Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
I had a thought...
vettond63
Member, Alpha Two
Forgive me if this has been brought up before or hashed out or whatever but,
I was reading some other articles regarding pvp/crafting/pve..kind of just a general overall of the game vs other games
Mainly the PVE players worried of the PVP aspect.
Tell me if this is stupid or flawed or just bad.
What if you were in your own ZOI of the metropolis or city you belonged to(pay taxes to or whatever) and were out gathering materials, maybe even just questing. On top of the corruption, would it work to add a damage resist and/or damage output multiplier to enemy players that try to kill you that didn't belong to the same ZOI area?
Also make the more desirable, rare, end game, resources outside of settlements ZOI areas?
And then if both players were out of both of their ZOI areas the buffs and debuffs would go away? Essentially making the open areas that have no ZOI from cities/metropolises/towns a more dangerous area?
I think it would give the players a "safety" in their own area if they don't want to maybe run into PVP as much.
The only part I can't figure out is how that would work if you were both from the same city/metropolis.
Anyway, just kind of had a thought and wondered how stupid it sounded.
I was reading some other articles regarding pvp/crafting/pve..kind of just a general overall of the game vs other games
Mainly the PVE players worried of the PVP aspect.
Tell me if this is stupid or flawed or just bad.
What if you were in your own ZOI of the metropolis or city you belonged to(pay taxes to or whatever) and were out gathering materials, maybe even just questing. On top of the corruption, would it work to add a damage resist and/or damage output multiplier to enemy players that try to kill you that didn't belong to the same ZOI area?
Also make the more desirable, rare, end game, resources outside of settlements ZOI areas?
And then if both players were out of both of their ZOI areas the buffs and debuffs would go away? Essentially making the open areas that have no ZOI from cities/metropolises/towns a more dangerous area?
I think it would give the players a "safety" in their own area if they don't want to maybe run into PVP as much.
The only part I can't figure out is how that would work if you were both from the same city/metropolis.
Anyway, just kind of had a thought and wondered how stupid it sounded.
0
Comments
There is no area in the game that is ZOI free. The ZOI from a higher level node may impact other nodes, but a node has its own ZOI. We do know that citizenship in a node is the highest affiliation and is a higher priority than guild and others.
I think for now we just need to test the current Corruption design before trying to figure out how to fix something that isn't broken.
No need to invite people to tell you your idea is bad or stupid ^_^
It's an interesting thought! In what ways can you imagine making a ZoI more hostile for other players (presumably based on proximity to the node?) would change interactions across the entire world of Verra on a server?
I'm not sure I didn't spend a whole lot of time thinking on it lol.
It could be based on how close you are to a node center, probably the more buff/debuff you get to the center. It could also be off during sieges and only on during "peaceful" times.
Could also scale the corruption base on how close they are to an enemy node center, the closer you are the more corruption you gain.
Maybe make the more common lower tiered resources more plentiful around the center of the node and the more endgame valuble ones appear further away from the center of the nodes to make it more riskier to get but more rewarding.
Just spittballing here
I could see that adding an interesting layer effect on combat, etc. But also, having that would definitely change the way we interact with people on a global scale at that point. I could see people rising to the occasion to try and still win a fight against one who was buffed in this way. I do want to see how the corruption system works as well as the negative xp effect of dying before delving too into these. But it is, none-the-less, an interesting ponder.
I am against a ZOI penalty for invaders though. This discourages world pvp in my view rather than balancing anything. If anything I'd love to see node affiliated npc guards with and without outposts inside ZOI and an option for each node to increase the number and power of their guards inside their ZOI at the cost of higher maintenance and the ability to choose where these guards spawn and changing the guard's spawn location should take time, it shouldn't be instantaneous, moving guards from far locations should take even as much as 24 hours. This will create more immersion and it would allow for even more strategic and political planning because if you ally a certain node you could then move your guards to the borders of an enemy node. However this creates a chance for your ally to suddenly betray you, declare war, enter your borders undetected or with little resistance. So you might want to put up a facade like leaving a few guard groups there just incase your ally is sending spies to see if you've weakened your defenses. Guards for ZOI adds a lot of depth and immersion to the game which I like as opposed to a penalty debuff for invaders.
In your scenario someone is already heavily leaning towards the risk aspect of the encounter because their reward is low tier materials, you then want them to be also be punished on top of that by lessening their chance of winning with a flat damage reduction/defense buff they have no way of altering or changing.
It would feel awful to be the attacker in this situation and that isn't (in my opinion) how the pk system is intended to be, the player should have to weigh up the risk vs reward and debate whether its worth it to them personally to gain corruption and be forced to grind it back all for potentially a tiny amount of low tier materials, it plays to the social aspect of the game and is less binary than X is worth it and Z is not so I will never do X.
The safety you want is also being promoted in the social aspect of the game, grouping up, having friends or a guild to call for help, or even just outplaying the person with skill and overcoming the situation.
A blanket damage reduction across a ZOI would also lead to complications of fighting over world bosses etc, if one ZOI overlapped into a raid room or the underworld of the raid (cavern, dungeon etc) that also went underneath a metropolis/ZOI you run into a whole bunch of other issues.
I'd argue it's also beneficial to the individual player in terms of learning the game and skill development to not have a safety not to fall back on, eventually you will have to venture out to higher zones with more danger and a higher chance of being attacked for rare materials and by that time it's better to of already been introduced to these scenario's to have built up a network of friends, a guild and understanding of the systems.