Ravicus wrote: » I don't know why, but factions popped into my brain. Possibly factions could give reason for pk via factional enemies. Kind of like guilds at war, but this would cater to more of the loner who could join npc factions. I dunno, just spitballing.
NiKr wrote: » Solvryn wrote: » It’s contextless is the problem, not everyone with corruption is engaging in foul play. Unless I missed it, I don't think you've laid out your vision for a proper context-based system. Do you have any ideas to maybe give Intrepid a full differing outlook on this? Cause right now I find it hard to come up with a good system that would properly differentiate between a dude who killed someone for absolutely no reason and a dude who killed someone because at some point that victim did a bad thing to some completely different person (which I assume would make the kill an "honor PK", right?).
Solvryn wrote: » It’s contextless is the problem, not everyone with corruption is engaging in foul play.
Dolyem wrote: » NiKr wrote: » Solvryn wrote: » It’s contextless is the problem, not everyone with corruption is engaging in foul play. Unless I missed it, I don't think you've laid out your vision for a proper context-based system. Do you have any ideas to maybe give Intrepid a full differing outlook on this? Cause right now I find it hard to come up with a good system that would properly differentiate between a dude who killed someone for absolutely no reason and a dude who killed someone because at some point that victim did a bad thing to some completely different person (which I assume would make the kill an "honor PK", right?). I'd say the main issue is that you would need GM moderation to differentiate which corrupted kills are griefing and which arent, but I feel like thats unrealistic to expect from any company. But generally: -Any corrupted kill against gatherers done to protect a nodes resources for environment management should not be considered griefing. -Maybe for the first few corruption kills have a few variables that factor in whether or not its the same player and how much time happened between each kill. This would help determine whether or not a player was being camped, and with the right variables such as 3 corruption kills of the same player within 10-30 minutes, you get a large amount of corruption as a result. This idea would encourage players to basically leave players alone for awhile before they could come back to kill them again if they wish, providing time for that player to either risk getting a few more materials, or just dip out before the attacking player has another shot at them. It spreads out the PvP enough to deter a player from camping someone.
Dolyem wrote: » Thats all I have for now as far as context goes. Let me know what you think. especially the 7th one
Depraved wrote: » Dolyem wrote: » NiKr wrote: » Solvryn wrote: » It’s contextless is the problem, not everyone with corruption is engaging in foul play. Unless I missed it, I don't think you've laid out your vision for a proper context-based system. Do you have any ideas to maybe give Intrepid a full differing outlook on this? Cause right now I find it hard to come up with a good system that would properly differentiate between a dude who killed someone for absolutely no reason and a dude who killed someone because at some point that victim did a bad thing to some completely different person (which I assume would make the kill an "honor PK", right?). I'd say the main issue is that you would need GM moderation to differentiate which corrupted kills are griefing and which arent, but I feel like thats unrealistic to expect from any company. But generally: -Any corrupted kill against gatherers done to protect a nodes resources for environment management should not be considered griefing. -Maybe for the first few corruption kills have a few variables that factor in whether or not its the same player and how much time happened between each kill. This would help determine whether or not a player was being camped, and with the right variables such as 3 corruption kills of the same player within 10-30 minutes, you get a large amount of corruption as a result. This idea would encourage players to basically leave players alone for awhile before they could come back to kill them again if they wish, providing time for that player to either risk getting a few more materials, or just dip out before the attacking player has another shot at them. It spreads out the PvP enough to deter a player from camping someone. so you are farming, i pve grief you, you pk me and drop corruption before i come back. i keep pve griefing you, you kill me again. after a couple of times you get massive corruption, it gives me time to come back, hunt you down, kill you and take your hard earned gear, when im the evil griefer and you are just defending yourself. not fair isnt it? remember that when you make a change to "solve something" that change will affect other things. you have to consider that as well, how every change interacts with the whole world and other systems.
