Chaliux wrote: » Slipree wrote: » People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Correct - unless. Which, in a PvX MMO, is a player choice, so escapable. You know in a PvX game with that flagging system (= no permanent pvp server design like in several other MMOs, no lawless zone all over in Ashes wording) its bit different. You want fair and balanced pvp without your permanent red twink: PvP against players that want / consent to pvp with you at that particular point of time or situation. Some guy is fishing as green/non-combatant and you show up and want to grab that („your“) lake and fish because of your competitive behavior? Thats fine. Kill him, but face the consequences. Its your decision. The decision of the guy gathering materials for cooking just has another individual goal in this playing session, thats probably why he isnt purple already. In the next session one day later he potentially will fight within a caravan pvp skirmish, its up to him, right? I’ll have one account dedicated red for the life of the game. And thats why we all will provide a lot of feedback to intrepid according to the bounty hunter system, which also, not only, is designed for player behavior like yours. Again: Face the consequences of your actions, be mature.
Slipree wrote: » People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless.
I’ll have one account dedicated red for the life of the game.
Slipree wrote: » Seems everyone thinks I don’t want consequences. I was running a pk on siege perilous shard in uo for years. It was perma death. So if you died red, your char died forever. That’s consequences. Not nerfing their combat abilities if they get attacked.
Slipree wrote: » I have no problem with consequences. I also have no problem deleting a char and starting over if he gets “too red”.
It’s still a stupid concept to be penalized for defending oneself.
I’m an old school mmo player. I can grind no problem. Had several maxed chars on darkfall, and if you only knew how long THAT took, you’d think the time to level in this game was a farce. It seems to me all the responses in favor for this, aren’t pvpers, and they think this will save them. It won’t. You won’t be able to do any pve content safely ever. Not without a giant clan guarding you 24/7 (and you’ll still have pvp, but you might survive in that case). All of you talk like this is pve game. Good luck.
Ludullu wrote: » Dolyem wrote: » One of the core issues with your reasoning is your desire to Punish any PKer, rather than a focus on punishing griefers in particular. Your bias is interfering with the actual goal of the system. PKers and Griefers are not one in the same. Where exactly does my suggestion of "PKers should be able to not even be a PKer before their victim reaches them" mean "I want to punish any PKer"? Our goal is the same - more meaningful PKing in the game. Our means of getting to that goal are different. You want people to never gain more corruption once they're Red, while I want people to completely remove corruption before they can risk the high penalties. And in both cases, the more PKC you have - the higher the risk of you dying.
Dolyem wrote: » One of the core issues with your reasoning is your desire to Punish any PKer, rather than a focus on punishing griefers in particular. Your bias is interfering with the actual goal of the system. PKers and Griefers are not one in the same.
Ludullu wrote: » Dolyem wrote: » As far as "The world is big, it wont happen anyway, you're not going to have it happen everytime you do it" This is lazy and probably the worst philosophy to have in game development or any type of project really. If theres something that can be determined as bad design, and you ignore it simply because you think "it wont happen much", those things will add up, and the project will be garbage. We'll just have to see how the gameplay turns out. I'm simply saying that even in a smaller game with less stuff to do PKers could run away, so I don't see how Ashes will magically have hordes of Greens hunting Reds.
Dolyem wrote: » As far as "The world is big, it wont happen anyway, you're not going to have it happen everytime you do it" This is lazy and probably the worst philosophy to have in game development or any type of project really. If theres something that can be determined as bad design, and you ignore it simply because you think "it wont happen much", those things will add up, and the project will be garbage.
Ludullu wrote: » Dolyem wrote: » If you think the game will be better for any of this, you're seriously coping. Yes, I believe that creating less backwards progression for Green players would be good for the game. Anyone competitive would just fight back and, as I keep saying, anyone with low PKC should be able to remove their corruption fast enough for the victim to know that "if I die here now, there's a fairly high chance that I lose twice as many of my precious mats".
