Galaturc wrote: » I disagree, I think the majority (including myself) desires a corruption system where pk'ing and red guilds exist and grieving other players is actively deterred. This is a process of balancing and Intrepid has the right direction and principles atm. We will all have to wait and see the feedback of our community during alpha 2, beta, and even after release, and see how Intrepid plays with their corruption penalty gauges. I expect there will be gradual adjustments as new players join our community.
NiKr wrote: » Otherwise, I'm not sure what exactly you're disagreeing with in that quote.
Galaturc wrote: » Yes, "a red guild" may have different definitions than the one you assume. It could be a pk guild coordinating with a regular guild, tasked with only deterring non-combatant players from gathering in a node. It could be a pirate guild protecting an island node and its surrounding sea, reserving all its resources for itself. It could also be the red guild you mentioned, attacking pretty much 99% of anyone they see, but I doubt they would survive long in a well-protected node. Eventually, they'd be pushed toward the edges of the map, and hunted down... that's why I think an island node could be a good base for such a guild with all members red and with a strong naval presence. A red guild could also purely aim to grieve other players to no end and risk a ban. In my opinion, ideally, many red guilds will be local, they will always need the backing and control of a base node, and they will have certain motives that most other players will be aware of. The pk activity should not be random or widespread in Verra, and the corruption system should effectively deter and reduce it to rare occurrences in safe and protected nodes. I welcome dangerous nodes with red guilds well known to traders and other players so they avoid them.
Galaturc wrote: » ... the system should strongly deter this at such a level that the player has a strong motive and the backing of a strong guild present within the node.
NiKr wrote: » A shitty PKer will still be able to kill quite a few players, but then they'll have such a high PK count across their whole account that any single PK will push them below pvping strength and then make them spend a shitton of time trying to remove that counter, which is the goal of the corruption system - lessen the amount of PKing happening in the game, be that through sheer deterrent or through resulting punishment.
Liniker wrote: » People that pay +250$ to test a game years before launch probably consist of dedicated players that tends to follow the rules.
Villefort wrote: » Ehhh I don't think this is a good idea. That approach seems over the top controlling of a player's experience. I could see myself having 1 char that follows the rules and is an upstanding citizen....and another char that has a bounty on his head.
Villefort wrote: » I don't see why one character's activities have to be linked to the other... I doubt people would advocate for good things being account-wide...why should bad things?