NiKr wrote: » Only CCs that were directly tied to damage dealing abilities. So mainly Stuns. Pretty much no other CC worked.
Neurath wrote: » Are you going to be a bounty hunter? NiKr
Strevi wrote: » That's what I was asking some pages ago. If 50% of BH succeed to kill the PK and bring back the resources, then the green will always have reason to flee (also helped by no CC) to keep all the resources. If 75% of BH succeed, then clearly no benefit to fight. Every undecided green will flee. This would work against the corruption mechanic which tries to encourage the combat, by reducing the quantity of resources lost. If the BH success rate is lower than 50%, then is the proposed mechanic of giving the lost resources back impactful enough?
NiKr wrote: » Neurath wrote: » Are you going to be a bounty hunter? NiKr Yep, planning on it. Strevi wrote: » That's what I was asking some pages ago. If 50% of BH succeed to kill the PK and bring back the resources, then the green will always have reason to flee (also helped by no CC) to keep all the resources. If 75% of BH succeed, then clearly no benefit to fight. Every undecided green will flee. This would work against the corruption mechanic which tries to encourage the combat, by reducing the quantity of resources lost. If the BH success rate is lower than 50%, then is the proposed mechanic of giving the lost resources back impactful enough? I was thinking of a rate of ~60-70%. With it getting higher with the PK counter growing. If it was your first PK, you'd barely get any corruption and would cleanse it before any BH would even find you (unless you were in the middle of low lvl mobs that give you no XP). If it's your 10th kill - you'll probably have to grind mobs of your lvl for 30-40 minutes, which is way more than enough for any BH on the whole server to get to you. Obviously those are somewhat arbitrary numbers, but that's roughly what I was imagining. And as I said before, if the green is a fighter - they wouldn't be affected either way, because they'd just fight. But if it's a lowbie green or a pacifist one - the chance of them flagging up is really low, no matter the system. And I personally think that these people should be helped. Obviously Neurath thinks that they shouldn't even be playing Ashes. There'll obviously be some shrewd players that would hang corruption onto their attacker just to try and punish them harsher, but this exact action would be counterbalanced by the lower corruption gain (depending on the count of course). So I'd imagine that soon enough those shrewd players will realize that usually they just lose more resources for no reason and will just fight back. And again, my suggestion is in the context of very high prices on PK count removal, so any uberPKer will still get punished harshly if they decide to go too far. But a casual PKer, who just kills when he really needs to, would have a buffer of PKs where they'd get the loot and not get killed in the process. Well, that is if no one else was around, but at that point it's on the attacker to weigh their chances.
Neurath wrote: » I think they should be playing ashes which is pvx, I don't think they shouldn't play but they make their own decisions. I think loss is an acceptable risk. Giving resources back offers no risk for them and diminished reward for bounty hunters.
Strevi wrote: » The problem is that even in such a case, I do not like that the pacifist greens would be encouraged to run or stay passively to be killed. The game probably can statistically detect them and they should be encouraged to fight back.
NiKr wrote: » Strevi wrote: » The problem is that even in such a case, I do not like that the pacifist greens would be encouraged to run or stay passively to be killed. The game probably can statistically detect them and they should be encouraged to fight back. I'm not sure that a random pacifist green would be forethinking enough to calculate on the fly the chances of him getting his mats back. He'll either value them highly enough to fight back or just try to run away because he doesn't want to pvp. It's not like people would somehow know for sure the precise success rate of the BH system. The risk/reward calculation remains, it just gets a new part for the consideration of the player. "Do I risk dying here, losing time, gaining gear decay - all in hopes of a BH (and not a random passerby) getting my resources back to me? Or do I just fucking run like hell? Oh, his attack did a ton of damage to me, I might not make it if I run, should I just flag up and lose less stuff?" All of this remains.
Strevi wrote: » How often we expect a pacifist green to be killed in a 30 day play time?
NiKr wrote: » Strevi wrote: » How often we expect a pacifist green to be killed in a 30 day play time? Oh, that'd be too hard to calculate. Even with lower corruption penalties, I doubt that people would just go around killing random other players. But in the context of a fully packed server, I'd imagine there'd be at least ~100 players who'd PK a dude or two every other day. But with that being spread across all the greens on the server, even if we assume that half a server is purely pacifist greens (hiiiighly doubt it'd be that), any given green would die maybe a few times a month? Maybe even less, if they're lucky or just don't traverse places that would warrant someone else attacking them?