Dolyem wrote: » If you think the game will be better for any of this, you're seriously coping.
Ludullu wrote: » Dolyem wrote: » Yea, so not L2 right? It sure isn't. But there's system overlap, just as there's overlap with AA or some other games. And it just so happens that in this particular case AoC's system is different from other games, but similar to L2. If Steven decides to suddenly change the system to allow for way more Reds - I won't be worse for it, cause I'm already used to L2 servers where PKing was barely ever punished. But I'm gonna be reaaaaal curious to see how many people will be fine with dying left and right, while also suffering higher penalties.
Dolyem wrote: » Yea, so not L2 right?
Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me. Spare us both the dramatics. You sound like a ten year old. Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group. One red on their own is a loot piñata. A group with a red is a threat. “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon.
Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me. Spare us both the dramatics. You sound like a ten year old. Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group. One red on their own is a loot piñata. A group with a red is a threat.
Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me.
Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption.
Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions.
Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid.
Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying.
Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red.
Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption
Ludullu wrote: » Slipree wrote: » Seems everyone thinks I don’t want consequences. I was running a pk on siege perilous shard in uo for years. It was perma death. So if you died red, your char died forever. That’s consequences. Not nerfing their combat abilities if they get attacked. And that's all cool and all and I bet you felt great playing that game. This game won't be like that. Yes, we'll have pvp and pvx, but you won't be living as Red because that is not what Steven wants in his game.
Chaliux wrote: » Slipree wrote: » I have no problem with consequences. I also have no problem deleting a char and starting over if he gets “too red”. Sure, leveling will take you perhaps 200 hours, maybe bit more or less, upcoming testing phases and feedback will show. If that's a "risk" (or fun) which is fine for you, just so invest 200 whatever hours for this kind of entertainment - go for it, nobody can stop you. If it is meaningful or not is ofc your decision and life time, sure. It’s still a stupid concept to be penalized for defending oneself. You miss the "you attacked / killed before" part here. No victim blaming. The causal chain is quite trivial, and it starts at your kill against a green / non-combatant. Up from that decision (which is yours) you perhaps take some consequences - in Ashes that system is called corruption. I’m an old school mmo player. I can grind no problem. Had several maxed chars on darkfall, and if you only knew how long THAT took, you’d think the time to level in this game was a farce. It seems to me all the responses in favor for this, aren’t pvpers, and they think this will save them. It won’t. You won’t be able to do any pve content safely ever. Not without a giant clan guarding you 24/7 (and you’ll still have pvp, but you might survive in that case). All of you talk like this is pve game. Good luck. Your are mixing up to topics here. - One topic is: You obviously have all the time of the world (for whatever reason I really don't care) - so as 20 years ago, and nowadays, you can level, grind an play - time seems to have little "value" for you. So this topic and aspect is around "frequent player", meaning: no (time) casual player. We got that, I guess. - The second message is: PvP Players. This potentially has nothing to do with the first topic. I'm also an old school MMO player, starting (first steps) in DAoC (2002 -> EU) and getting really deep into MMO since WoW. Played there on (permanent) pvp servers as well as on pve servers. Leveleld slowley (and on pvp servers without compassion from other players and no ingame systems saving you) and played thousands of hours in owpvp and instanced pvp (like battlegrounds, arena). Played PvE and PvP, did the same in GW2 (especially sPvP, so structured PvP), ESO, several other MMOs in between and recently New World. In WoW wording my highes pvp achievemnts were gladiator in Arena and high ranged in rated battle grounds (so larger scaled pvp maps with addtional map goald, not "only" deathmath like in arena). Did that with two characters in parallel. So, well no, you are wrong, you are not talking to a "PvE" player (I also pve'd a lot, so played all the 40main molten core raids until the fall of Arthas and hundrets of dungeons and raids), but a player, which has played several MMOs with several different aspects and contents with both PvE and PvP aspects of the game - and also both contents combined. And, talking about time: You can do 3 hours Arena in WoW at high rank if you are experienced and skilled enough. I'm not today, I was in the past. So, that's why it is important to distinguish between both points. And this is where my experience and behavior about pvp all comes from: If you want to play serious and high quality pvp, then you do it in a consent way under same, nearly equal conditions. I'm