NiKr wrote: » Azherae wrote: » It resets the exact same as it probably would if you won, except I guess that they don't have to go to a respawn point and get to stay in their position? But it's a position where you just successfully got the drop on them, so? If they're doing it because 'they want their chance to fight from that position instead of having to figure out how to beat you now that you've taken it', they can just say that. Anyways, all yours, NiKr, can't be getting into this state pre-livestream, and it was my fault, so. I'm not sure I can do much here either, cause I also really don't understand the issue here. I understand the situation, because I've experienced and done it myself, but I do not see how this is an issue with the system. Maybe blat will explain more of the point, but if the premise doesn't change then the only thing I can say is that I disagree with the conclusion that blot comes to from this premise.
Azherae wrote: » It resets the exact same as it probably would if you won, except I guess that they don't have to go to a respawn point and get to stay in their position? But it's a position where you just successfully got the drop on them, so? If they're doing it because 'they want their chance to fight from that position instead of having to figure out how to beat you now that you've taken it', they can just say that. Anyways, all yours, NiKr, can't be getting into this state pre-livestream, and it was my fault, so.
mcstackerson wrote: » I know you are experienced with L2 and very used to this scenario but I'd hope that you can see how someone can see this scenario as being a little odd and not necessarily intended.
mcstackerson wrote: » I know one of the issues they bring up is two players taking turns attacking each other and i think that could be solved with either increasing the amount of time you are a combatant or you could maybe change the system so people who go combatant will automatically go combatant again if attacked. If you attack someone and your combatant state falls off, you will automatically become a combatant again if that person attacks you within a set amount of time. So if i attack you, if you see me an hour later and I'm a non-combatant, you can attack me and I'm auto flagged combatant because i attacked you an hour earlier. Sorry if I'm bad at explaining.
NiKr wrote: » blat wrote: » The point is that "ragequitting" (backed by the corruption system) seems an unfair way to tackle an opponent's optimal wpvp opener. I mean, this is literally fighting "unfair" with "unfair" though. So they cancel each other out and it's a fair fight. That's kinda the entire point of the system. The attacker has the first hit, the target has the first CC - everything else is a calculation on both sides of what they wanna use first in terms of abilities.
blat wrote: » The point is that "ragequitting" (backed by the corruption system) seems an unfair way to tackle an opponent's optimal wpvp opener.
mcstackerson wrote: » I'm not sure if there is a good solution but the "issue" is they seeing pretty simple. Like how jumping a caravan and catching it's defenders off guard is a valid strat, they see jumping someone in the open world as a valid strat. Even if that person is the best pvper on the server, they may choose use the threat of the corruption system to avoid death instead of fighting back. I know you are experienced with L2 and very used to this scenario but I'd hope that you can see how someone can see this scenario as being a little odd and not necessarily intended.
mcstackerson wrote: » As is said, i get the problem but hard to tell how much of a problem it is and the solution without the having the system in my hand.
Mag7spy wrote: » Its pretty simple if you know the person will only fight back if they consider it fair and that is your only chance to kick them out. Simply be like "duel for spot" And both flag up fight and the person dies or leaves.
blat wrote: » But if me and my mate, who are both willing & active pvpers.. are able to strategically negate each others wpvp openers by leaning on a system that frankly, was never designed with us in mind.. that's seems very obviously "in the way" to me. I get the impression you're v used to these mechanics which is poss causing some of this misunderstanding.
NiKr wrote: » mcstackerson wrote: » I know one of the issues they bring up is two players taking turns attacking each other and i think that could be solved with either increasing the amount of time you are a combatant or you could maybe change the system so people who go combatant will automatically go combatant again if attacked. If you attack someone and your combatant state falls off, you will automatically become a combatant again if that person attacks you within a set amount of time. So if i attack you, if you see me an hour later and I'm a non-combatant, you can attack me and I'm auto flagged combatant because i attacked you an hour earlier. Sorry if I'm bad at explaining. The balancing of that timer would be near-impossible, if it would even be accepted by people. Too many abuses possible and/or too many limitations required for this system to be acceptably balanced. Even pvpers want to rest sometimes. Losing your flag is meant to create that "rest". If your attackers are still free to kill you - that's kinda bad imo.
NiKr wrote: » Mag7spy wrote: » Its pretty simple if you know the person will only fight back if they consider it fair and that is your only chance to kick them out. Simply be like "duel for spot" And both flag up fight and the person dies or leaves. L2 had a "duel" mechanic for these kinds of moments. People soooometimes used it to decide stuff, but usually it was just a thing to pass the time with while waiting for your mates. blat wrote: » But if me and my mate, who are both willing & active pvpers.. are able to strategically negate each others wpvp openers by leaning on a system that frankly, was never designed with us in mind.. that's seems very obviously "in the way" to me. I get the impression you're v used to these mechanics which is poss causing some of this misunderstanding. Yes, the game won't appeal to those who're completely used free pvp. I hope you like this system once you get to try it, but before that I doubt I can properly explain that the current design is "fair" to all players. You just need to account for this possibility, just as you're accounting for enemy abilities and/or surroundings.
