Serukka wrote: » Why do you have this opinion?
Serukka wrote: » Living as a red player
Ludullu wrote: » Because PKers only exist because they killed someone who was doing nothing in response. PKers are literally THE weakest type of players in the game, while also making life worse for others.
Aszkalon wrote: » Serukka wrote: » Living as a red player I think it will not be profitable in any Area where many Bounter Hunters are around, if you understand what i mean. Sure - You can occasionally murderhobo* someone and steal Ressources from them, if they are Competition in Ressource gathering. But then it is on. People can kill You without Punishment if You are corrupted. Run -> and try to escape long enough until you can enter your Node again to store in the stolen Ressources.
Serukka wrote: » But is a PK griefing? Repeatedly killing the same person granted. He in that wiki does not speak of PK’ing as griefing.
Serukka wrote: » Also find your logic somewhat flawed. If the pk’er is weak he should be easy to defend against. And to kill on sight when red.
Serukka wrote: » I think your opinion is perhaps rooted in bad experiences? I always enjoyed even being ganked, or attempts there off rather. Its a good test of PvP skill and more exciting than just a dual. Dying a motivation to get better.
Serukka wrote: » Either way my main concern is the stat dampening. Feels odd that you must be killed when red. You eventually will playing that way but what if I like being hunted and tested. More risk like loosing gear upon death.
Serukka wrote: » Making you weaker against players and mobs, increasingly over each consecutive kill.
Ludullu wrote: » Serukka wrote: » Making you weaker against players and mobs, increasingly over each consecutive kill. Corruption-based stat dampening only affects pvp, not pve. Nor does that dampening apply against Bounty Hunters.
CROW3 wrote: » Dolyem wrote: » The odd thing about corruption is that on one hand, its not meant to be a viable state of existence, is extremely punishing, and is designed to deter griefing specifically. HOWEVER, the Bounty System implies there will be a steady and healthy population of corrupted players if the bounty system is going to have any real viability in Ashes. Its a bit of a contradiction. Agreed. It makes much more sense for lawful BHs to be pursuing an equally unlawful bandits. I'd much rather see bandits being related to anti-node behavior (like raiding caravans) instead of being solely defined by griefing other players. Someone brough the whole non-corrupt bandit life up recently, but I forget who...
Dolyem wrote: » The odd thing about corruption is that on one hand, its not meant to be a viable state of existence, is extremely punishing, and is designed to deter griefing specifically. HOWEVER, the Bounty System implies there will be a steady and healthy population of corrupted players if the bounty system is going to have any real viability in Ashes. Its a bit of a contradiction.
ariatras wrote: » I’ve been thinking about the risks with the open-world PvP and corruption system Ashes of Creation is planning, and I wanted to throw an idea out there: what if the devs created a “ripcord” basically, a backup plan in case the current PvP system becomes too polarizing or problematic? ... What do you all think? Better to have it in the toolbox in case the current system doesn’t hit the right balance, right?
koltovince wrote: » The BH system on some levels doesnt make sense. They are designed to be able to track red players, but they are a purple state combatant who will not affect the corruption level of a red or have the stat reduction, making it actively worse to punish a corrupted player than the average green. Then you consider this feature is supposed to match teleportation points, auction houses, or a grand PvX crypt. Feels like it was an idea before every other node got fleshed out.
Serukka wrote: » Ludullu wrote: » Because PKers only exist because they killed someone who was doing nothing in response. PKers are literally THE weakest type of players in the game, while also making life worse for others. As commentor above states and the wiki reads. I can respect Steven idea for his own game. He does not want griefing to be a thing. But is a PK griefing? Repeatedly killing the same person granted. He in that wiki does not speak of PK’ing as griefing. Or as the other commentor said going red once or twice is viable but not as a playstyle. I can respect that vision. Even if I disagree. Also find your logic somewhat flawed. If the pk’er is weak he should be easy to defend against. And to kill on sight when red. I think your opinion is perhaps rooted in bad experiences? I always enjoyed even being ganked, or attempts there off rather. Its a good test of PvP skill and more exciting than just a dual. Dying a motivation to get better. Either way my main concern is the stat dampening. Feels odd that you must be killed when red. You eventually will playing that way but what if I like being hunted and tested. More risk like loosing gear upon death. Dislike the idea that you can’t even defend yourself properly after a while. Also feels like a hard punishment for removing a rival from a pve spot or harvest spot. But 1 kill is probably easy to work off.