just laughing about "pvp players" that attack other players that are not fighting back, or are at low health, or are just doing something completely different in that particular situation, because in my experience and age that's coward pvp, nothing more. For you, your thinking and behavior as a "real" pvp player, it just like: You pvp everyone always and forever up to your personal will and mood. Well, you can think and behvave like this, but you will face the consquences for your actions in this game, so I'm not sure whom to wih "good luck" here, but I'm convinced it's not us or me. I'm getting used to the corruption systems, but in a completely different way than you, because I dislike - nowadays - the concept, that players can be attacked, although they dont consent to pvp at this time. But, by contrast, I love the idea of object-based pvp skirmishes, because that's pvp under same willingness of all involved players/groups. But, running around harassing/attacking/killing green players and then whining about the consequences is something I couldn't care less and that's why I start to like the corruption systems and I really hope that the huge market of MMO players out there will provide equal feedback during test phases and therefore corruption will work as intented to ensure that there still IS the possiblity to kill non-combatants/greens (for players like you) BUT also there will be a consequence (for players like you) because of that action. You want a permanent pvp server (and I really really know what that means, believe me) -> lawless zones are your sandbox, you can play with all your big excavators there. If other players are in this zone, your "behavior" and "perspective" of a real "pvp player" is 100% correct. In other regions it's no heroic pvp if you run around alone or in your 40 man raid (maybe overgeared because time has no value, so "more gear = more skill", .. right...) and harass and kill other green players running around (doing ther PvE sandpark-stuff in that PvX game) and just thinking all the time about how to save all the reds in your group that get fun out of that zerg or grasshopper pvp. So, for the rest: Well, Good luck, my red friend, because in Ashes it is meant differently as on "permanent pvp servers" or "all over lawless zones". This "stupid concepts" are not valid there, that's why the are not used in such pvp-server-games or at naval zones in Ashes - by intention. In all other regions - by intention - intrepid wants you to get punished, because Steven knows (which is the difference in experience to you) that he needs this pve or pvx players that his game designs work and thus he needs mechanics to keep their entertainment higher then their frustration just because of players like you, with thousands hours of time, just do decrease entertainment and fun gameplay of ohter players.
Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me. Spare us both the dramatics. You sound like a ten year old. Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group. One red on their own is a loot piñata. A group with a red is a threat. “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon. Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read. Oh well, keep raging at nothing.
Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me. Spare us both the dramatics. You sound like a ten year old. Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group. One red on their own is a loot piñata. A group with a red is a threat. “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon. Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read. Oh well, keep raging at nothing. I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period.
Ludullu wrote: » If Steven decides to suddenly change the system to allow for way more Reds - I won't be worse for it, cause I'm already used to L2 servers where PKing was barely ever punished. But I'm gonna be reaaaaal curious to see how many people will be fine with dying left and right, while also suffering higher penalties.
Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me. Spare us both the dramatics. You sound like a ten year old. Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group. One red on their own is a loot piñata. A group with a red is a threat. “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon. Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read. Oh well, keep raging at nothing. I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period. You don't have to keep proving you don't know what you're talking about. You've made it clear already that you don't actually read the posts of people you're raging at. Anyone can fight at any time, you're not prevented from doing so. You just have to accept that you can't be a braindead PKer in Ashes. You'll have to actually strategize a little bit to avoid this cascade you're so scared of. The solution isn't to let PKers be the sole determinants of the depths of their consequences. It defeats the purpose of the Corrupted state being a penalty. It's meant to change how you approach combat other players. People fighting over WBs aren't going to be chronically red because everyone there is fighting, and healing and buffs on combatants flag players combatants as well. A couple people in a ten man group being red isn't gonna impact the group's efficiency by much unless those players have a massive PK history already that would snowball the effects of the Corrupted state.
