cupi wrote: » Githal wrote: » but in most cases the third party will try to find opening to kill both. Is there so much benefit to kill a player? This isn't full loot
Githal wrote: » but in most cases the third party will try to find opening to kill both.
Githal wrote: » cupi wrote: » Githal wrote: » but in most cases the third party will try to find opening to kill both. Is there so much benefit to kill a player? This isn't full loot when there is no risk of corruption because both will be "combatants" - who would miss on free mats?
Noaani wrote: » 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. Yeah, I do. I'm just pointing out how poorly designed this aspect is if you assume Intrepid want to bring in people that prefer PvE over PvP. Steven has literally no idea what a player that prefers PvE even wants in an MMORPG.
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.
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.
Ludullu_(NiKr) wrote: » Ok, I think I'm done with the convo, cause I'm going almost insane. I totally understand that pretty much none of yall have experienced this system, so for all of you it's a theoretical vague nothingness when you try to imagine how it might work. To me it's literally 12 years of life and direct experience of this exact system in, also, various balancings of it, because private servers liked to tweak values to different sides. So I'd prefer to remove myself at this point before I start getting needlessly mad at people's misunderstandings or wrong assumptions. PK value is the "count" I've been talking about for ages. You can "ctrl+f" the word "count" and see my thoughts on it, or at least my mentions of it. I'd imagine that PKing will be tested at least a year off from the A2 release, so all of this discussion is ultimately pointless right now. Have a nice day, yall
Dolyem wrote: » Nothing pointless about feedback, including your own. We will see what happens as the game progresses.
Ludullu_(NiKr) wrote: » Dolyem wrote: » Nothing pointless about feedback, including your own. We will see what happens as the game progresses. The pointlessness comes from what's been mentioned already. Steven likes to make claims of nearly opposite meaning sometimes. So until we get our hands on a mechanic directly, it's completely pointless to try and argue what it is right now or what Intrepid want it to be. And I sure as hell have posted enough about my own preferences for pretty much any given system in the game, and I doubt I'd provide any new feedback for Intrepid, so it'd be better for my own psyche to just wait and see, especially when it comes to discussions of the pvp system.
Noaani wrote: » Unlike WoW, Ashes is a game where the people on your server are the entire pool of people with which you can run content. Further, due to traveling time, that pool of players will generally be further restricted to those thst have made nearby nodes home.
Noaani wrote: » If you go around attacking players on the off chance they may have materials that you want, that is a potential black mark against you, and against your guild. That means content you won't be invited along for, gear upgrades you won't get. I mean, if you attack someone in my guild and I then organize a pickup raid for an event a few days later, guess who isn't getting a spot.
Ludullu_(NiKr) wrote: » PK value is the "count" I've been talking about for ages. You can "ctrl+f" the word "count" and see my thoughts on it, or at least my mentions of it.
caertaker wrote: » "Revenge is a dish best served cold". People who are unjustly attacked should have a mechanism to facilitate their revenge. I'm thinking of an in-game "grudge list" to keep track of those who have wronged you. One that alerted you to someone on your list nearby would be even better. If you're blindsided you are at a competitive disadvantage. If the perpetrator is worth his salt, you're going to die but that doesn't need to be the end of it. At a future time of your choosing, when you are a higher level, better geared or maybe have learned a thing or two...
Otr wrote: » My argument is if it increases, it must also decrease and how fast it oscillates is also a predetermined balancing which might be too fast for some players or too slow for others and a good value will not exist even for the same player.
Ludullu_(NiKr) wrote: » Also, I do expect first PK to give us a fairly small amount of corruption that can be cleared within just a few minutes. But this is also the exact reason why PK count removal should be an expensive and lengthy ordeal, cause otherwise people will just quickly get their count back to 0 and go PK again w/o much of a penalty.
Ludullu_(NiKr) wrote: » Otr wrote: » My argument is if it increases, it must also decrease and how fast it oscillates is also a predetermined balancing which might be too fast for some players or too slow for others and a good value will not exist even for the same player. Ludullu_(NiKr) wrote: » Also, I do expect first PK to give us a fairly small amount of corruption that can be cleared within just a few minutes. But this is also the exact reason why PK count removal should be an expensive and lengthy ordeal, cause otherwise people will just quickly get their count back to 0 and go PK again w/o much of a penalty.
Dolyem wrote: » If you're a combatant, you're losing half as many resources on death, or none because you win. You're punished more for not fighting back.
Otr wrote: » And if the Guards attack and kill that player, from his ashes the other 9 friends can take the resources, whatever the game resource sink left us to loot?