Intro
I am sure there are many other posts about this, but I am adding to the frustration. I am one of the biggest proponents when it comes to giving time to flush out Ashes of Creation, but the Corruption System is going to quickly steer this game into a game-ending collusion track. The amount of bugs and issues within the Alpha 2 thus far have ranged from funny to frustrating. But that is expected in an Alpha. The issue isn't with the bugs, but the system itself. Currently, this system will destroy this game long before it launches, which is something I desperately do not want to happen.
The corruption system on paper seemed like a wonderful way to prevent griefing, but in practice, griefs the average player. You are unable to defend yourself from the many issues I will list below. "Just flag up and kill them" is exactly the solution to someone contesting your camp site, or training your group. However, engaging in pvp to defend your group or camp more often than not results you or your group becoming corrupted. Punishing the griefed, more than the griefer.
Scenario A
You are experiencing at a camp and another party decides to come in and contest your mob density or named mob. You're stuck with contesting for mobs, resulting in less exp per hour and potentially losing gear drops off of random mobs or nameds
Option 1 - You flag and attack. The invading group doesn't flag, resulting in your group becoming corrupted, and now having a severe disadvantage when that group returns to take your camp. Now they can attack you, have the tactical advantage for taking your camp, and you lose gear. This results in a large amount of time lost for making up the larger penalty of corruption debt and requiring you to find/craft new gear.
Option 2 - You stay unflagged, allow the invading group to kill you and your group, lose 50% of your resources that you have been collecting, and then have to come back to contest the corrupted players. You kill them, take 50% of what they have (25% of what you lost) and now have to work off your 2-3% exp debt. This is the most optimal route, but it is also just a version of corruption baiting.
Option 3 - Leave and go somewhere else. (Who the hell is doing this? This is a PvP game!)
Scenario B
You are experiencing at a camp and another player/group decides to come in and train mobs on your group, resulting in deaths and wasted time.
Option 1 - You can continue fighting off constant waves of trained mobs, losing time and exp debt to deaths, and just hope the griefer dies or grows bored. Meanwhile, the griefer can loot your groups corpses, get flagged for 2 minutes, and get away free as your group runs back to your camp from the Emberspring, and now you lost 50% of your resources.
Option 2 - Flag and attack the griefer, resulting in one or more (depending on the scenario) of your group members becoming corrupted. This results in wasted experience working off the corruption debt for self-defense and also marking your group as on the map for others to come and kill your corrupted members.
Option 3 - Give in and leave. (Again, really?)
Conclusion
Both scenarios are trying to paint the picture that the way the system is currently working, the standard player is caught in a lose-lose situation. Now add the compounding Blight issue and you are forever indebted to a corruption system just for trying to experience for the rest of your characters lifespan due to griefers or even just partaking in the PvP aspect of the game. As of now, the corruption system is convincing PvP not to happen at all, rather than prevent griefing.
Issues with the Corruption/Flagging/PvP system (No particular order)
1.
Corruption Baiting - Being able to unflag to cause corruption before you die. (I'm aware of the fix, it isn't working)
2.
Leaving Game - Alt F4 or Log out to instantly avoid dying or being killed (I'm aware they are adding a time out eventually, still an issue.)
3.
Unable to Defend - If you are corrupted, you can't defend yourself from being killed, (yes, alt F was enabled) as if the debuffs weren't enough. This could have been a bug, since its clearly designed to allow corrupted players to fight with the debuffs, but restricting people from actually being able to defend their self, even while corrupted, is a huge issue.
4.
Infinite Scaling Punishment - To punish players indefinitely and multiplicatively for defending themselves, their camp, or falling victim to corruption baiting is insanity. Players are being punished for the longevity of their character for every altercation in a PvP game.
5.
Horse Corruption Baiting - People can summon standard low hit point horses in large scale combat, causing corruption from their horses dying and suffering a measly 10 min recall timer while gaining the gear from corrupting an enemy player. (This was supposedly fixed, still occurs)
6.
Gear Lost, Defense, and Recovery - The gear lost seems to always favor your weapons. Considering how drastic of a change a weapon can be, losing your weapon can make everything post death insufferable. Not only are you less efficient for groups or soloing, you are now not even able to have a weapon for defending yourself when you are randomly teleported to a respawn location on death with Corruption effects (unless you are carrying multiple weapons on you, which is what I suggest at this time)
7.
Random Respawn - The random location on respawn leaves you alone and vulnerable along with a bounty marker for others to kill you. I have found this often times respawns you near a populated area as well. I understand the intention behind this is to prevent a corrupted player from being spawn camped, but this also makes retaliation or attempts to regroup difficult.
8.
Unequal Penalties - Yes, the person griefing can be killed and lose their materials and incur a 2-3% exp debt. In reality, that person doesn't have materials to drop and the experience debt is fractions of a percent in penalties in comparison to being corrupted. This is fully the intention, as to persuade people not to become corrupted. By as stated previously, this is affecting normal players more often than the griefers.
9.
Caravan Flagging - Caravan Events (Attacker/Defender) have many flaws beyond UI bugs. The fact a potential enemy or enemies can approach your caravan without designating being an attacker or defender for the entire length of a journey is broken. Someone can sit there, unflagged and track your caravan untouched, as you wouldn't risk gaining the corruption while transporting your goods. This allows them to call for reinforcements or set an ambush and you have no idea of their intentions. (This can be solved by requiring an attacker/defender selection within a short time limit. If they opt out, they can not rejoin the event on either side for its duration)
10.
Node Citizens Priority - This issue is in regard to the affiliation priority list. When you have any scenario like the ones described above, or while you are running caravans, there is serious conflicts of interest. You have potential PUG groups that can't attack invading groups because they are of the same Node Citizenship. This seems overtly flawed in a practical level. Much like the corruption system, this ideology works well on paper, but in practice is very clunky and leads to very, very confusing open world pvp scuffles.
Final Straw
During a prior pvp scuffle, I killed my own guildmate with an AoE (attacking guildmates and fellow citizens has been fixed/implemented) and a non-combatant that didn't flag during the pvp fight, and a horse resulting in 3 ranks of Blight. I had previously had 1 rank of Blight from the first or second weekend where we were testing the corruption longevity. That means I had 4 ranks of Blight permanently on my character. This brings us to the reason for this post. I was wandering past HWMH and saw a corrupted player. Killed him, he messaged and asked for his gear back, as he was only corrupted from defending his group from a serial trainer. I agreed, gave him his loot back, and told him I would go handle the guy training his group. (Story checks out, as the training griefer was uncorrupted, while the guy I originally killed and 4/5 members were all corrupted from killing him multiple times trying to prevent him from training) I found him, killed him, and told him to knock it off and leave the group alone. I become corrupted. That's fine, as I anticipated getting corrupted. I was willing to do that to help this lower level group just trying to level and would exp it off later. Well now I am instantly Corruption level 3 and drastically debuffed. I get jumped in HWMH and die, lose 3 items (back-up primary weapon from bag, chest, helm). I respawn randomly and go back to try and fight the original guy (because its pvp right!?) and I am unable to attack him (point #3). I die again lose 3 more items (primary weapon, shoulders, ring). I respawn randomly with Corruption Level 3 STILL and get killed again by a random level 25 who was right on top of me when I spawned and I lose 3 MORE freaking items (bracer, ring, and cape). So now for just trying to help a lower level group from getting constantly griefed and killing a griefer who wouldn't flag, I have lost 9 pieces of gear, and incurred 399k experience debt. This is absolutely insane and unplayable.

If this doesn't get reworked, this will destroy Ashes of Creation before it ever makes it to launch.