Dolyem wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Caeryl wrote: » Slipree wrote: » Sathrago wrote: » Slipree wrote: » Sathrago wrote: » Caeryl wrote: » Intrepid wants reds to get attacked on sight, and given its more penalizing to die green than purple, the base mechanisms of it are fine. As a red you should just run off and grind off the corruption yes, but how do you think someone can run from a green thats cc immune? I personally dont like it when protected players roam around using that protection as a weapon to further punish someone whos already going to lose a good amount of stuff when they die. If the red defends themselves they lose even more. It would be less of an issue if greens were not cc immune. Then you could pull some tricks to try and get away but as it stands if you happen to be the unlucky guy in your group to get a last hit you become the juicy piece of meat to everyone within that area. This change is for those kinds of players just trying to contend for a farming spot or drive someone off and happen to go red. Since there is no option to choose non-lethal attacks the least that could be done is making greens flag as purple if they initiate against a red. So you are penalized for defending yourself if you are red? It doesn’t pvp flag the aggressor? That’s….kind of lame. Especially since I see you say the green (I assume the traditional blue) is cc immune? Why would anyone ever be cc immune? That seems like bad design for a pvp focused game imo. I’m brand new here though so I don’t know the details and only going off what you guys are saying. normal state for a player is non-combatant(green) in this state you are immune to cc and take normal death penalties. Combatant state (purple) is when you attack another purple or green player and reducing your death penalty to half the normal rate. Corrupted (Red) is when you end up delivering the killing blow on a green player. In this state you take 6 times more death penalties, have reduced stats according to how much corruption they have, have a chance of dropping finished gear pieces that are equipped or in your bags, do not respawn at normal respawn locations rather in the wild, cannot trade with players, and are Kill on sight to city guards. The problem we are wanting to get rid of/reduce is the fact that a green player attacking a red player does not flag them purple, causing them to retain their cc immunity and if the red player fights back and kills them the red player gains more corruption which increases the death penalties and stat dampening they receive while red. This effectively makes it so that if anyone ever goes red, there is a green horde of players hunting that person down. This will reduce the amount of people even trying to pvp in the open world as the risk of dying as a red player is way too high and too difficult to avoid. Yea that’s dumb. In every pvp game I’ve ever played, regardless of your color/status, if someone attacks you they flag grey(or in this case purple) to you. Being red should be hard, but it shouldn’t be impossible. It is a playstyle, and they should have their own towns/banks, if only a few. I spent most of my time in uo red, and I never griefed, or ganked players that couldn’t fight back. I just lived in bucs den and pvpd all day. Darkfall was similar, but also race based, so as I was an altar, all other races were already red to me. Sort of like built in factions. It is not a supported or desired playstyle in Ashes, so this won't be the game for you if you can't accept this right off the bat. You won't be able to trade, as that evades the penalties of increased drop rates while corrupt, and you can't bank gear, as it evades the penalties of risking dropped gear while corrupt. Fight over things that matter, and things that are valuable, as you'll rarely if ever be dealing with corruption. No one said I’d be pking noobs for crumbs bud. People go red in mmo pvp all the time. It’s inescapable, unless you don’t actually pvp, or every zone is lawless. Also idk who you think you are, that you think you’re the arbiter of what game is for me, or not for me, but I will now pk you on sight if your ig name is the same. I’ll have one account dedicated red for the life of the game. Bet me. Spare us both the dramatics. You sound like a ten year old. Going red is obvious going to happen every now and then. I'm sure I'll pop up red at some point or other, but the cascade effect isn't a big scary 'I just won't PvP then'-worthy threat unless you make stupid choices and refuse to operate within a group. One red on their own is a loot piñata. A group with a red is a threat. “I just won’t pvp in a game that is centered around pvp” so what will you