tautau wrote: » Out of curiosity, why don't you think a PKer should not drop armor &/or weapons? Do you simply think that it is too harsh, or is there a logical reason behind your opinion?
Chicago wrote: » at no point in time should a player drop armor/ gear as a result of dying in pvp,
Noaani wrote: » Chicago wrote: » at no point in time should a player drop armor/ gear as a result of dying in pvp, You can play the game in a manner where this is the case for you. Your argument may well be that you don't want to limit yourself to not killing players you would otherwise kill. How is that any different to someone not wanting to fight you being forced - by you - to do so? I'm sure you will then turn around and say "if they don't like that, they shouldn't play this game". To which I say "if you don't like the potential to drop items in PvP, you shouldn't play this game". I await your response with bated breath.
Chicago wrote: » Noaani wrote: » Chicago wrote: » at no point in time should a player drop armor/ gear as a result of dying in pvp, You can play the game in a manner where this is the case for you. Your argument may well be that you don't want to limit yourself to not killing players you would otherwise kill. How is that any different to someone not wanting to fight you being forced - by you - to do so? I'm sure you will then turn around and say "if they don't like that, they shouldn't play this game". To which I say "if you don't like the potential to drop items in PvP, you shouldn't play this game". I await your response with bated breath. Haha no actually mate i enjoy your perspective, we dont agree but as i said id rather hear ways to fix it a way to prevent pking without gear drops would be nice so lets think about some soñutions instead of arguing!
Chicago wrote: » As it stands the community seems split on this topic, pvers seem to like the udea of corruption and harsh penalties for pking and pvpers seem to hate it, i myself think think the concept is good but the design is extremley flawed, at no point in time should a player drop armor/ gear as a result of dying in pvp, resorces and materials i can live with, so instead of having a 100 comment long argument lets brain storm some ideas to make it better for both parties, On another post i read this week someone mentioned an idea of having corruption not come into play if you are attacked at night time, i think this is super cool and emersive, also corruption could be like a 15 minute debuff of stats after you PK but you dont lose materials or armor, what are your thoughts? For a pvx game that is mostly designed around pvp in my opinion the corruption system is way over the top, maybe there could be some zones that you are flagged in and others no
Solvryn wrote: » Should there be a permanent indication that a player is an asshole well after they worked off corruption? Also yes. A well done honor/dishonor score system that’s a sibling system could do that.
Noaani wrote: » Solvryn wrote: » Should there be a permanent indication that a player is an asshole well after they worked off corruption? Also yes. A well done honor/dishonor score system that’s a sibling system could do that. Does PK count not approximate this?
Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Should there be a permanent indication that a player is an asshole well after they worked off corruption? Also yes. A well done honor/dishonor score system that’s a sibling system could do that. Does PK count not approximate this? No, because it doesn’t tell us why they PK’d.
Noaani wrote: » Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Should there be a permanent indication that a player is an asshole well after they worked off corruption? Also yes. A well done honor/dishonor score system that’s a sibling system could do that. Does PK count not approximate this? No, because it doesn’t tell us why they PK’d. If I understand what it is you are after here, there isn't a way to do this. The game can't tell, and if you put it in the hands of players, they will abuse it. Far better to leave it up to the game to have a basic mechanic in place that applies evenly to everyone, imo.
NiKr wrote: » What if we only drop literally the stuff we're wearing and not the stuff in our inventory? At that point all you gotta do is carry a weak set with you that you can PK in. There, problem solved. No "took-a-month-to-farm" gear lost.
Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Noaani wrote: » Solvryn wrote: » Should there be a permanent indication that a player is an asshole well after they worked off corruption? Also yes. A well done honor/dishonor score system that’s a sibling system could do that. Does PK count not approximate this? No, because it doesn’t tell us why they PK’d. If I understand what it is you are after here, there isn't a way to do this. The game can't tell, and if you put it in the hands of players, they will abuse it. Far better to leave it up to the game to have a basic mechanic in place that applies evenly to everyone, imo. I have been pretty vague, more than likely it needs a greater explanation.
Korela wrote: » NiKr wrote: » What if we only drop literally the stuff we're wearing and not the stuff in our inventory? At that point all you gotta do is carry a weak set with you that you can PK in. There, problem solved. No "took-a-month-to-farm" gear lost. If so, then fine. Wearing cheap equip during the corrupt state is manageable (if I have enough inventory space and wieght limits, heh). But it sounds strange. Why just don't apply even more "skill and stat dampening"? That's why I assumed that it won't work this way
Chicago wrote: » On another post i read this week someone mentioned an idea of having corruption not come into play if you are attacked at night time, i think this is super cool and emersive
Caww wrote: » can we merge this with the following 107 comment thread and skip the part where we all repeat ourselves?