Dygz wrote: » Ashes are not looted. When you die, you drop some resources. Players can pick dropped resources up off the ground. How people share drops probably depends on if they are in a group and whatever share settings they chose.
Korela wrote: » Myosotys wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources? Good question. You can become PK, but it is dangerous, because you can drop valueable items. The answer for now is the corruption-free seas. But what if the corruption-free zone is too small and easy-to-monopolize? Then that type of players are between griefers and hardcores. Hope there a few PvP zones then
Myosotys wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources?
Raven016 wrote: » Dygz wrote: » Ashes are not looted. When you die, you drop some resources. Players can pick dropped resources up off the ground. How people share drops probably depends on if they are in a group and whatever share settings they chose. Then if you die killed by an NPC, all your resources stay in the ashes or some stay with you when you respawn? If some of the resources stay with player then PvEers can go and farm resources even if the spot is controlled by stronger PvPers. Is just a question what percentage goes to PvPers. They will sometime kill the PvE player, sometime not.
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[50][29][30][31] These ash piles are immediately lootable by any player.[29]
HumblePuffin wrote: » Raven016 wrote: » Dygz wrote: » Ashes are not looted. When you die, you drop some resources. Players can pick dropped resources up off the ground. How people share drops probably depends on if they are in a group and whatever share settings they chose. Then if you die killed by an NPC, all your resources stay in the ashes or some stay with you when you respawn? If some of the resources stay with player then PvEers can go and farm resources even if the spot is controlled by stronger PvPers. Is just a question what percentage goes to PvPers. They will sometime kill the PvE player, sometime not. This is some weird semantics by Dygz and confusing for no reason. From the wiki: When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[50][29][30][31] These ash piles are immediately lootable by any player.[29] Here’s a list of all the death penalties for you:https://ashesofcreation.wiki/Death_penalties And no your ashes will leave behind loot based off of what death penalties apply. So combatant and non combatant are a percentage of the resources you were holding, corrupt can drop gear and other fully built items. When you die that percentage is decided and dropped, and you respawn with everything else that wasn’t dropped. This applies to any way you die, player, NPC, or just falling, etc. You can also run back to your body to claim those things if you make it before another player finds the ash pile.
Raven016 wrote: » Korela wrote: » Myosotys wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources? Good question. You can become PK, but it is dangerous, because you can drop valueable items. The answer for now is the corruption-free seas. But what if the corruption-free zone is too small and easy-to-monopolize? Then that type of players are between griefers and hardcores. Hope there a few PvP zones then If you want to PvP, you do not go with valuable items. You go with average items only.
Raven016 wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources?
Korela wrote: » Raven016 wrote: » Korela wrote: » Myosotys wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources? Good question. You can become PK, but it is dangerous, because you can drop valueable items. The answer for now is the corruption-free seas. But what if the corruption-free zone is too small and easy-to-monopolize? Then that type of players are between griefers and hardcores. Hope there a few PvP zones then If you want to PvP, you do not go with valuable items. You go with average items only. Yep, that's what I do not like. If I've created my build, I want to use it. Or should I use the alt characters with average items on my second PC to safely protect the main one?
HumblePuffin wrote: » Korela wrote: » Raven016 wrote: » Korela wrote: » Myosotys wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources? Good question. You can become PK, but it is dangerous, because you can drop valueable items. The answer for now is the corruption-free seas. But what if the corruption-free zone is too small and easy-to-monopolize? Then that type of players are between griefers and hardcores. Hope there a few PvP zones then If you want to PvP, you do not go with valuable items. You go with average items only. Yep, that's what I do not like. If I've created my build, I want to use it. Or should I use the alt characters with average items on my second PC to safely protect the main one? I think a more accurate way to say it would be “if you’re going to go out and you think you might go corrupt today, go with your average items” As long as you don’t go corrupt there’s no reason to not use the best things you have.
Korela wrote: » HumblePuffin wrote: » Korela wrote: » Raven016 wrote: » Korela wrote: » Myosotys wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources? Good question. You can become PK, but it is dangerous, because you can drop valueable items. The answer for now is the corruption-free seas. But what if the corruption-free zone is too small and easy-to-monopolize? Then that type of players are between griefers and hardcores. Hope there a few PvP zones then If you want to PvP, you do not go with valuable items. You go with average items only. Yep, that's what I do not like. If I've created my build, I want to use it. Or should I use the alt characters with average items on my second PC to safely protect the main one? I think a more accurate way to say it would be “if you’re going to go out and you think you might go corrupt today, go with your average items” As long as you don’t go corrupt there’s no reason to not use the best things you have. The problem is, if you want to farm at 100%, you have to PK sometimes. The current corruption system is favoring griefers too much. To be clear, If a player refuses to leave the spot and do not compete for it through fight - I consider them as a griefer.