do while you are red? Nothing? Because anything you do WILL lead to pvp. Have you ever played a pvx mmo? No where is safe. Also I’m 45, nice try though. Hopefully your ig name will be the same. See you soon. Honestly, that's even more embarrassing for you, especially because on top of the limp threats, you apparently still don't know how to read. Oh well, keep raging at nothing. I can tell from your responses that you have that care bear stare when you’re looking at your monitor. No person who’s ever meaningfully engaged in any pvp, would be on board with not being able to defend themselves. Period. You don't have to keep proving you don't know what you're talking about. You've made it clear already that you don't actually read the posts of people you're raging at. Anyone can fight at any time, you're not prevented from doing so. You just have to accept that you can't be a braindead PKer in Ashes. You'll have to actually strategize a little bit to avoid this cascade you're so scared of. The solution isn't to let PKers be the sole determinants of the depths of their consequences. It defeats the purpose of the Corrupted state being a penalty. It's meant to change how you approach combat other players. People fighting over WBs aren't going to be chronically red because everyone there is fighting, and healing and buffs on combatants flag players combatants as well. A couple people in a ten man group being red isn't gonna impact the group's efficiency by much unless those players have a massive PK history already that would snowball the effects of the Corrupted state. Corruption is meant to deter griefing. It's not meant to deter you from killing other players within reason. And make no mistake, there are plenty of good gameplay reasons to kill other players, and not just in organized events.
And players should absolutely be able to regulate their corruption based on who they choose to kill
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif
Dolyem wrote: » "PKers should be able to not even be a PKer before their victim reaches them" Not sure what you're even saying here. Are you saying PKers suddenly stop becoming PKers before the person they are killing comes to them? No idea what this means.
Dolyem wrote: » Where did I say people shouldn't ever gain more corruption once they're red? Players should absolutely gain more corruption for killing players who don't fight back. I have only ever argued that when players are actively fighting eachother, it makes no sense to punish PvP that wouldn't be defined as potentially griefing. You're not griefing a green player who is attacking you by defending yourself against them.
Dolyem wrote: » The difference between us is you want all encompassing severe punishment, regardless of if it's griefing or not when PKing. I am advocating for focusing griefing specifically(the entire point of the system), which in turn regulates PKing, while not damning players for doing so while not actually griefing.
Dolyem wrote: » You can just as easily.apply your logic to "there isn't just magically going to be hordes of PKers" so I don't see your point. You plan accordingly so things don't turn to garbage
Dolyem wrote: » I was referring to the things that PvP players will do Alternatively to just a simple PK, which would equate to far worse gameplay to avoid a too high risk system.
Dolyem wrote: » If i use your logic of, players won't be around eachother enough to make PKing a common occurence, what would you say?
Dolyem wrote: » And besides, im not advocating for rampant PKing, only to not make the risks of corruption so high that it prevents it from ever happening except on the rarest of occasions, and pushing players to take even worse routes to achieve the same goal.
Slipree wrote: » You missed the part where people go red from group/world pvp ALL THE TIME and it has nothing to do with them purposefully pking others.
Also, maybe you have bad time management, but I’ll still be able to grind a char to pvp viability while holding down a full time job and 3 kids in hs sports. It’s easy bud.
Especially when you can have a (green healer) that the red can’t attack anyway. It’s bad design for a pvp game.
Caeryl wrote: » Also, to be clear corruption does also exist to deter PK in general. From the wiki, quoting Steven himself You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[27] – Steven Sharif I don't find the penalties so steep that it would stop me from fighting over contested areas or PKing someone with something I wanted to nab from them, and I'm not even a die hard PvPer. Die hard PvPers looking for a challenge and prepared to adapt their play style around corruption or lackthereof sure won't be scared off by it.