NiKr wrote: » Dolyem wrote: » Thats all I have for now as far as context goes. Let me know what you think. especially the 7th one My main problem with this is coding it all into one simple-to-understand system Yeah, those are some reasonable details that might make the overall interactions between players better, but considering the confusion of people who've never experienced L2's system - I feel like even if Intrepid manages to somehow implement all of your suggestions into one wholistic system, people will just call it too confusing and then complain when they suffer at the hands of PKers, who understand the system well, or they themselves become PKers for a seemingly unknown reason. The current system is dumb easy at its core. You had the last hit on a green player - you're fucked. That's it. No overcomplications, no intricate details, no real confusion. As for your 7th suggestion, it just sounds like a more granular PK count. In theory it would probably be a good addition to the system. But I feel like in practice it would require the player nameplates to give us as much info about the target as possible, cause otherwise players wouldn't know who they're killing and why they go the consequences that they did.
Dolyem wrote: » Depraved wrote: » Dolyem wrote: » NiKr wrote: » Solvryn wrote: » It’s contextless is the problem, not everyone with corruption is engaging in foul play. Unless I missed it, I don't think you've laid out your vision for a proper context-based system. Do you have any ideas to maybe give Intrepid a full differing outlook on this? Cause right now I find it hard to come up with a good system that would properly differentiate between a dude who killed someone for absolutely no reason and a dude who killed someone because at some point that victim did a bad thing to some completely different person (which I assume would make the kill an "honor PK", right?). I'd say the main issue is that you would need GM moderation to differentiate which corrupted kills are griefing and which arent, but I feel like thats unrealistic to expect from any company. But generally: -Any corrupted kill against gatherers done to protect a nodes resources for environment management should not be considered griefing. -Maybe for the first few corruption kills have a few variables that factor in whether or not its the same player and how much time happened between each kill. This would help determine whether or not a player was being camped, and with the right variables such as 3 corruption kills of the same player within 10-30 minutes, you get a large amount of corruption as a result. This idea would encourage players to basically leave players alone for awhile before they could come back to kill them again if they wish, providing time for that player to either risk getting a few more materials, or just dip out before the attacking player has another shot at them. It spreads out the PvP enough to deter a player from camping someone. so you are farming, i pve grief you, you pk me and drop corruption before i come back. i keep pve griefing you, you kill me again. after a couple of times you get massive corruption, it gives me time to come back, hunt you down, kill you and take your hard earned gear, when im the evil griefer and you are just defending yourself. not fair isnt it? remember that when you make a change to "solve something" that change will affect other things. you have to consider that as well, how every change interacts with the whole world and other systems. I mean, if you work off the corruption first, it resets that counter.
PK value (PK count/player kill count) is tracked by the total number of PKs (player kills) your character has committed over the course of the character's existence.[1] Corruption score gains are influenced by the attacker's PK value.[4]
HumblePuffin wrote: » Dolyem wrote: » Depraved wrote: » Dolyem wrote: » NiKr wrote: » Solvryn wrote: » It’s contextless is the problem, not everyone with corruption is engaging in foul play. Unless I missed it, I don't think you've laid out your vision for a proper context-based system. Do you have any ideas to maybe give Intrepid a full differing outlook on this? Cause right now I find it hard to come up with a good system that would properly differentiate between a dude who killed someone for absolutely no reason and a dude who killed someone because at some point that victim did a bad thing to some completely different person (which I assume would make the kill an "honor PK", right?). I'd say the main issue is that you would need GM moderation to differentiate which corrupted kills are griefing and which arent, but I feel like thats unrealistic to expect from any company. But generally: -Any corrupted kill against gatherers done to protect a nodes resources for environment management should not be considered griefing. -Maybe for the first few corruption kills have a few variables that factor in whether or not its the same player and how much time happened between each kill. This would help determine whether or not a player was being camped, and with the right variables such as 3 corruption kills of the same player within 10-30 minutes, you get a large amount of corruption as a result. This idea would encourage players to basically leave players alone for awhile before they could come back to kill them again if they wish, providing time for that player to either risk getting a few more materials, or just dip out before the attacking player has another shot at them. It spreads out the PvP enough to deter a player from camping someone. so you are farming, i pve grief you, you pk me and drop corruption before i come back. i keep pve griefing you, you kill me again. after a couple of times you get massive corruption, it gives me time to come back, hunt you down, kill you and take your hard earned gear, when im the evil griefer and you are just defending yourself. not fair isnt it? remember that when you make a change to "solve something" that change will affect other things. you have to consider that as well, how every change interacts with the whole world and other systems. I mean, if you work off the corruption first, it resets that counter. Not exactly: PK value (PK count/player kill count) is tracked by the total number of PKs (player kills) your character has committed over the course of the character's existence.[1] Corruption score gains are influenced by the attacker's PK value.[4] This is one of those things I think could get out of control based on how they tune it to the point that no one ever really has a good reason to go red.
