Atama wrote: » bloodprophet wrote: » Hopefully they stay with The Predator style stealth. Predators are so noisy, they can't sneak up on anyone!https://www.youtube.com/watch?v=bTimNS0cpyU
bloodprophet wrote: » Hopefully they stay with The Predator style stealth.
Iskiab wrote: » 2. People will be dismounted if they take damage. This is something that’s universal for most games. If someone’s being chased by a group with a bard on foot, and they’re dismounted so can’t ride their mount away, saying people can get away with their mount seems highly unrealistic.
Virtek wrote: » @Krakhun The below video from the Intrepid YouTube channel might be from 5 years ago, but it very well could be the same direction they're still going with stealth. It looks pretty close to true invisibility if you stop moving. Though the "indicators of stealth" is just a bit of wiggly vision around the person hiding, almost like a heat shimmer. Moving makes the wiggles stand out. Someone trying to hide as a rogue just needs to keep their cool and pick their spot carefully. Hiding with that type of stealth can be very effective if you hide near some foliage and just don't move. Anyone running around the area (or maybe even walking and not perfectly observing their surroundings) would be highly likely to just not see this person:https://youtu.be/Ehx6mQ-EiW4?t=77
Krakhun wrote: » New plan, Lets start a PK guild and start working out how we can take advantage of the system. haha
Krakhun wrote: » @NiKr lol, apologies, my poor attempt at humor.
Krakhun wrote: » In past streams and interviews Steven said that there would be indicators to show stealthed / invisible players. I think this would be a big mistake. In open world pvp there needs to be more options other that fight or die. I think UO did a very good job in this regard. (yeah I'm old) Back then a player had choices when engaging with a pk. You could fight, run, hide , recall, etc. I think true stealth / invisibility would give players another option when it comes to pvp. It would also made the game more exciting, never knowing if you are going to be ambushed just running from one town to another, and make those skills more that just pve skills. But the point of this post is that if fight or die are our only two options, then pvp will likely become annoying rather than exciting.
Depraved wrote: » hiding, recalling or fleeing before the fight starts is ok, but being able to completely escape in mid fight and / or reset it its not fun at all.
Villefort wrote: » Depraved wrote: » hiding, recalling or fleeing before the fight starts is ok, but being able to completely escape in mid fight and / or reset it its not fun at all. what----as the person being pursued it is such a thrill!! using landscape, mobs, skills, whatever you need to escape
Depraved wrote: » Villefort wrote: » Depraved wrote: » hiding, recalling or fleeing before the fight starts is ok, but being able to completely escape in mid fight and / or reset it its not fun at all. what----as the person being pursued it is such a thrill!! using landscape, mobs, skills, whatever you need to escape yeah that's fun, what i mean is once you commit to the fight. like if both players are purple or red vs green. what i mean is how u can use polymorph or vanish in wow, or roll a million times in nw then pot and eat hiding behind a rock and completely leave the fight, even heal back to full or just go to town or log off, use ur mount or whatever. if you commit to the fight, someone should die and someone should live.
Rhel wrote: » The simple way to handle PvP is to add level restrictions. PKing someone at a lower level results in negative Karma.
novercalis wrote: » Rhel wrote: » The simple way to handle PvP is to add level restrictions. PKing someone at a lower level results in negative Karma. I am thinking more like X amount of level difference will give you a different corruption point amount. The larger the gap, the more corruption you get. And if you're with 1-3 or 2-3, or 1-5 level difference - very little corruption to maybe even none. Same level and 1 level difference = no corruption 2 level difference = 4% of max corruption 3 level difference = 6% 4 level difference = 8% 5 level difference = 10% 6 level difference = 25% 7 level difference = 40% 8 level difference = 60% 9 level difference = 80% 10 level difference = 100% 11 level difference = 110% 12 level difference = 120% 13 level difference = 130% 20 level difference = 200% 30 level difference = 300% 40 level difference = 400% 50 level difference = 500% Default Max corruption numerical value = 600 points. 1 point per minute for it to reduce, aka 10 hours. Kill someone with a 40 level difference = 2400 corruption points will take you 40 hours of grinding.
novercalis wrote: » I am thinking more like X amount of level difference will give you a different corruption point amount. The larger the gap, the more corruption you get. And if you're with 1-3 or 2-3, or 1-5 level difference - very little corruption to maybe even none. Same level and 1 level difference = no corruption 2 level difference = 4% of max corruption 3 level difference = 6% 4 level difference = 8% 5 level difference = 10% 6 level difference = 25% 7 level difference = 40% 8 level difference = 60% 9 level difference = 80% 10 level difference = 100% 11 level difference = 110% 12 level difference = 120% 13 level difference = 130% 20 level difference = 200% 30 level difference = 300% 40 level difference = 400% 50 level difference = 500% Default Max corruption numerical value = 600 points. 1 point per minute for it to reduce, aka 10 hours. Kill someone with a 40 level difference = 2400 corruption points will take you 40 hours of grinding.
