Wandering Mist wrote: » 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 This is an interesting idea, although I don't think it would work in an mmorpg. It's common in single-player games to have more dangerous creatures come out at night, but most of the time these games have a way of changing the in-game time so you can choose whether to play at night or day time. In an mmorpg, you can't do this, and it would suck if the only times you could play were when it was night time in game and you had to deal with the PKers or miss out on most of the game.
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
hleV wrote: » I don't think the system is meant to deter it so much that there's no PKing whatsoever, so if you PK once and die, you received your punishment, but if it RNG procs a good gear piece drop, thatt can cause a major dissatisfaction with the game and ragequits, which could've been avoided by moving this mechanic to higher levels of corruption.
NiKr wrote: » Caww wrote: » can we merge this with the following 107 comment thread and skip the part where we all repeat ourselves? You don't understand! This thread is not for arguments
Caww wrote: » can we merge this with the following 107 comment thread and skip the part where we all repeat ourselves?
hleV wrote: » Should that one person now risk losing a precious item which they worked hard and long for? No, I think it'd be a big mistake to make it so, as the punishment becomes way too harsh then. It's important to remember that even without gear drop RNG, dying as corrupted has increased mat drop and exp dept, which to me seems already good enough to deter most people from PKing. I don't think the system is meant to deter it so much that there's no PKing whatsoever, so if you PK once and die, you received your punishment, but if it RNG procs a good gear piece drop, thatt can cause a major dissatisfaction with the game and ragequits, which could've been avoided by moving this mechanic to higher levels of corruption.
Chicago wrote: » so instead of having a 100 comment long argument lets brain storm some ideas to make it better for both parties,
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, 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
tautau wrote: » Simple enough, Mag7spy It could work something like this: If a red player dies, the possibility of dropping something would depend on variables like PK count, etc. Let's say that this calculation results in a 5% chance of dropping (roll a 1-5 on a 100 number table resulting in something dropping) and the dead player rolls a 3, so something they carry is going to drop. This results in a 2nd calculation to find out what drops. Assume there are 15 gear/jewelry/weapon slots on a player and that we also have up to 45 additional inventory slots (just making up numbers). We cannot just roll on a 1-60 table to see which slot drops because a PKer's strategy would be to fill up all 45 inventory slots with junk to decrease the odds of a gear drop. Instead, we might roll on a 1-4 table and a 1 is something dropping from a gear slot and a 2, 3, 4 is something dropping from an inventory slot. The 3rd calculation now rolls on the number of FILLED slots in the category chosen in roll #2. For example, if it is an item drop and there are 12/15 item slots filled on the dead PKer, then we roll on a 1-12 table for something to drop. Or, if it is an inventory drop and 31/45 slots are filled then we roll on a 1-31 table to see which inventory slot drops its contents. Perhaps this is an individual who has a LOT of PKs, or for some other reason game rules determine they will drop more than one slot. If they are going to drop 3 slots, we just go through the calculations three times, or however many times is necessary for the number of drops. I recall a few times back in L2 when I killed a deep red player and they popped like a pinata and left a pile of items/stuff on the ground. Best drops of the game are red players! You all, please feel free to find flaws in the above system!
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
BaSkA_9x2 wrote: » I believe that an issue Ashes will face is that Alpha 2 & Beta won't actually demonstrate if some systems are good or bad, including the Corruption System\.