NiKr wrote: » Dolyem wrote: » We will indeed see. I am mostly arguing from what corruption has been explained to be. You kill someone who can't fight back or won't fight back, you get corrupted. So naturally if someone engages you, why the hell should you gain even more corruption? It doesn't make sense as a gameplay design, and it doesn't make sense with the lore of corruption so far. It just feels like an extra kick in the nuts. Because corrupted players become "mobs" and greens don't flag against those. Also, this directly prevents the main abuse of the corruption system. If greens "flag" against reds - a red party can then just go on an absolute destruction spree, because everyone will be "flagging" against them. This is exactly what would lead to the very griefing the system is trying to prevent. There'd be no punishment for the PKer.
Dolyem wrote: » We will indeed see. I am mostly arguing from what corruption has been explained to be. You kill someone who can't fight back or won't fight back, you get corrupted. So naturally if someone engages you, why the hell should you gain even more corruption? It doesn't make sense as a gameplay design, and it doesn't make sense with the lore of corruption so far. It just feels like an extra kick in the nuts.
Voeltz wrote: » I've also considered what a 4th status would look like, but I think there are better solutions to what you are describing. On paper, getting all the penalties for going corrupt seems excessive for one kill. I would like to see corruption start with the lower levels of penalties (xp debt, durability loss, resource loss) and advance into percentages of stat dampening and gear loss chance at higher levels, say 2-3 kills. Killing Bounty hunters that come after you will not increase your corruption, so that helps. Your allies can protect you and heal you since they only get the combatant status until they kill a green. So really it would take a group to take you out unless you're running solo. There's a lot of loopholes in the current system if you consider a majority of people will be playing this game with a group of their friends or guild mates, and they're not going to let their corrupt friends go down easily.
HumblePuffin wrote: » To be honest instead of a whole added flagging status I just think the rules should be consistent and if you attack someone no matter their status you become a combatant. It’s already less risk to attack a red player due to stat dampening, plus you’re able to open up with CC on them, and the reward is potentially much greater. Greens staying greens when attacking is pretty overkill in the deterrent department from my perspective.
Dolyem wrote: » Where does it say corrupted players are mobs?
Dolyem wrote: » And this is actually incorrect. Everyone involved in what you just described is voluntary. The only people corruption protects against would not even be involved because those people aren't engaging in PvP to begin with. Corrupt players will still gain more corruption if they gank players who don't flag, increasing their penalties. But the players fighting back would simply not be the ones increasing corruption, as it is intended. Otherwise, why doesn't killing combatants give just slightly less corruption at all times? Because that would deter PvP, not griefing.
NiKr wrote: » Dolyem wrote: » Where does it say corrupted players are mobs? I think it was an audible quote. I dunno where to find it quickly, so maybe will get it later on. Dolyem wrote: » And this is actually incorrect. Everyone involved in what you just described is voluntary. The only people corruption protects against would not even be involved because those people aren't engaging in PvP to begin with. Corrupt players will still gain more corruption if they gank players who don't flag, increasing their penalties. But the players fighting back would simply not be the ones increasing corruption, as it is intended. Otherwise, why doesn't killing combatants give just slightly less corruption at all times? Because that would deter PvP, not griefing. I'm talking about those exact PKers not getting their punishment. Your suggestion implies that anyone who comes to punish that PKer will become flagged against him and the PK will be able to kill that person freely. This way they'll go unpunished and will be able to keep on griefing.
Dolyem wrote: » If that player attacks them, I am implying they be treated as a combatant, because that is what they are. The corrupted player is still being punished from being corrupted. Being weaker, having a higher death penalty, not having access to services, etc, all in correlation to how much corruption they have accrued by killing players who didnt fight them, or were too weak to do so.
Dolyem wrote: » "Working as intended" or making PvP not fun? Feels much more like the 2nd one. Nice try carebear
Dygz wrote: » Dolyem wrote: » "Working as intended" or making PvP not fun? Feels much more like the 2nd one. Nice try carebear Meaninful PvP Conflict = Sieges, Caravans, Node Wars and Guild Wars. Not really supposed to be getting tons of fun from the PvP that has a Risk of Corruption. Which is why Corruption is harsher than L2 Karma. If you want tons of meaningless PvP combat fun - you have The Open Seas for (Corruption-free) FFA PvP.