It may be possible to reduce this value through certain quests and/or consumables.[1] A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[2][3]
Dolyem wrote: » I mean simple is good, but if you keep it too simple with corruption as it is, you're inadvertently making an on-the-fly opt-in PvP game, which will kill OW PvP. Its more or less impossible to have a simple system that separates griefing PKs from non-griefing PKs.
HumblePuffin wrote: » This is one of those things I think could get out of control based on how they tune it to the point that no one ever really has a good reason to go red.
Dolyem wrote: » A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[7][4] This is a design shift from a religious quest being used to directly reduce the corruption score. So a completely separate quest from working off your corruption is needed to reduce your PK score. I can't wait to set this one ablaze in testing.
NiKr wrote: » I know it's kind of a meme at this point, but it worked in L2 We still had people fighting each other even outside of guild wars and we still didn't have all that many PKers. Especially not that many "true PKers" who'd just kill anyone and everyone. This mainly relied on the simplicity of the system, relatively short times of removing corruption and later on relative ease of decreasing your PK count. And those last two things are the exact stuff that can be tweaked and tested to make the system fit Steven's vision of "some PKing, but no griefing". If anything, I think that complicating the PK count side of things would be fine, because that's the more intricate part of the system already. It could account for node allegiances or mayor-placed markers, it could account for incoming attacks from greens and not go up if you retaliate. All that good stuff that would be tested in A2.
NiKr wrote: » Yeah, which is why I think that corruption gain values should be somewhat low, but PK count should increase them by quite a lot, the higher it is. And count decreasement should be costly, both in money and in time. Those who PK very rarely can afford to spend some time/money, say, once a month to reduce their count back to zero. While those who want to keep PKing randomly would have to constantly refarm all the money/mats for the reduction and spend a ton of time on the process itself - hence reducing their griefing portion of the gameplay.
NiKr wrote: » Dolyem wrote: » A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[7][4] This is a design shift from a religious quest being used to directly reduce the corruption score. So a completely separate quest from working off your corruption is needed to reduce your PK score. I can't wait to set this one ablaze in testing. I feel like you really didn't read up on the system before making the OP Yet, again this is exactly how it was in L2 and it worked.
Dolyem wrote: » Honestly I think PK count should be per instance of corruption, not overall PK count. Once you work it off or are killed, reset it. Otherwise you are going to have people get to a point where they just dont ever go red ever again, and that is a bad thing because that means no OW PvP engagements. Like, oh I have to go spend a crap load of time and money because I smacked 30 gathers from other nodes ruining my nodes environment management over the course of a month, and now when I kill one of them I have corruption for 3 days? I love OW PvP and I can say, I would never bother flagging if that becomes the case, even with an army of PvE griefers before me. Because I will be wasting gold and time to keep up with it all. And I wouldnt even be griefing.
Dolyem wrote: » I mean, thats hidden in a quote on the corruption page. All I got the first time I read it was "youll get more corruption as you continue to kill players" not "This score doesnt decrease once youre not corrupted"
NiKr wrote: » Dolyem wrote: » I mean, thats hidden in a quote on the corruption page. All I got the first time I read it was "youll get more corruption as you continue to kill players" not "This score doesnt decrease once youre not corrupted" I meaaaaaaan