Mule PKing

Post by wrms on 2022-10-29 20:18:23

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Post by Mag7spy on 2022-10-29 20:26:26

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Post by wrms on 2022-10-29 21:08:50

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Post by Strevi on 2022-10-29 21:37:29

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Post by wrms on 2022-10-30 04:08:35

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Post by Ludullu on 2022-10-30 04:17:53

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If you're not using a mule to carry shit, why are they even in the game? And if you do use them to transfer stuff, like I already explained, you'll be punished for doing so instead of doing 10 runs with your character, because using a mule means less risk for the attacker but up to x10 risk for the carrier. How is that in any way fair or good?
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Big quantities of resources are what's valuable. Say there's a node that needs a ton of wood for the siege, but it was recently overgathered by the sieging forces and those same people are now killing any and all caravans that go to that node.

If killing the mule gave proper corruption or, even better imo, made you kill the rider and then the mule - those mules would now be able to bring some wood to the node from the outside and sell it in the node (in the context that the node's citizens are at war with the attackers, so they can't bring the wood themselves). This would bring huge profits to gatherers and would be all about socialization and making proper connections.

But as it stands right now, those mules can be killed directly and any incoming resources will be pillaged, all at lower risk. And again, my main issue is that lowered risk. I just can't see a reasonable excuse to have it even lower than the base one.
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If even lowered amounts of corruption are so fucking huge that becoming red is a death sentence for your character - I'd have a whole different issue with the game. Namely the fucking BH system which would now be completely and utterly pointless.

I'm beginning to agree more and more with Dygz sentiment of "this game is missing a lead designer". I hope that during testing we can properly learn about all of these systems and realize that we were just missing some info, but it sure as hell doesn't seem that way right now.

Post by Strevi on 2022-10-30 06:36:47

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Post by George_Black on 2022-10-30 07:14:10

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Post by Ludullu on 2022-10-30 07:19:33

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George, I expect better from you
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https://ashesofcreation.wiki/Mules

Post by George_Black on 2022-10-30 07:30:31

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Post by Ludullu on 2022-10-30 07:34:05

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I am happy, just expected you to check this small thing. Especially considering that the whole OP is talking about the mule dropping shit and people looting it.

Post by George_Black on 2022-10-30 07:54:43

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Post by Ludullu on 2022-10-30 07:56:47

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So reading a post, seeing that it's talking about mule dropping shit, not checking wiki to make sure if the OP is not bullshiting everyone - all of that is not critical thinking?

That's the thing that disappointed me.

Post by George_Black on 2022-10-30 07:59:59

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Post by Okeydoke on 2022-10-30 08:33:24

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Post by Szar on 2022-10-30 08:45:54

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Post by George_Black on 2022-10-30 08:54:26

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Post by Strevi on 2022-10-31 07:13:45

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Post by Ludullu on 2022-10-31 07:22:42

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Can't CC unless he's purple/red. Or, well, at least I think it should just work the same as with players. Don't see a reason for it to work differently.

Post by Strevi on 2022-10-31 08:34:31

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Post by Mag7spy on 2022-10-31 13:34:05

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Post by Ludullu on 2022-10-31 14:23:40

I was about to write a huge response, but then realized that we don't really know how exactly the pvp looting rights will work. Or at least I didn't manage to find any info on that on the wiki (mb I'm blind).

My whole issue with mules would be completely solved if only the PKer could loot the mule. Maybe that's the missing piece of info that resolves this and, potentially, other problems related to PKing.

Post by Mag7spy on 2022-10-31 16:02:07

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Post by Ludullu on 2022-10-31 16:09:29

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Nah, I'd only be fine with the system if only the PKer could loot their victim. Otherwise it's still the same issue I had previously. If only one person can loot a mule, that means that there's an upper limit to the reward and that limit stops at a single full inventory, which would be twice the amount of a killed player (again, in the context of "you drop 50% of your mats"), but it'd still be "fair" cause you not only get corruption but you also can't trade your mats away so you either gotta survive with a full inventory of stuff or you die on the spot to your friends (which I'm still against tbh) and they loot you.

This would also fit nicely with my suggestion for the BH system, but that's for a later discussion.

As for making others corrupt for looting. That kinda dilutes the flagging system and has potential methods of abuse. Mainly "I PK a friend, he lies on the ground as bait for any passerby. Someone sees him and loots him and becomes a Red. Friend 2 kills the Red".

Post by Mag7spy on 2022-10-31 16:14:51

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Post by Ludullu on 2022-10-31 16:19:47

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Ah, right, you suggested it being visible. I missed that. I'd still prefer corruption only being gained through murder, but there's still a chance that Intrepid will give it to partymates or whoever attacked the victim too, so we'll have to wait till testing to see what they decide to do.

Post by Arya_Yeshe on 2022-10-31 21:25:20

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Post by Strevi on 2022-10-31 22:51:57

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Post by Spif on 2022-11-06 22:23:37

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Post by Ludullu on 2022-11-06 22:35:03

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Mules can carry roughly 10 times more than backpacks. Caravans can carry roughly 10 times more than mules.[14]
https://ashesofcreation.wiki/Mules

Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[14][7]
This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[4][15]

https://ashesofcreation.wiki/Player_flagging