Dolyem wrote: » Solvryn wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that. If you are killed many times in a short time period yea. But getting killed once or twice, not so much. But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate. So diminishing returns on an internal corruption timer sounds like an idea. Or at least that what comes to mind to me. It's a hard one to solve honestly. Because the system would need to accurately differentiate between intent to grief and actual PvP
Solvryn wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that. If you are killed many times in a short time period yea. But getting killed once or twice, not so much. But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate. So diminishing returns on an internal corruption timer sounds like an idea. Or at least that what comes to mind to me.
Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that. If you are killed many times in a short time period yea. But getting killed once or twice, not so much. But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate.
Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that.
Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing.
Dolyem wrote: » It's a hard one to solve honestly. Because the system would need to accurately differentiate between intent to grief and actual PvP
Dolyem wrote: » If you are killed many times in a short time period yea. But getting killed once or twice, not so much.
Dolyem wrote: » But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate.
Depraved wrote: » even if he isnt trying ot hurt the node. if someone is randomly picking flowers and i kill that person, that isnt griefing. if they come back and i killed them again, that isnt griefing. if they come back 10 times and i kill them 10 times, that isnt griefing. maybe im trying to get the flowers for myself and dont want others gathring near me.
Dygz wrote: » Depraved wrote: » even if he isnt trying ot hurt the node. if someone is randomly picking flowers and i kill that person, that isnt griefing. if they come back and i killed them again, that isnt griefing. if they come back 10 times and i kill them 10 times, that isnt griefing. maybe im trying to get the flowers for myself and dont want others gathring near me. Individuals do not own land that can be harvested by anyone - nor do they own the flowers on that land. Your personal greed does not negate your griefing. In the example you provide, your personal greed motivates your griefing.
Dygz wrote: » Dolyem wrote: » If you are killed many times in a short time period yea. But getting killed once or twice, not so much. Exactly. Which is why Corruption is designed to keep it down to once or twice. Dolyem wrote: » But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate. I think harvesting specifically to hurt a Node won't be much of a thing. On the flip side, Citizens of a Node might attack those who are on the precipice of endangering the local Land Management for whatever reasons - including ignorance. You could argue that repeated killings of the returnees from Sanctus is not griefing, but - the Gods of Verra apparently do not agree with you. It's quite easy to differentiate. Objectively so.
Okeydoke wrote: » Dolyem wrote: » It's a hard one to solve honestly. Because the system would need to accurately differentiate between intent to grief and actual PvP I don't think it's really practical to try to design a system that could differentiate that. Which is why I think the only choice is to go with the system they're going with - a corruption system that scales upwards in penalties as you accrue more corruption. It's not perfect. But theoretically, at low corruption levels, the penalties would be low enough that it would allow some play in the system for people to honor pk and for run of the mill legit pvp. Some people may use their lower penalty corruption kills to grief. Ban them. That's really all there is to say on that. Problem solves itself. See ya griefers. It's good to hear that Intrepid intends to invest resources into policing their game, as opposed to gutting pvx systems to solve griefing problems. That said, yeah it'd be awesome if there was a system that could differentiate griefing and pvp. It's just hard to imagine, but I'm not a game dev. If it can be done, that'd be ideal.
Depraved wrote: » if i go and kill level 10 as a lvl 30 over and over for no reason, thats also griefing. however, if i kill low levels because i want the mobs in the earea or the flowers, or maybe im helping a friend levle up, that isnt griefing. as long as you have something to gain from killing someone else, that isnt griefing. griefing is when you follow someone around with the intention of making him quit the game.
Dolyem wrote: » Who is the greedy one? The one gathering at the expense of the node, or the one defending the node against that person?
Depraved wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that. If you are killed many times in a short time period yea. But getting killed once or twice, not so much. But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate. even if he isnt trying ot hurt the node. if someone is randomly picking flowers and i kill that person, that isnt griefing. if they come back and i killed them again, that isnt griefing. if they come back 10 times and i kill them 10 times, that isnt griefing. maybe im trying to get the flowers for myself and dont want others gathring near me. if i follow him around from area to area for no reason and just keep killing him, thats griefing. if i go and kill level 10 as a lvl 30 over and over for no reason, thats also griefing. however, if i kill low levels because i want the mobs in the earea or the flowers, or maybe im helping a friend levle up, that isnt griefing. as long as you have something to gain from killing someone else, that isnt griefing. griefing is when you follow someone around with the intention of making him quit the game.
