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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Corruption/pvp
Chicago
Member, Alpha One, Alpha Two, Early Alpha Two
How many of you will still be engaging in in world pvp/ ganking reguardless of corruption?
0
Comments
But outside of my own attacks, I will always fight back if attacked.
It may alter the outcome of PvP, however.
Generally for the type of gaming experience I am looking forward to having, the corruption will be conducive rather than deterring as it will disincentivize more destructive playing styles.
it will probs be better to go red at lower levels. easier to clean and you lose less, or at least, anything you lose can be cheaper to replace xD
If I don’t actually like someone, we are going to fight.
I really don’t see a point to hand holding and the “social” aspects of MMOs if there isn’t bloodlust and strife involved.
Community is only good when it’s forged in blood and steel. Iron sharpens iron…
It would take longer to level with all the experience debt. You can just blitz through experience debt at max level and gauge how much you want to delve in. I'd never go corrupted if i had serious resources to lose.
There are probably a lot of variables.
Unless someone annoys me and then I’ll take them out.
Likewise, I've read speculation on 'open season' mechanics which would make everything outside of nodes as lawless as the high seas periodically. An in-game day/night cycle of ~45 minutes daytime/15 minutes nighttime might work well here as it allows reasonable time for travel from node to node or harvest during the day period followed by a natural 'pitstop' as casual players congregate at nodes for the night period to refine, craft and get some 1-hour duration bard buffs at the Tavern before setting out again. Alternatively, you can risk staying out at night for rare night only harvestables.
Then if the balance for corruption is bad, e.g. I get killed while corrupted (for the "right" reasons, not for griefing/going on killing sprees) and it procs a drop of a gear piece I worked weeks/months to obtain, I'll quit the game ¯\_(ツ)_/¯
If you go red carrying valuable gear, it is a risk that you choose to take. I suspect that, if you choose to take such risks, you might not stick around very long. Getting gear off of red players is probably much easier than getting gear off of boss raids.
At that point a PvP on/off flagging system does a better job because it removes the need to make decisions that can lose you precious gear and potentially have you quit the game.
Now something like that may have worked a decade and a half ago, but now..? I have my doubts, people have way more alternatives now.
I do have some faith in devs balancing it well enough in the end, though I don't think I've heard their current opinion about corruption as a whole, like whether they're still willing to have a small chance to extremely punish for even the lowest levels of corruption.
You’re pretty level headed I don’t see anyone that frustrated by you.
Unfortunately(?), as it stands (depending on your perception of pirate), you will not experience any corruption for this.
Also no corruption for caravan raiding lol.
I'm not sure what you mean. the corruption system will prevent mass murder because the killer will die and lose his gear. that's the deterrent. mass murder is probably not the valid reason to go pk, even tho idc lol
I imagine there will still be a good amount of pvp and wars but it sounds like they're putting a bunch of safety nets so players can just PvE more over PvP. But that's my opinion. Quite a turn off from the game for me.
"Sanctioned" pvp systems like node sieges, guild wars, battlegrounds, arenas, open sea, and others (think the total is 9 or so dedicated pvp systems) are outside the flagging/corruption system. It is only those that get their kicks by killing others outside those systems that have a risk v reward to calculate.
YUP
which just proves there is less risk and more reward in the game by controlling/encouraging the pvp to this "sanctioned" gameplay encouragement. But you know what, that's ok with me because good thing there are several MMORPG's being made (especially in UE5) so as a gamer trying to find that niche to fill, there will be plenty of options in the upcoming years. The MMORPG options are going to become quite saturated for gamers to choose from in this genre niche.
Your reasoning doesn't do any justice to my perspective on the matter especially when you start adding up all the features for "safer" experience in the world. On their own, they sound great but when you start adding them all up, it does start to feel like a care bear system and design. Oh well lol it's just starting to sound quite less appealing. Could still be a good game for the demographic this appeals to.
Now if the content (at least the valuable one) does not require a party and/or guild war declarations cost a shitton of resources - now that would be a pretty good argument for the game being a carebear den. But both of those things will most likely get tuned and tested in later stages of alpha2, so it's hard to say either way.