cupi wrote: » Ludullu_(NiKr) wrote: » If you ask almost any pver, they'll tell you that they don't want to be attacked in the open world. It depends, I would say what matters alot here are the builds. On even xp/gear grounds, someone specialized for Pve probably won't be able to hold it up against someone who's build is jacked towards consistent PVP
Ludullu_(NiKr) wrote: » If you ask almost any pver, they'll tell you that they don't want to be attacked in the open world.
Veeshan wrote: » from greens throwing themselfs at you.
Ludullu_(NiKr) wrote: » Yes, PKing will be rare. That's the entire point. It'll always be there as a choice, but it's the last resort, because the potential punishment is high.
Ludullu_(NiKr) wrote: » Dolyem wrote: » And I never said a first kill shouldnt give corruption, I said it should be less extreme punishment at a low level of corruption, such as 1 or 2 kills. And we have literally just watched a video showing such a case. Its not written in stone of course, but to sit there and act like its meaningless just because you dont agree with it is being disingenuous about the design possibilities. By "punishment", do you mean "corruption-based stat dampening" or "corruption-based death penalties"? Maybe that's where the misunderstanding is? I'm talking about death penalties. As long as you have even a single point of corruption - you're Red and you get full Red death penalties. If you disagree with that position then we simply disagree on how the system should work. As for the video we saw. Every damn video Steven says "this is not final product, not final pass, not final application, not final visual, not final bugs". We've also seen other videos where some skill wasn't working for some reason or where Steven had to use the admin cheats to enable smth. So no, I will not rely on what we saw there, when I've listened to Steven explain the corruption system for years and nothing has indicated to me that it's in any way different from L2's system, aside from the corruption-based stat dampening which is there EXACTLY to prevent the kind of griefing Steven is talking about.
Dolyem wrote: » And I never said a first kill shouldnt give corruption, I said it should be less extreme punishment at a low level of corruption, such as 1 or 2 kills. And we have literally just watched a video showing such a case. Its not written in stone of course, but to sit there and act like its meaningless just because you dont agree with it is being disingenuous about the design possibilities.
Noaani wrote: » If a PvE player is going to be attacked, they would rather it be while they are running content they don't care about than while they are running the content that is the reason they play MMORPG's at all.
Dolyem wrote: » My only real concerns are how the system is set up for exponential corruption growth after just a single engagement via simply defending oneself from attacks.
Dolyem wrote: » Also. This system is not Lineage 2, nor do i recall Steven ever saying it will be exactly as such, just inspired by it.
Veeshan wrote: » Corruption system is there to punish non consential PvP if a red player is attacked by a green player then the green player is participating in consensual PvP agaist the red player there for the corruption hit should not occur, Also some more points - It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[9] – Steven Sharif If the corruption system is to harsh then there no risk in open world due to no one will be willing to go red at all. Corruption is there to curtail griefig other players and killing a single person around ur level would not be considered griefing in most people eyes (repetaivly or ganking lowbies however would be) Now i would consider it griefing if green players can just throw themself repetaivly at a red player dieing over and over compounding the corruption penalty on the player, when the only option is to die or make things worst its a bad system. So overall the system need a buffer zone where there can be threat of killing somone green to add risk to the world but the buffer cant be to big that it allows for constant ganking before triggering corruption ststus So it needs to have atleast the ability to kill 1 person (your level or above) without going red to maintain that risk in the world. Or If you go corrupt on 1 kill you need the ability to defend yourself without making your corruption penalty worst from greens throwing themselfs at you. Stage 1 corruption shouldnt be to harsh of a penalty and the x4 death penalty should suffice here, with gear drops and stat dampering playing a roll in deeper stages of corruption if that player chooses to kill more greens (Or lowbie) without working off the corruption from the kill first. The system realy comes down to how long it takes to work off per kill and when the more painful death penalty take into account which will probaly be a big part of A2 dialling in those numbers.
Otr wrote: » Can be that Steven sold us a dream.
Ludullu_(NiKr) wrote: » cupi wrote: » It depends, I would say what matters alot here are the builds. On even xp/gear grounds, someone specialized for Pve probably won't be able to hold it up against someone who's build is jacked towards consistent PVP Saabynator wrote: » One thing I do like about this, is that you cant spec for 100 % PvE, and still have an edge in PvP. To be competative, you need abilities up, that work well in PvP. I like that idea. It worked well in other games. You have a choice to make around your own security. There won't be a pvp/pve separation in gear. And we currently don't know what kind of mobs we'll have, so it's impossible to say if any of the skillset builds will be stronger in pve rather than in pvp, or the other way around. I personally expect mobs to have same defensive passives, stats, potentially even abilities as players do, so any given player would have builds that would work in the same manner against both/either. Obviously there's gonna be differences between any given mob or player, but this still doesn't mean that there's pvp builds and pve builds, it simply means that there's different builds to match different situations.
cupi wrote: » It depends, I would say what matters alot here are the builds. On even xp/gear grounds, someone specialized for Pve probably won't be able to hold it up against someone who's build is jacked towards consistent PVP
Saabynator wrote: » One thing I do like about this, is that you cant spec for 100 % PvE, and still have an edge in PvP. To be competative, you need abilities up, that work well in PvP. I like that idea. It worked well in other games. You have a choice to make around your own security.
