Liniker wrote: » The only restriction I'd like to see is not being able to flag or be killed by other players until you either hit level 5 or play for 20 hours, there's no point in PKing so early on and it's easy to just delete your char and make a new one if you want to troll, the 20h thing is to make sure people don't make alts bellow level 5 so they won't get killed
Neurath wrote: » I don't think we get experience for killing other players. A pvp twink could last absolute months with the 200 plus hour levelling time and limited xp in take. Should be the best environment for a twink.
Neurath wrote: » Edit: furthermore, xp debt from corruption can just be farmed off more pvp kills too then.
Galaturc wrote: » By all means, let players commit crimes... As long as the penalties they will face are appropriate deterrents we rarely ever witness them, especially in bigger/safer nodes.
Vaknar wrote: » As some have pointed out, it'll be interesting to see player behaviors during Alpha Two testing! ^_^
Liniker wrote: » Vaknar wrote: » As some have pointed out, it'll be interesting to see player behaviors during Alpha Two testing! ^_^ @Vaknar I hope the Intrepid team take in consideration that your Alpha 2 backers won't exactly represent "normal" player behaviour. People that pay +250$ to test a game years before launch probably consist of dedicated players that tends to follow the rules. Making all the decisions based on data gathered from your fans, instead of actual players might be an issue, we'll see.
Dolyem wrote: » What would you consider appropriate?
Galaturc wrote: » Appropriate as in "appropriately deterring"... penalties so deterring that 99% of the player base will not commit pk'ing. That the reward for the risk of killing a non-combatant player is just not worth it, but the option exists. If the current temporary rules are not deterring enough, I have no doubt Intrepid will make sure they're "appropriately" adjusted based on feedback. Again, I'm all for having that option in the game, but I desire a risk vs reward system to manage how often players chose that option.
Galaturc wrote: » Just as well, there will be unsafe nodes where pk'ing happening more often because red guild raids are rampant and trade and the economy of the node suffer as a consequence. Risk vs reward.
Galaturc wrote: » Dolyem wrote: » What would you consider appropriate? Appropriate as in "appropriately deterring"... penalties so deterring that 99% of the player base will not commit pk'ing. That the reward for the risk of killing a non-combatant player is just not worth it, but the option exists. If the current temporary rules are not deterring enough, I have no doubt Intrepid will make sure they're "appropriately" adjusted based on feedback. Again, I'm all for having that option in the game, but I desire a risk vs reward system to manage how often players chose that option. To touch briefly back to the safe vs unsafe nodes... The current corruption system allows an ecosystem where players and guilds can contribute to the safety of a node where pk'ing is rare due to active hunting for pk's committing crimes in their nodes. There will be nodes that are assumed to be safe because local blue guilds provide extra protection to visitors and traders so their nodes are more prosperous. Just as well, there will be unsafe nodes where pk'ing happening more often because red guild raids are rampant and trade and the economy of the node suffer as a consequence. Risk vs reward.
NiKr wrote: » Except I'm 99% sure that there won't be any "red guilds" in the game if the corruption is tuned to deter people from PKing as much as some people want.
Dolyem wrote: » The goal isn't to deter PKing, it's to deter griefing. PKing someone a couple times and moving on isn't griefing.
Dolyem wrote: » What you suggest leaves no risk for going out to gather resources or participate in PVE. In order for this game to be PVX there must be a balance of risks for both PvP and PvE when participating in either, and incorpating both together as much as possible.