Dolyem wrote: » novercalis wrote: » Rhel wrote: » The simple way to handle PvP is to add level restrictions. PKing someone at a lower level results in negative Karma. I am thinking more like X amount of level difference will give you a different corruption point amount. The larger the gap, the more corruption you get. And if you're with 1-3 or 2-3, or 1-5 level difference - very little corruption to maybe even none. Same level and 1 level difference = no corruption 2 level difference = 4% of max corruption 3 level difference = 6% 4 level difference = 8% 5 level difference = 10% 6 level difference = 25% 7 level difference = 40% 8 level difference = 60% 9 level difference = 80% 10 level difference = 100% 11 level difference = 110% 12 level difference = 120% 13 level difference = 130% 20 level difference = 200% 30 level difference = 300% 40 level difference = 400% 50 level difference = 500% Default Max corruption numerical value = 600 points. 1 point per minute for it to reduce, aka 10 hours. Kill someone with a 40 level difference = 2400 corruption points will take you 40 hours of grinding. Good example, but yikes to the concept of making players grind for days to remove Corruption even for a single low level kill. I'd say max 12 hours of dedicated grinding assuming the player has griefed the hell out of players. That's 12 hours in game dealing with all sorts of terrible gameplay. Once you get to a day or even days of corruption, you may as well just hand out bans instead.
NiKr wrote: » novercalis wrote: » I am thinking more like X amount of level difference will give you a different corruption point amount. The larger the gap, the more corruption you get. And if you're with 1-3 or 2-3, or 1-5 level difference - very little corruption to maybe even none. Same level and 1 level difference = no corruption 2 level difference = 4% of max corruption 3 level difference = 6% 4 level difference = 8% 5 level difference = 10% 6 level difference = 25% 7 level difference = 40% 8 level difference = 60% 9 level difference = 80% 10 level difference = 100% 11 level difference = 110% 12 level difference = 120% 13 level difference = 130% 20 level difference = 200% 30 level difference = 300% 40 level difference = 400% 50 level difference = 500% Default Max corruption numerical value = 600 points. 1 point per minute for it to reduce, aka 10 hours. Kill someone with a 40 level difference = 2400 corruption points will take you 40 hours of grinding. What about the death reduction values? Death is supposed to be the main way to remove corruption, so I'd assume several hundred a death? Or do you want to go ultra hardcore and have smth like 20-50 per death?
novercalis wrote: » NiKr wrote: » novercalis wrote: » I am thinking more like X amount of level difference will give you a different corruption point amount. The larger the gap, the more corruption you get. And if you're with 1-3 or 2-3, or 1-5 level difference - very little corruption to maybe even none. Same level and 1 level difference = no corruption 2 level difference = 4% of max corruption 3 level difference = 6% 4 level difference = 8% 5 level difference = 10% 6 level difference = 25% 7 level difference = 40% 8 level difference = 60% 9 level difference = 80% 10 level difference = 100% 11 level difference = 110% 12 level difference = 120% 13 level difference = 130% 20 level difference = 200% 30 level difference = 300% 40 level difference = 400% 50 level difference = 500% Default Max corruption numerical value = 600 points. 1 point per minute for it to reduce, aka 10 hours. Kill someone with a 40 level difference = 2400 corruption points will take you 40 hours of grinding. What about the death reduction values? Death is supposed to be the main way to remove corruption, so I'd assume several hundred a death? Or do you want to go ultra hardcore and have smth like 20-50 per death? In the end I will let Dev decide that value I can toss some ideas out there. DEATH: Mobs = Must be 10 level below you - so go stand there like an idiot for 10 minute as a rabbit is nibbling at you for 10hp per bite. Taking FOREVER to kill you. Suffer. Don't need you trying to get 1 shot by a cyclops 50 times in a row in some obscure location. Also add Diminishing Return on same mob / mob-type. (Assuming you can work off corruption by dying to pve) Players = Players who are 3 levels below you or higher can help reduce. Diminishing Return from same player. Pretty much 2nd kill you lose barely anything but continue to drop loot. SUFFER - no loophole for you Have a system to identify Guild ID - if matching guild IDs helping to lower your corruption - it wont work. Same applies to - 3 friends from the same guild kills you the non guildie - Only the first kill will apply - diminishing return on 2nd and nothing on 3rd. SUFFER no loophole for you Killing / Working the XP off - whatever AoC has in place.
novercalis wrote: » Dolyem wrote: » novercalis wrote: » Rhel wrote: » The simple way to handle PvP is to add level restrictions. PKing someone at a lower level results in negative Karma. I am thinking more like X amount of level difference will give you a different corruption point amount. The larger the gap, the more corruption you get. And if you're with 1-3 or 2-3, or 1-5 level difference - very little corruption to maybe even none. Same level and 1 level difference = no corruption 2 level difference = 4% of max corruption 3 level difference = 6% 4 level difference = 8% 5 level difference = 10% 6 level difference = 25% 7 level difference = 40% 8 level difference = 60% 9 level difference = 80% 10 level difference = 100% 11 level difference = 110% 12 level difference = 120% 13 level difference = 130% 20 level difference = 200% 30 level difference = 300% 40 level difference = 400% 50 level difference = 500% Default Max corruption numerical value = 600 points. 1 point per minute for it to reduce, aka 10 hours. Kill someone with a 40 level difference = 2400 corruption points will take you 40 hours of grinding. Good example, but yikes to the concept of making players grind for days to remove Corruption even for a single low level kill. I'd say max 12 hours of dedicated grinding assuming the player has griefed the hell out of players. That's 12 hours in game dealing with all sorts of terrible gameplay. Once you get to a day or even days of corruption, you may as well just hand out bans instead. Good - if that scared you - THEN ITS WORKING. DONT FUCKING KILL A LOW LEVEL PLAYER YOU SCUMBAG. The entire purpose of the corruption system is to prevent griefing.