Azherae wrote: » The statistical distribution of deaths should be viewed relative to engagement, not time.
Strevi wrote: » Good that I asked. Not sure what Dygz is talking about. This is clearly a PvE friendly game.
NiKr wrote: » Azherae wrote: » The statistical distribution of deaths should be viewed relative to engagement, not time. Yeah, that kinda what I meant by the last line of text. I'm not sure how many truly pacifist greens would randomly go deep into a high lvl dungeon to gather something on their own. I'm sure there'd be a few who'd try, but at that point they gotta realize the risks of doing that and were either ok with those or were just crazy enough to attempt this w/o thinking it through. And outside of those high value locations, random artisanal actions or even chill mob killing would only fell prey to the more hardcore PKers, who'd go out looking for a weak target. And at that point it's all about luck. How many greens were in the area at the time of the PKer's arrival, how many (if any) BHs were close by and how fast could that PKer go through those greens. I personally doubt that this kind of thing would be a common occurrent on any given server.
NiKr wrote: » I'm not sure that a random pacifist green would be forethinking enough to calculate on the fly the chances of him getting his mats back. He'll either value them highly enough to fight back or just try to run away because he doesn't want to pvp.
NiKr wrote: » It's not like people would somehow know for sure the precise success rate of the BH system. The risk/reward calculation remains, it just gets a new part for the consideration of the player. "Do I risk dying here, losing time, gaining gear decay - all in hopes of a BH (and not a random passerby) getting my resources back to me? Or do I just fucking run like hell? Oh, his attack did a ton of damage to me, I might not make it if I run, should I just flag up and lose less stuff?" All of this remains.
NiKr wrote: » Strevi wrote: » Good that I asked. Not sure what Dygz is talking about. This is clearly a PvE friendly game. I wouldn't go quite as far as saying that, but I do think that even laxer corruption penalties wouldn't suddenly make Ashes into a full-on gankbox. But Dygz doesn't care about any of that because he's a rare breed of player with very strong convictions and a very particular ruleset for games, especially when it comes to pvp.
Azherae wrote: » It is in this way that Ashes is designed for the 'hardcore PvP-er'. The person who goes to an area seeking PvP or PvE content in equal measure at minimum. They don't have an 'intent to enjoy the PvE content', they'll take whichever they get.
Dygz wrote: » I dunno that resource return is going to sufficiently ammeliorate the other death penalties.
Dygz wrote: » I really just need to minimize the occurrences of unwanted PvP - regardless of who wins the encounter.
Dygz wrote: » Considering that PvE-Only servers always have the largest populations in MMORPGs, I can't agree that I'm a rare breed when it comes to PvP convictions. We'd have to get some stats on how often players on PvP-Optional servers flag for PvP to get a decent idea of how rare my PvP-sometimes playstyle is.
Azherae wrote: » "Do something interesting in Ashes, or do something interesting in TL/FFXIPvP." In that moment, ignore all systems, ignore the 'competition'. The player has all games available. The player does not currently feel like engaging in PvP very much, so they do not seek PvP content. Why would one choose to play the game where you are more likely to meet a PvP opponent at the 'fun/rewarding content'? That opponent is not only there to do that content, they're there because they KNOW it's a funnel. Other people are going there. They attack whoever, even just to 'check if they are strong'. Even moreso if they have a chokepoint on the WAY to the content instead of being at it, where they have to worry about other strong players if they go Red. To the PvP-averse player, 'a different game' is always a better option WHEN they are not in the mood for PvP, because the 'interesting parts' of Ashes will almost always create a higher risk for PvP. But in Ashes specifically, 'random artisanal actions' or 'mob killing' are economic factors and therefore 'interesting'. Compare this to TL where you know beforehand that a lot of players will be in a 'contest zone' at Timing A, you can go there after, or before. You can structure your dungeon adventures around escaping from these players somewhat, probably. Or a 'PvP FFXI' where despite mob-killing being equally economically viable, you don't have the concept of 'higher reward so higher risk of PvP' spelled out so cleanly (I'm not even referring to Open Seas, it's just a different style of game when it comes to that).