NiKr wrote: » blat wrote: » But if me and my mate, who are both willing & active pvpers.. are able to strategically negate each others wpvp openers by leaning on a system that frankly, was never designed with us in mind.. that's seems very obviously "in the way" to me. I get the impression you're v used to these mechanics which is poss causing some of this misunderstanding. Yes, the game won't appeal to those who're completely used free pvp. I hope you like this system once you get to try it, but before that I doubt I can properly explain that the current design is "fair" to all players. You just need to account for this possibility, just as you're accounting for enemy abilities and/or surroundings.
mcstackerson wrote: » I'd have to hear what you were thinking for a time, i was thinking everywhere between 30 minutes to a few hours, but disagree with the idea that you can't be extended because people wanted to rest. If they wanted to rest from pvp, they shouldn't have attacked someone in the first place.
mcstackerson wrote: » EDIT: I realize the way it needs to function is you only have this increased time if you attacked a non-combatant, not if you attacked a combatant.
Mag7spy wrote: » This was a go to for people in BDO (almost always at certain spots) if its one on one it easily could be a common thing. But since AoC is group oriented it might not really pick up as a common thing.
blat wrote: » Fine but have you entertained the possibility that you are simply used to this system and in fact there are certain scenarios between two consenting PvPers, where that system can be exploited and therefore "get in the way"?
NiKr wrote: » mcstackerson wrote: » I'd have to hear what you were thinking for a time, i was thinking everywhere between 30 minutes to a few hours, but disagree with the idea that you can't be extended because people wanted to rest. If they wanted to rest from pvp, they shouldn't have attacked someone in the first place. Considering that we can fight pretty much anywhere in the game, huge guilds will absolutely demolish anyone who even tries to stand up against them. A smaller guild got wiped during a fight? The big guild is absolutely free to keep killing them over and over and over again within this time limit (and that's assuming that the victim doesn't fight back and doesn't renew the timer). And they'd be able to do this outside of a guild war, so the victims would be suffering death penalties. MAJOR penalties. Also, would this flag be a 1v1 kinda thing or literally "plain combatant flag"? Cause if it's a full combatant flag that anyone can now attack - that's even worse (again, especially against big guilds). This just creates super bad player behavior imo. To me this would be a MUCH MUCH bigger issue than the visible hp. And would ultimately drive even more people away from even attempting to flag up. mcstackerson wrote: » EDIT: I realize the way it needs to function is you only have this increased time if you attacked a non-combatant, not if you attacked a combatant. And this plays into my last sentence.
mcstackerson wrote: » The main goal of what I'm thinking is to make it so if you attack someone, possibly just non-combatants, then for a period of time, people can attack you without worrying about corruption. Maybe you stay a combatant or maybe it's something where if you are attacked within a certain amount of time, you are auto-flagged one. The second way would allow you to kind of hide from people unless they knew what you did.
NiKr wrote: » mcstackerson wrote: » The main goal of what I'm thinking is to make it so if you attack someone, possibly just non-combatants, then for a period of time, people can attack you without worrying about corruption. Maybe you stay a combatant or maybe it's something where if you are attacked within a certain amount of time, you are auto-flagged one. The second way would allow you to kind of hide from people unless they knew what you did. I think our views on how much pvp there should be in the game are wildly different. I want more pvp, but when both sides are fine continuing that pvp. To me there's no "hiding behind the system". Everyone is a non-combatant and shouldn't be forceable to become one, no matter when they had pvp last time or against whom.
mcstackerson wrote: » They are only "forced" to pvp if they forced pvp onto someone else.
NiKr wrote: » mcstackerson wrote: » They are only "forced" to pvp if they forced pvp onto someone else. They didn't though. They simply attacked another person. And while this attacker is green - anyone else is free to attack them as well. But both of these attacks should result in corruption if executed till the death of the target. You're suggesting free PKs of those who flagged up for a second and then went back to green. And you're suggesting that free PKs for up to an hour?! Like I said, I strongly disagree.
mcstackerson wrote: » I feel like you are trying to trivialize the act of attacking a non-combatant. It's not like they slipped and accidentally attacked them. They attacked them with some intent and i think for some time afterward, a time period that is greater than if a combatant attacked another combatant, others should be more free to attack them.
Azherae wrote: » Seriously starting to think this game is gonna need 'Threaten' and 'Yield' hotbar buttons...
NiKr wrote: » mcstackerson wrote: » I feel like you are trying to trivialize the act of attacking a non-combatant. It's not like they slipped and accidentally attacked them. They attacked them with some intent and i think for some time afterward, a time period that is greater than if a combatant attacked another combatant, others should be more free to attack them. Ok, a question then. IRL should a punch be punishable by death?