. Thus, bounty hunters are already unlikely to group up unless it is imperative. BH flag only against the PKer, so PKer's friends would have to go red themselves if they wanted to help. So while it is possible that they'll try and help somehow, the BH would still have the upper hand. Also, you gotta think about this in the context of the bigger picture of the game. How would a PKer appear while being in a group? The most likely case is PKs in a dungeon against another group, while the victim group did literally nothing to stop it. And considering that even Dygz said that his party would probably just fight back, I do think that most groups of people would fight back. But even if they don't flag up against the attackers, they'd at least immediately kill the PKer in response (cause it'd still be 7vs1). So in such cases a BH wouldn't even have the time to learn about the PKer. Most other cases of PKs will probably be amongst solo players or some small group gankers, at which point a well-gear BH would probably easily deal with the PKer (well, relatively speaking). And this would only be more common if the corruption gain is not as huge as it currently seems to be. Again, this is mainly coming from L2 experience. People would PK here and there, mostly for farming spots (though more often the target would just fight back). There'd always be some uberPKers, but those would usually pick a glass cannon build and try to kill weaker players, so literally anyone with good gear would wipe them easily. L2's corruption gain/removal values were laxer than AoC's are supposed to be, which is why people felt better about PKing more often. But L2 also didn't have a BH system, so all PKers either grinded off their corruption or were killed by normal players that happened to be near the kill spot. I do think that with a proper design and balance of said design, Ashes could still have those normal somewhat common PKs, while also curbing some of the uberPKers because there'd just be more BHs around to simply prevent huge genocidal runs by those psychos.
Neurath wrote: » I can't speak for all bounty hunters but most bounty hunters will have the best gear possible before they face a corrupt player. It is true people will game the system but any system will be gamed. If it only takes one death to clear corruption then friends can clear the corruption before bounty hunter is even informed.
Neurath wrote: » A bounty hunter has to flag which means friends of a corrupted player can also kill a bounty hunter. I think I will have to make bounty hunter contacts to be fully operational. The rewards are based on kills not combat. Thus, bounty hunters are already unlikely to group up unless it is imperative.
NiKr wrote: » But like you like you say yourself, players are much more kill-hungry than mobs. A green player can just run away from a mob if they think the mob will kill them. But running away from a PKer would be more difficult, especially if the PKer attacked while the green was preoccupied with other content.
NiKr wrote: » And if corrupted are meant to just be treated as mobs - why da hell is there a BH system? Any player can just go kill mobs and get the reward from them, so why do we need a whole separate system that, for some reason, gives out additional rewards for killing "mobs"?
NiKr wrote: » If Intrepid decides to remove the BHs completely, I'll live with that. But if they want to keep that system in - I'd expect a much more holistic system that serves all sides of its encounter equation.
Dygz wrote: » If I'm encountering unwanted PvP attacks more often than I am mob attacks - that means Corruption is not a sufficient deterrent and I wouldn't play the game anyway, so... returning resources would be irrelevant.
NiKr wrote: » Dygz wrote: » If I'm encountering unwanted PvP attacks more often than I am mob attacks - that means Corruption is not a sufficient deterrent and I wouldn't play the game anyway, so... returning resources would be irrelevant. I'm assuming by "pvp attacks" you mean that you're getting killed, right? Cause unless Intrepid change the system to "attacks build corruption or up to corruption", you might get prodded by some jerks on semi-regular basis, just as you would sometimes get agro from mobs.
Azherae wrote: » Same old circle we've been wondering about for most of last year. How will we get meaningful PvE while players are free to interrupt/attack you during it. Removing the ability to CC you is a wonderful change and probably enough to retain a lot of players who would otherwise rightly leave, but, whereas mobs can be avoided, players have much more behavioural freedom.
Dygz wrote: » I mean continuing to attack me when I don't fight back. I was supposed to edit and reword that a bit better, but... apparently got distracted by work (and dance rehearsal). LMAO
NiKr wrote: » Dygz wrote: » I mean continuing to attack me when I don't fight back. I was supposed to edit and reword that a bit better, but... apparently got distracted by work (and dance rehearsal). LMAO Maybe AA had smth like that? L2 sure as hell didn't and it worked just fine there.
NiKr wrote: » Dygz wrote: » I mean continuing to attack me when I don't fight back. I was supposed to edit and reword that a bit better, but... apparently got distracted by work (and dance rehearsal). LMAO Then I hope that Steven changes his stance on the nameplate decay visuals, cause that's the most direct way to grief people w/o killing them. I really don't know why they even have that. Maybe AA had smth like that? L2 sure as hell didn't and it worked just fine there.
Azherae wrote: » If they don't want to do that, they're probably better off in another game, not JUST because of this though, the other aspects of Ashes wouldn't necessarily suit their flows as much as those other games either.
NiKr wrote: » Azherae wrote: » If they don't want to do that, they're probably better off in another game, not JUST because of this though, the other aspects of Ashes wouldn't necessarily suit their flows as much as those other games either. Yeah, I guess I can see that point. Though I'd be a bit worried as to how many people this would push away. No matter how much I'd prefer a way more hardcore game, I'd also prefer Ashes to succeed enough to survive for a very long time. And in most cases that survival of pvp mmos either comes in the form of 2k players on a single server paying just enough to cover server costs or in the form of p2w so damn huge that you could never win a single fight as a non-payer. And while I might be fine with Ashes having a very small population, I'm not sure if the game itself can support that.
DarkTides wrote: » I also dont like the fact they are limiting flying mounts. In my opinion everybody should be able to use flying mounts. But there should be some limited unique ones only available for Kings and Queens. But Limiting them in general is a bad choice. Only AoC Partner (especially streamers) and hardcore player with 24/7 playtime will have access to it. Which is not fair in my opinion. Everybody should have the chance to get a flying mount sooner or later and not just those who play MMOS 24/7 beause they dont have to work or its THEIR work...
effusivemind wrote: » DarkTides wrote: » I also dont like the fact they are limiting flying mounts. In my opinion everybody should be able to use flying mounts. But there should be some limited unique ones only available for Kings and Queens. But Limiting them in general is a bad choice. Only AoC Partner (especially streamers) and hardcore player with 24/7 playtime will have access to it. Which is not fair in my opinion. Everybody should have the chance to get a flying mount sooner or later and not just those who play MMOS 24/7 beause they dont have to work or its THEIR work... My position is a hard no to flying mounts in general. Other than what you've mentioned (which has been said time and again) why create such an advanced elaborate world if a small upper-class group is going to be able to fly through it. Someone can easily come up with an overwhelming number of hypothetical situations where that would be problematic. And for what? I haven't seen one game where flying mounts were added and it actually improved the quality of the game. The system itself doesn't need to reward players this profoundly for vying for positions of political authority and power. Players will organically do that themselves because that's how humans are. All you have to do is take a look at how monstrously out of hand IRL politics have become precisely because of things like this. You end up having a large majority of players become leaders who have no business becoming one, and in a systems game, that affects everyone. It's not a small thing. Can't wait to get hit with the, "THIS GAME IS NOT FOR YOU!!!!!!!!!!!!!!-!" By the way, sometimes, game design actually isn't perfect believe it or not. And that deserves to get pointed out. This isn't a cult, and I'm not a cult follower