nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol
Dolyem wrote: » nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off.
nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off. Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing?
Dolyem wrote: » nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off. Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing? Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue.
nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off. Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing? Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue. You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guold team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is.
Dolyem wrote: » nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off. Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing? Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue. You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guold team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is. Like I said. It be as simple as being able to slow or stun the player making the attempt. Then you watch them die to those mobs. You could also propose to lock damage away similar to how AOEs work with players when your not a combatant. So if another player aggros something they cant train it through your AOEs. Either way. Taking away the concept of dropping materials upon death takes away from the core pillar of design for Risk vs Reward. And if people training really is that big of an issue, hit them and get them down to the last 25% of their HP so they can potentially die to the mobs. But that also goes to my point on corruption in other posts where they utilize the threat of causing corruption as a shield to prevent players from committing to the kill due to overly severe punishments. But thats an entirely different discussion. Either way, when it comes to the issue of AFK deaths, thats an easily avoidable issue. When it comes to active players dealing with mob training, that should be able to be resolved through killing those players.
nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Dolyem wrote: » nanfoodle wrote: » Yes let's keep pointing at the people not greafing as the problem. Lol Just because someone is afk doesnt make it griefing. The corruption system will grant the person corruption upon killing an afk player. Simple. No further intervention needed. Now that player has to work it off. Let me get this straight. Your saying training someone with mobs so you kill them and bypass the flagging system to loot their glint and crafting supplies. Is not greafing? Theres an edit to my last post. But yea, I wouldnt consider it griefing. I would however consider it an exploit. One that can be fixed by either allowing players to CC those players attempting to train mobs on them, or to simply log out when you are afk and all alone to completely avoid the issue. You are in a lonely place. Many players are dealing with this. These greafers are using this exploit. To take over entire dungeons. My guold team were trained repeatedly to try and kick us out of a camp. They did not stop till about 20 of our guildies showed up and acted like a wall. This is so wide spread and is 100% being used to greaf. Even if you don't think that's what it is. Like I said. It be as simple as being able to slow or stun the player making the attempt. Then you watch them die to those mobs. You could also propose to lock damage away similar to how AOEs work with players when your not a combatant. So if another player aggros something they cant train it through your AOEs. Either way. Taking away the concept of dropping materials upon death takes away from the core pillar of design for Risk vs Reward. And if people training really is that big of an issue, hit them and get them down to the last 25% of their HP so they can potentially die to the mobs. But that also goes to my point on corruption in other posts where they utilize the threat of causing corruption as a shield to prevent players from committing to the kill due to overly severe punishments. But thats an entirely different discussion. Either way, when it comes to the issue of AFK deaths, thats an easily avoidable issue. When it comes to active players dealing with mob training, that should be able to be resolved through killing those players. The exploit these Griefers are using is bypassing the risk versus reward. There is only reward no risk with this LOL
bloodprophet wrote: » All this so far and I still don't see a reason to remove loot drop. Mobs changing targets is probably a bug at this point. I think they will change it as we move forward.
nanfoodle wrote: » bloodprophet wrote: » All this so far and I still don't see a reason to remove loot drop. Mobs changing targets is probably a bug at this point. I think they will change it as we move forward. It's not just switching targets that is a problem. I have seen someone pull a room train mobs on the team, Alt F4 and log back in to loot the teams courpes.
nanfoodle wrote: » CROW3 wrote: » No. Here's the necessary adjustment: Do not go AFK outside of a town in Ashes. Thats call greifing.
CROW3 wrote: » No. Here's the necessary adjustment: Do not go AFK outside of a town in Ashes.
nanfoodle wrote: » I agree going afk is a risk but this is rewarding greafers.
Sylverwolf wrote: » Anytime you have "stolen" items in your inventory, you are automatically flagged as a combatant and remain that way until the goods are removed (sold, laundered, or deleted). It can't be traded to another player.
Its_Me wrote: » Sylverwolf wrote: » Anytime you have "stolen" items in your inventory, you are automatically flagged as a combatant and remain that way until the goods are removed (sold, laundered, or deleted). It can't be traded to another player. It will be a little difficult for players to sell items as the cannot access nodes when flagged without triggering guards. There was a point when players could freely loot without flagging so the change is, they just need a little longer timer to allow players to get back to their body to try to find the flagged player that picked up their loot.
Sylverwolf wrote: » Its_Me wrote: » Sylverwolf wrote: » Anytime you have "stolen" items in your inventory, you are automatically flagged as a combatant and remain that way until the goods are removed (sold, laundered, or deleted). It can't be traded to another player. It will be a little difficult for players to sell items as the cannot access nodes when flagged without triggering guards. There was a point when players could freely loot without flagging so the change is, they just need a little longer timer to allow players to get back to their body to try to find the flagged player that picked up their loot. In one of the games I play, you can access the black-market from an external location outside the city (cave or sewer entrance, etc.). It could be something like that, or perhaps a few scattered locations throughout the regions. Unless I'm missing something, it's hard to find the person that stole your items right now. I was lucky yesterday as I died about 15 seconds from an Emberspring and I was almost back when I saw someone running away from my tombstone and was flagged, so I was able to catch them. If I had been minutes away, they would have been long gone. The solution above won't solve them getting away from me, but they'd have to avoid others tracking them down at least, and maybe it would curb others from looting in the first place, knowing that there would be more risk for them stealing from others, and yet it would still give them the option.
Sylverwolf wrote: » A potential solution to the looting could be: When you loot a corpse, it gives you a warning that you will be looting "stolen" goods. If you still loot the corpse, anything that you looted is flagged as "stolen". Anytime you have "stolen" items in your inventory, you are automatically flagged as a combatant and remain that way until the goods are removed (sold, laundered, or deleted). It can't be traded to another player. To change items from "stolen" to normal, you must visit a black-market vendor to either sell or launder the goods. This may help solve some of the issues with people finding ways to get another player killed without getting corrupted and then looting the player's stuff without consequences (as often by the time the killed player gets back, the looter is already a non-combatant). This way, the looter would be flagged as a combatant until they got rid of the stolen goods, which means they have to travel to a black-market vendor and risk getting killed on the way. Training mobs on others is still an issue and once resolved, someone will probably find another way to get another player killed so they can loot the player, so the above solution should help resolve some of the looting by providing a risk of looting anyone, no matter how they died.