Veeshan wrote: » Neurath wrote: » Azherae wrote: » 'entirely out of the blue change' for me. RIP Crossbow too lol. Future expansion content :P
Neurath wrote: » Azherae wrote: » 'entirely out of the blue change' for me. RIP Crossbow too lol.
Azherae wrote: » 'entirely out of the blue change' for me.
NiKr wrote: » Noaani wrote: » Not being able to trade or use storage while corrupt isn't new information - we've known this for a few years. Unless people are only just realizing this now, I'm not sure what this thread is about. I don't remember if it was explicitly stated that we couldn't use our freehold storage as PKs. Though no! @Noaani I just doublechecked, Steven said we could use freehold storage. So that was a change. edit: there was also the change of "players can pvp within the freehold but not the house" (before it was the whole freehold), so there's just that 1-2 seconds of running that PKers would need to hide themselves from any pursuers.
Noaani wrote: » Not being able to trade or use storage while corrupt isn't new information - we've known this for a few years. Unless people are only just realizing this now, I'm not sure what this thread is about.
Noaani wrote: » While it doesn't absolutely remove the possibility that a player could set up a freehold next to a road and use it in a similar way, it does allow for players that are attacked by this 'rebel' to fight back more readily, and have a chance at getting some of their stuff back, and perhaps even making some gains. All of these things add in some fun back to where there was just unfun.
tautau wrote: » If I were a mayor, I would hate it if a PKer could have a freehold, kill people and get their stuff, and then store it in their freehold storage. Why? Because it would motivate people to siege my node in order to loot and eliminate the PKer's freehold. If I were able to, I would kick such people out of my node in a second.
Gui10 wrote: » I disagree. The game is Open World PvP after all, so the point is to allow this behavior, while including the proper risks and rewards. If they were to add penalties for doing OWPVP, then why not just remove it? You know what i mean?...
NiKr wrote: » Iirc Intrepid said there'd be an area around important locations (like dungeons, roads, etc) that people wouldn't be able to set their freehold on. And with the game growing in size by a fair bit, I'd imagine that this area can be even bigger than it was previously planned.
NiKr wrote: » Either way, I just think that all these evergrowing negative corruption designs will just turn the game into a "toggle pvp" mmo. With the toggle being the pvp events. Maybe that's exactly what Steven wants, but then I would've liked him to say so a long time ago. But alas.
NiKr wrote: » Noaani wrote: » While it doesn't absolutely remove the possibility that a player could set up a freehold next to a road and use it in a similar way, it does allow for players that are attacked by this 'rebel' to fight back more readily, and have a chance at getting some of their stuff back, and perhaps even making some gains. All of these things add in some fun back to where there was just unfun. Iirc Intrepid said there'd be an area around important locations (like dungeons, roads, etc) that people wouldn't be able to set their freehold on. And with the game growing in size by a fair bit, I'd imagine that this area can be even bigger than it was previously planned. Either way, I just think that all these evergrowing negative corruption designs will just turn the game into a "toggle pvp" mmo. With the toggle being the pvp events. Maybe that's exactly what Steven wants, but then I would've liked him to say so a long time ago. But alas.
superhero6785 wrote: » I hope the storage restriction doesn't kick in until higher tiers of corruption. I think "minor offenders" shouldn't be hit so harshly. If the intention is to give players a risk/reward for becoming corrupt, the risk can't be TOO high too early.
Noaani wrote: » If you only have a minor infringement, you are able to quickly work that corruption off, and thus use your freehold storage.
Okeydoke wrote: » It's one of the primary reasons to siege someone's node. We need these reasons. There are no factions that tell us who the enemy is. We need organic, dynamic pvp/pvx reasons in order to determine which fucker's node to siege. There are other reasons to siege nodes, but pvp related animus will be a big one.
Noaani wrote: » PvP conflict like this will be limited to guild conflicts - based in no small part to the fact that we currently have no indication at all that we will even know what node an opponent is from, so can't really hold animosity towards a specific node due to the actions of one player.
NiKr wrote: » Noaani wrote: » If you only have a minor infringement, you are able to quickly work that corruption off, and thus use your freehold storage. That is if it is in fact "quickly", which I kinda doubt at this point. And as much as some of us will give feedback to keep it quick, I'm 100% sure there'll be x1000 voices yelling at Intrepid to make it super slow. This is why I was heavily coping in my first comment on this page. There's the smallest sliver of chance that at least the first 2-3 PKs won't make you grind mobs for several hours.
NiKr wrote: » Noaani wrote: » PvP conflict like this will be limited to guild conflicts - based in no small part to the fact that we currently have no indication at all that we will even know what node an opponent is from, so can't really hold animosity towards a specific node due to the actions of one player. Definitely hope we can see node allegiances in player nameplates. That would play into the "node is your highest allegiance" design goal.
Noaani wrote: » Quite honestly, none of the above apply to Ashes. As such, if there is a grind of the scale you are talking about above in the game when it goes live, I would be wary - ass it would be a sign to me that the developers do not believe the game to be overly fun in and of itself. Obviously, if you kill 10+ players and gain all of the corruption associated with that, I would expect a few hours to work that off - but that isn't an insane grind in the same way that several hours after several kills is. For 1 kill, I would expect 5 - 8 minutes of solo grinding. However, I expect it to have an exponential increase, rather than a linear one.
NiKr wrote: » Cause to me "way longer than L2's" means a shiiiiitton of grind.