Griefing in Ashes of Creation is defined as impacting another player's gameplay in a negative and harassing and repetitive manner. It is something that is outside of the expectation of the gameplay behavior that is communicated in the design philosophy.[1]
Dolyem wrote: » Honestly in end game I plan to have gear kits for gathering and ganking. I'll save my BiS gear for raids, sieges, caravans, and piracy. If I end up losing some of the gear through corruption, so be it. I know the consequences. I simply believe overall, there should be many variables when deciding corruption gains and corruption effects.
PherPhur wrote: » @HumblePuffin I can almost guarantee you that corruption will get applied in a varied amount to any and every player who damages a green player within so much as like a 5 minute timeframe, if the green person dies within that time from anything. I also imagine that the damage will accumulate and refresh that timer.
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[74] – Steven Sharif
HumblePuffin wrote: » Dolyem wrote: » Honestly in end game I plan to have gear kits for gathering and ganking. I'll save my BiS gear for raids, sieges, caravans, and piracy. If I end up losing some of the gear through corruption, so be it. I know the consequences. I simply believe overall, there should be many variables when deciding corruption gains and corruption effects. I also agree with your corruption thoughts as well. I personally hope corruption doesn’t end up being for the one that got the killing blow. I do hope that corruption works on that same first to hit/damage dealt/health healed way that tagging mobs uses. I think stacking it all in one person makes it an exploitable. I think getting someone down to low health and letting a mob kill them so you don’t get corruption is exploitable.
Depraved wrote: » HumblePuffin wrote: » Dolyem wrote: » Honestly in end game I plan to have gear kits for gathering and ganking. I'll save my BiS gear for raids, sieges, caravans, and piracy. If I end up losing some of the gear through corruption, so be it. I know the consequences. I simply believe overall, there should be many variables when deciding corruption gains and corruption effects. I honestly hope that there’s even more gear considerations than just the type of content you’re doing. I hope I feel inclined to keep some different weapons on me for dealing with a variety of mobs, armor types and classes. I hope I feel inclined to have different armor sets for the same reasons. I also agree with your corruption thoughts as well. I personally hope corruption doesn’t end up being for the one that got the killing blow. I do hope that corruption works on that same first to hit/damage dealt/health healed way that tagging mobs uses. I think stacking it all in one person makes it an exploitable. I think getting someone down to low health and letting a mob kill them so you don’t get corruption is exploitable. But yes totally agree that amounts of corruption given should be appropriately calculated through many different variables. this is ridiculous. if you dont want people attacking you then dont annoy them or play with a group and dont get in the way of other groups.
HumblePuffin wrote: » Dolyem wrote: » Honestly in end game I plan to have gear kits for gathering and ganking. I'll save my BiS gear for raids, sieges, caravans, and piracy. If I end up losing some of the gear through corruption, so be it. I know the consequences. I simply believe overall, there should be many variables when deciding corruption gains and corruption effects. I honestly hope that there’s even more gear considerations than just the type of content you’re doing. I hope I feel inclined to keep some different weapons on me for dealing with a variety of mobs, armor types and classes. I hope I feel inclined to have different armor sets for the same reasons. I also agree with your corruption thoughts as well. I personally hope corruption doesn’t end up being for the one that got the killing blow. I do hope that corruption works on that same first to hit/damage dealt/health healed way that tagging mobs uses. I think stacking it all in one person makes it an exploitable. I think getting someone down to low health and letting a mob kill them so you don’t get corruption is exploitable. But yes totally agree that amounts of corruption given should be appropriately calculated through many different variables.
HumblePuffin wrote: » Depraved wrote: » HumblePuffin wrote: » Dolyem wrote: » Honestly in end game I plan to have gear kits for gathering and ganking. I'll save my BiS gear for raids, sieges, caravans, and piracy. If I end up losing some of the gear through corruption, so be it. I know the consequences. I simply believe overall, there should be many variables when deciding corruption gains and corruption effects. I honestly hope that there’s even more gear considerations than just the type of content you’re doing. I hope I feel inclined to keep some different weapons on me for dealing with a variety of mobs, armor types and classes. I hope I feel inclined to have different armor sets for the same reasons. I also agree with your corruption thoughts as well. I personally hope corruption doesn’t end up being for the one that got the killing blow. I do hope that corruption works on that same first to hit/damage dealt/health healed way that tagging mobs uses. I think stacking it all in one person makes it an exploitable. I think getting someone down to low health and letting a mob kill them so you don’t get corruption is exploitable. But yes totally agree that amounts of corruption given should be appropriately calculated through many different variables. this is ridiculous. if you dont want people attacking you then dont annoy them or play with a group and dont get in the way of other groups. Huh? I believe we have a misunderstanding here and since I have no idea how you got “I have a problem with people attacking me” out of that, I’m gonna need you to explain what you think I said.
Spinspirit wrote: » Raven016 wrote: » I wonder, for example, how to deal with a player who camps specifically in your zone, follows you, finishes your monsters and takes your resources? Prtty easy to deal with imo xp shared by dmg dealt to the mob and loot rights by the person who has dealt the most dmg. It wouldnt be worth the time stalking you for a cut of the xp.