Dolyem wrote: » Serukka wrote: » Ludullu wrote: » Because PKers only exist because they killed someone who was doing nothing in response. PKers are literally THE weakest type of players in the game, while also making life worse for others. As commentor above states and the wiki reads. I can respect Steven idea for his own game. He does not want griefing to be a thing. But is a PK griefing? Repeatedly killing the same person granted. He in that wiki does not speak of PK’ing as griefing. Or as the other commentor said going red once or twice is viable but not as a playstyle. I can respect that vision. Even if I disagree. Also find your logic somewhat flawed. If the pk’er is weak he should be easy to defend against. And to kill on sight when red. I think your opinion is perhaps rooted in bad experiences? I always enjoyed even being ganked, or attempts there off rather. Its a good test of PvP skill and more exciting than just a dual. Dying a motivation to get better. Either way my main concern is the stat dampening. Feels odd that you must be killed when red. You eventually will playing that way but what if I like being hunted and tested. More risk like loosing gear upon death. Dislike the idea that you can’t even defend yourself properly after a while. Also feels like a hard punishment for removing a rival from a pve spot or harvest spot. But 1 kill is probably easy to work off. PKs arent bad. Corruption is designed for deterring griefing. And as Steven defines it, griefing is intentionally causing negative gameplay for another player. So if you are Pking to maintain control over a resource or even just want to smack someone for a quick loot, those arent griefing. That being said, there are aspects of corruption design that punish both PKing and griefing as if they are the same thing. Which I believe will negatively impact Open World PvP. But in your case, corruption itself shouldnt be your goal of what to maintain. Corruption is designed to need to be removed ASAP. Your playstyle of PKing/ganking/even potentially griefing constantly is either going to be extremely hardcore, or outright impossible. The upkeep of removing corruption and gaining it over and over will likely prevent you from ever actually progressing your character in any other aspects, which in turn would also make you weaker than other players from lack of gear and resources alone.
Podgnil wrote: » [quote= balance > rp
Depraved wrote: » Podgnil wrote: » As for me, the system with corruption is the most controversial decision of the developers. It looks like the hand of God meddling into the affairs of mortals, as if it is not the game that punishes you for your transgressions, not the laws of the world, but the developers themselves. Yes, griefing should be punishable, bounties on heads, increased fines for death - yes. forced reduction of characteristics - no. Why? Why should killing my victim, a merchant, a grender, an adventurer, make me weaker? I'm a criminal, not a weakling. I think griefers should be a problem of a node, in whose jurisdiction the land on which the crime is being committed is located. In this node of measures from the budget, the node must assign a reward for the heads of griefers, thereby ensuring security and attracting honest artisans to their lands. Those nodes that skimp on security will create lawlessness around themselves and gather a certain contingent, and this is normal. kind of a pirate bay) balance > rp
Podgnil wrote: » As for me, the system with corruption is the most controversial decision of the developers. It looks like the hand of God meddling into the affairs of mortals, as if it is not the game that punishes you for your transgressions, not the laws of the world, but the developers themselves. Yes, griefing should be punishable, bounties on heads, increased fines for death - yes. forced reduction of characteristics - no. Why? Why should killing my victim, a merchant, a grender, an adventurer, make me weaker? I'm a criminal, not a weakling. I think griefers should be a problem of a node, in whose jurisdiction the land on which the crime is being committed is located. In this node of measures from the budget, the node must assign a reward for the heads of griefers, thereby ensuring security and attracting honest artisans to their lands. Those nodes that skimp on security will create lawlessness around themselves and gather a certain contingent, and this is normal. kind of a pirate bay)
Serukka wrote: » Githal wrote: » The design behind the corruption is that you get reward from killing a green guy that you know he has a lot materials for example which you can steal. and the risk is becoming red. It is not designed to live as a red player. There is no reward in staying red all the time. Staying red is the risk. Losing your gear, harsher death punishment i agree with it all. Do you agree however that you also should be nerfed combat wise? I feel like that is a bit lame.
Githal wrote: » The design behind the corruption is that you get reward from killing a green guy that you know he has a lot materials for example which you can steal. and the risk is becoming red. It is not designed to live as a red player. There is no reward in staying red all the time. Staying red is the risk.
Serukka wrote: » Seems everyone does agree that the stat dampening is a bit iffy and that red playstyle should be viable.
Serukka wrote: » Hi there, I know the game is a lot wider in scope than PvP. However I always enjoyed PvP in any game, especially if there is a risk/reward factor involved. Not just killing each other over and over again and the only punishment being waiting a few seconds to be able to respawn. Hence I always gravitate towards mmo’s with the light or heavy focus on PvP. This game has a PvX philosophy. From reading I gather the punishment/reward for becoming red currently I dont think PvP will be frequent outside of event. Do you think if chosen, a red path, will it actually be viable? Can I live somewhere? Should it even be viable? Personally for me PvP and actually trying to be better than most people is a big driving factor for me to play games. I get competitive. Personally I hope that towards the end game red playstyle will be a viable option. Where you and your friends can become elite red bandits that live for the thrill of a good fight. I also know there are other games that cater more towards this ‘need’ or ‘playstyle’ But just wanted to hear what other people think. I mostly read negative or adverse opinions towards PvP in this community. While I personally would advocate for more of it. Thanks