Dygz wrote: » Dolyem wrote: » Who is the greedy one? The one gathering at the expense of the node, or the one defending the node against that person? Whoever it is who thinks they own all the flowers growing and that no one else has the right to also Gather the flowers. I'm not sure what "defending the Node" means when all Gathering that takes place within the ZoI of a Node progresses the Node. Nevertheless, Gathering and even having negative effects on Land Management does not cause Corruption. From the view of the Gods of Verra - people can Gather as many flowers as they wish. Griefing Tulnar and the Returnees from Sanctus on the Mainland results in the PKers being treated like monsters - until the Corruption is removed.
Dolyem wrote: » I do agree and feel that I have been advocating for the first few corruption kills being lenient to accommodate for non-griefing corruption kills. I've even suggested variables for tracking griefing through repeated kills in a certain time frame. It comes down to a balance of allowing for enough leniency to deter griefing as a non-combatant just as much as deterring PKing griefing. Just have to find a reasonable balance. Either way I think we are on the same page.
hleV wrote: » Harsher punishments such as risk of dropping gear or being unable to fight back greens without increasing your corruption should be revisited or reserved for those going on killing sprees. The other corruption penalties are sufficient for one-off PKs. Even if that one-off PK is done to grief, but it doesn't turn into a killing spree, then the system is already working (deferring griefing). It is not possible for a system to determine the intent of a one-off PK, meanwhile a killing spree is way more likely to be griefing, which is where harsher punishments should come in. I don't even think "testing" corruption will provide correct results. It's a test, so people are gonna test, not play "for real". In a test environment one may act differently than in live game. At least I would. I'd PK way more than I normally would, and if these numbers are used to make a statistic in order to apply appropriate penalties, then it won't translate well for the live game. It's better than no testing at all, but in this particular case I don't think the statistic will be reliable.
Solvryn wrote: » Dolyem wrote: » Solvryn wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that. If you are killed many times in a short time period yea. But getting killed once or twice, not so much. But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate. So diminishing returns on an internal corruption timer sounds like an idea. Or at least that what comes to mind to me. It's a hard one to solve honestly. Because the system would need to accurately differentiate between intent to grief and actual PvP Yeah, and I've ran into this countless of times, you have players whom any slight disturbance to their gameplay is griefing to them. Just like when I was there and "your red, your dead" turned from full loot to no loot. When inconvenience is grief they have bigger issues than a video game. Griefing has deliberate, malicious intent behind it. I think there's just a better way to improve the system and with enough brainstorming it could be figured out.
Ravicus wrote: » Solvryn wrote: » Dolyem wrote: » Solvryn wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » I mean, you can feel harassed from a player killing you for harvesting resources from their node. But if the intent of the kill was to defend the node, it wasn't griefing. That's what Corruption is for. Not griefing if it's not frequently repeated in quick succession. Corruption is designed to deter that. If you are killed many times in a short time period yea. But getting killed once or twice, not so much. But I'd even argue that if you're harvesting to hurt the node, killing you repeatedly is not griefing. It's defending the node. Hence the flaw. Not easy to differentiate. So diminishing returns on an internal corruption timer sounds like an idea. Or at least that what comes to mind to me. It's a hard one to solve honestly. Because the system would need to accurately differentiate between intent to grief and actual PvP Yeah, and I've ran into this countless of times, you have players whom any slight disturbance to their gameplay is griefing to them. Just like when I was there and "your red, your dead" turned from full loot to no loot. When inconvenience is grief they have bigger issues than a video game. Griefing has deliberate, malicious intent behind it. I think there's just a better way to improve the system and with enough brainstorming it could be figured out. I agree there is a better design. The perfect way for them to not get griefed is to not play a pvp game where they can get killed. It really sucks that carebears play pvp and cry foul all the time. And if the system does not work they repeatedly report you to the devs to take action. Again, if carebears stayed in their lane it would be fine, but they want to play in pvp land and not get reprocussions. That is the root of it all.
Ravicus wrote: » Again, if carebears stayed in their lane it would be fine, but they want to play in pvp land and not get reprocussions. That is the root of it all.
Dygz wrote: » Ravicus wrote: » Again, if carebears stayed in their lane it would be fine, but they want to play in pvp land and not get reprocussions. That is the root of it all. LMAO Because it's the Carebears asking for change here??? Maybe it's the PvPers who need to stay in their lane... Steven is not a Carebear and he's the one who designed Corruption. With Ashes, it's very likely that the Carebears will be staying their lane.