Saabynator wrote: » There will always be abilities that are better for PvE and/or PvP - always.
Ludullu_(NiKr) wrote: » Otr wrote: » PKing players for pleasure only can be rare. But if they have loot on them? Will dungeons feel like PvE areas? As I've been saying - guild wars. Node wars will work as well. We will literally have unlimited PKing during both of those "events". And that PKing will be over the locations themselves rather than player loot, which is how it was in L2. PKing is still not going anywhere, but it will simply be really rare.
Otr wrote: » PKing players for pleasure only can be rare. But if they have loot on them? Will dungeons feel like PvE areas?
Ludullu_(NiKr) wrote: » Otr wrote: » Can be that Steven sold us a dream. He never did though.
Ludullu_(NiKr) wrote: » Dolyem wrote: » My only real concerns are how the system is set up for exponential corruption growth after just a single engagement via simply defending oneself from attacks. As I've been saying, Red can't defend themselves, but I fully support them having a really small amount of corruption on their first 2-3 PKs, that they can clear within just a few minutes (but only on best mobs at their lvl of course). That's the counterbalance to Reds not being able to defend themselves. And yes, Reds can defend themselves against BHs, but it's on BHs to self-flag themselves to be able to track PKers, so it's still not a defense against a green. Dolyem wrote: » Also. This system is not Lineage 2, nor do i recall Steven ever saying it will be exactly as such, just inspired by it. I'm sure other games had smth similar, but I'd be very curious to see the similarities between AoC's system and those other games' systems. And then compare that level of similarity with L2's similarity. The only change between L2's system and AoC's is the corruption-based stat dampening. That's it. Everything else is the exact same: flagging rules, greens not being CCable, corruption, corruption only going to one person out of a group and only if they made the killing blow, PK count, scaling of corruption gain with subsequent kills due to said PK count, heightened death penalties due to being corrupt, corruption going away by killing mobs and/or dying - literally all of that is 1-to-1 from L2.
Ludullu_(NiKr) wrote: » Noaani wrote: » If a PvE player is going to be attacked, they would rather it be while they are running content they don't care about than while they are running the content that is the reason they play MMORPG's at all. I mean, I'm pretty sure you're the one who've been expecting pvp zones around bosses, right? I expect those zones to simply be always taken buy guilds and guilds will be at war, so those pvers will always be PKed one way or the other. That's the point of open world bosses and contesting them. And yes, I know all pvers want instanced content and all that stuff.
Ludullu_(NiKr) wrote: » Saabynator wrote: » There will always be abilities that are better for PvE and/or PvP - always. As a counter argument I can give the example of L2, where both gear and skills were the same in pvp and pve, and it was only in way later updates where NCsoft added the separation between the two. And with Ashes claiming to be a pvx game, I'd fully expect pve to require the same breadth of skill/gear usage as pvp will.
Otr wrote: » Ludullu_(NiKr) wrote: » Otr wrote: » Can be that Steven sold us a dream. He never did though. He said many things, and avoided clear answers invoking complexity and need to test in Alpha 2. Regarding this topic I can find comments supporting both sides, depending in what mood he was or what he wanted to emphasize. I think the corruption penalties should not be fixed but should change over time based on more events, not all predictable or under player control.
Veeshan wrote: » Otr wrote: » Ludullu_(NiKr) wrote: » Otr wrote: » Can be that Steven sold us a dream. He never did though. He said many things, and avoided clear answers invoking complexity and need to test in Alpha 2. Regarding this topic I can find comments supporting both sides, depending in what mood he was or what he wanted to emphasize. I think the corruption penalties should not be fixed but should change over time based on more events, not all predictable or under player control. Corruption is kinda not fixed but not penalty wise, there is a kill counter and the higher that is the more corruption u get per individual kill so if u have 1000 kill in that counter and u kill somone u might go from 0 corruption to like stage 3 or something off 1 kill. there a quest apparently to reduce that counter though Atleast with the info we got on the wiki Edit: saw u mention this later this already in another post
Otr wrote: » this must be a useful featurehttps://ashesofcreation.wiki/Definition:PK_value
Githal wrote: » but in most cases the third party will try to find opening to kill both.