Its_Me wrote: » I am curious, when you say you have not attacked a single player, are you referring to attacking a non-combatant that does not wish to pvp or anyone, even a flagged player?
kerrai wrote: » I feel like you don’t read. You keep repeating that “they can just give you your gear back” thing. You just did it two posts ago. That’s fixable. We explained how. I don’t think I need to continue the conversation.
AirborneBerserker wrote: » No this goes beyond that. Even if you get the system working exactly as described it will still have loop holes that allow people to never get punished, and pitfalls that punish people which shouldn't be punish. No it wont. Look I'm going to break this down for you. Corruption works like this. Person A attacks person B. Person B doesn't fight back and dies. Person A is now corrupt. Person A is punished when ANY person attacks and kills them. The system needs; the ability for ANY person to kill the perpetrator, and the ability for that person to loot the gear immediately. Every single person in the game falls into that category including people that will give you all your gear back. Any light restriction will be easily circumvented. Any heavy restriction, like restricting it to just bounty hunters will cause people to track where they are and only engage in the behavior while they aren't around, assuming they are again not a friend that can just hand them their gear back. Which is why this system will NEVER work, because the punishment can ALWAYS be circumvented.
AirborneBerserker wrote: » Yes it does. the system literally doesn't work at all without PvP, you need to PvP to kill the corrupted person. If you don't then there is no punishment.
CROW3 wrote: » Its_Me wrote: » I am curious, when you say you have not attacked a single player, are you referring to attacking a non-combatant that does not wish to pvp or anyone, even a flagged player? Neither. Mainly because most of my testing involves gathering / crafting. So when I'm out on a resource run, I don't want to risk losing a chunk of my gatherables (which typically has at least a few purple / orange). It's all downside for me, and "fun pvp" isn't part of the equation. It's also pretty rare to see a flagged player where I'm gathering as well - so initiating combat would be 95% on greens.
Zapatos80 wrote: » The only time I got PK'ed was day 1 when zerg groups were contesting PVP spots without caring about their gear. I have yet to be PK'ed anytime since (just about to hit lvl 25). However, I have accidentally gone corrupt when someone hopped out of a lawless zone and instantly lost the combattant flag literally as they were dying. Or someone being flagged as combattant on my screen and it being only a visual glitch. Before adding any more penalty such as gear deletion on death, there needs to be an option to 100% guarentee never ever to go corrupt (so if you check it, you can never accidentally go corrupt). Going corrupt should be a deliberate choice, not some jank mechanics that can make you lose an item that cost you a ton of time and mats to craft.
Zapatos80 wrote: » Before adding any more penalty such as gear deletion on death, there needs to be an option to 100% guarentee never ever to go corrupt (so if you check it, you can never accidentally go corrupt). Going corrupt should be a deliberate choice, not some jank mechanics that can make you lose an item that cost you a ton of time and mats to craft.
AirborneBerserker wrote: » Zapatos80 wrote: » The only time I got PK'ed was day 1 when zerg groups were contesting PVP spots without caring about their gear. I have yet to be PK'ed anytime since (just about to hit lvl 25). However, I have accidentally gone corrupt when someone hopped out of a lawless zone and instantly lost the combattant flag literally as they were dying. Or someone being flagged as combattant on my screen and it being only a visual glitch. Before adding any more penalty such as gear deletion on death, there needs to be an option to 100% guarentee never ever to go corrupt (so if you check it, you can never accidentally go corrupt). Going corrupt should be a deliberate choice, not some jank mechanics that can make you lose an item that cost you a ton of time and mats to craft. The only way to 100% guarantee not getting flagged is abstinence. Sorry.
Its_Me wrote: » I have suggested a timer where once someone is in combatant status and engaged, that status cannot fall off until 'x' amount of time after combat ceases.
Its_Me wrote: » AirborneBerserker wrote: » Zapatos80 wrote: » The only time I got PK'ed was day 1 when zerg groups were contesting PVP spots without caring about their gear. I have yet to be PK'ed anytime since (just about to hit lvl 25). However, I have accidentally gone corrupt when someone hopped out of a lawless zone and instantly lost the combattant flag literally as they were dying. Or someone being flagged as combattant on my screen and it being only a visual glitch. Before adding any more penalty such as gear deletion on death, there needs to be an option to 100% guarentee never ever to go corrupt (so if you check it, you can never accidentally go corrupt). Going corrupt should be a deliberate choice, not some jank mechanics that can make you lose an item that cost you a ton of time and mats to craft. The only way to 100% guarantee not getting flagged is abstinence. Sorry. Not getting flagged or not getting corrupted? Part of my feedback came from flagging and experiencing issues but that is the thing about testing, we need to actually engage in the systems and mechanics to find issues, offer valid feedback and improve the game. Even knowing the risk, I still flag
AirborneBerserker wrote: » The corruption system is a massive waste of time, and can NEVER be properly fixed. Shit can it and do something else.
Sylverwolf wrote: » AirborneBerserker wrote: » The corruption system is a massive waste of time, and can NEVER be properly fixed. Shit can it and do something else. They could do some minor changes, such as: 1) Set corruption to last a number of game hours, rather than lasting until death. So, each non-combatant they kill, they stay corrupted for 6 game hours (more or less) no matter how many times they die, and there is no way to shorten the timer other than waiting it out in game. 2) Set it so they drop 1 piece of gear each time they die while corrupted. 3) Set it so their stats are penalized by 10% for each non-combatant they've killed. Everyone will be hunting them for their items, or just the fun of killing them. So, the corrupted player is now the hunted.