Things we DON'T like about AoC.

Post by Atama on 2022-12-30 22:38:52

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Post by JamesSunderland on 2022-12-30 23:51:25

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Post by Ludullu on 2022-12-31 02:06:53

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I'm just curious, what would you want as that "incentive"?

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Post by George_Black on 2022-12-31 05:46:44

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Post by Ludullu on 2022-12-31 14:29:15

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Pretty much what George said. The loot is literally the smallest incentive in the system.

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Post by Ludullu on 2023-01-01 01:07:58

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I'd really like them not to be, cause otherwise they just seem like a pointless addition to the system, especially considering that they supposed to have a progression path within their own subsystem.

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Post by Ludullu on 2023-01-01 01:42:54

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Yep. I really wish Intrepid settles on a system that satisfies everyone in this equation. PKers can kill more often, BHs always have someone to hunt because of that and green victims get their "time" back with the help of BHs. I really feel like that would be the best compromise for this kind of system.

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Post by Ludullu on 2023-01-01 14:40:24

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And I'm almost sure that there'll be a few freeholds that have the same kind of interaction (considering that you can't be attacked on your freehold). L2's cities let you do way less stuff than the freeholds will, so those who stayed within them not participating in any other content barely did anything else (mainly trading and crafting, if they were supported by farmers). So Ashes is already providing a much broader choice of content that you can participate in w/o even walking outside of a particular location.
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This is already the case with the open seas and node ruins (and we might even get more, considering the trend). Corruption is already a pretty big threat to those who attack greens, so anyone who just wants to kill as many people as possible would probably go sailing or travel the world in the search of ruins (or obviously just fucking join any kind of war between any two groups of people).
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Like you said, rn BHs don't do anything to alleviate the event of a green dying. I think that there should be a system tied to BHs that helps those green victims get back to their pre-death state. It could be an xp gaining boost, a gear repair discount (ideally tied to a bonus for the crafter that helped repair it) or a bonus to their artisan profession.

Obviously this still doesn't prevent the death itself, but the whole point of open world pvp is to let people kill each other, but this way at least the victim loses less stuff (or in other words, time). And if we make green loot an unstackable item that drops first from a PKer and has the name of the victim on it - the BHs will be able to return it to the victim if they manage to catch and kill the PKer.

And imo this kind of system would allow for a bit more lenient corruption gain values, because it would lead to more PKers (satisfying those kinds of people) which leads to more BHs (satisfying the pvp white knights), while not removing as many greens from the game (and also tying them tighter into the game's community, because they will have to interact with way more people now).

But I'm almost sure that at the end of testing Intrepid will just remove BHs completely and tune the corruption all the way up.