Dolyem wrote: » I was brainstorming, and from what I can tell, corrupted players will continue to gain corruption even when defending themselves against non-combatants who attack them due to non-combatants not becoming combatants when attacking corrupted players. I see this as a bit extreme, especially if a corrupted player only killed 1 or 2 greens.
Dolyem wrote: » I was brainstorming, and from what I can tell, corrupted players will continue to gain corruption even when defending themselves against non-combatants who attack them due to non-combatants not becoming combatants when attacking corrupted players. I see this as a bit extreme, especially if a corrupted player only killed 1 or 2 greens. At this point you just snowball into oblivion just by defending yourself in this circumstance. Corruption is already a massive punishment in and of itself with 4x death penalties and reduction in power So what am I suggesting? Make a 4th player combat flagging status. Where a non-combatant who engages a corrupted doesn't give more corruption upon being killed, but also isn't flagged fully as a combatant, so someone else who isn't corrupted could still become corrupted from attacking them. Could call it vigilante status or something. Why? Because the only ones who should grant corruption are the ones who aren't fighting back against you. The other more simple solution is to make anyone attacking someone a combatant regardless of if the player has corruption or not, but that opens up players to being taken out by a corrupted players friends once they are flagged as combatant, hence my suggestion.
Dolyem wrote: » Liniker wrote: » I want to test their system first, fully understand it, and see what player behavior with the system is like before thinking about making suggestions or asking for something to change, Fair, but it's a pretty obvious flaw in design imo.
Liniker wrote: » I want to test their system first, fully understand it, and see what player behavior with the system is like before thinking about making suggestions or asking for something to change,
Raven016 wrote: » True. Sieges will not happen often, except the monthly Castle sieges. So caravan running might be the PvPer main activity in this game. I hope PvE will be good.
NiKr wrote: » Dolyem wrote: » If that player attacks them, I am implying they be treated as a combatant, because that is what they are. The corrupted player is still being punished from being corrupted. Being weaker, having a higher death penalty, not having access to services, etc, all in correlation to how much corruption they have accrued by killing players who didnt fight them, or were too weak to do so. The punishment only comes if you die. The scaling of decreased stats depends on the amount of your corruption and iirc Steven said it'd have to be a pretty high amount for you to start feeling the effects. In other words, PKers will go completely unpunished, because they can simply go fight some mobs w/o ever being scared that they might gain corruption again while doing it. To me that's simply too ez of a life for a PKer. There's no feeling of danger or risk in this. And this doesn't even address the issues of literally having a healer with you and easily beating anyone who attacks you. In the current system if you try that - you're getting fucked harder. In your system people will just cleanse their corruption easily, because they can fight anyone who comes to kill them. What corruption has been described as is a tool against griefing. Going unpunished after said griefing will just empower those griefers. Current system only makes their life harder. As for the combatant status. You only become that when you attack a green or another combatant. This is why I say that the system treats PKers as mobs. And I'm 80% sure I've heard Steven say that line. But even if I won't find that quote, the current design just represents that in its effect. As for lore - we don't know shit. Steven could always add whatever he wants to justify how the game works.
Dygz wrote: » Raven016 wrote: » True. Sieges will not happen often, except the monthly Castle sieges. So caravan running might be the PvPer main activity in this game. I hope PvE will be good. There should be at least 20 Sieges associated with Castles each month: 5 Castle-node Sieges each week + 5 Castle Sieges each month. Also - The Open Seas. Plus Guild Wars and Node Wars.
Dygz wrote: » I do favor Objective-based PvP. Meaningful Conflict is the term used in the Kickstarter campaign and the first few years of development. And, yes, I love that term. And, yes, Meaningful Conflict acts as hype for me, while obsessive Risk v Reward acts as anti-hype for me. It's OK for you to think that the design for Corruption makes PvP not fun. Ashes is not made for everyone.