Proposal and ideas regarding pvp in order to avoid griefing.

Post by SongRune on 2022-10-20 22:54:33

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You might need to review this handy graph. If Green attacks Red, they remain Green.

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And of course a reminder: There's no such thing as people just "being Purple" out in the wild. You turn Green when you haven't PvPed for like 90 seconds. "Green attacks Red" will apply to anyone who happens to see a Red walk by and wants a piece of that action.

Post by Strevi on 2022-10-20 22:58:59

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Post by MixaZavr on 2022-10-20 23:00:19

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Post by SongRune on 2022-10-20 23:02:08

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We're talking about the players been Green and Red from the start, my dude. When a Green attacks a Red who STARTED Red (or the 'already Red' attacks a Green), that Green stays Green forever.

Post by MixaZavr on 2022-10-20 23:05:56

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Post by SongRune on 2022-10-20 23:08:22

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Nope Bounty Hunters are people who sign up for a special "Bounty Hunter" flag in a military node. When THEY fight Reds they are effectively Purple, and the Reds may not experience the usual stat penalties. It's an opt-in state, though. There are quests and everything. It's an entirely separate system.

A normal Green in the field isn't going to be a Bounty Hunter, and no action you can take out in the field can turn you into one. It's a profession of its own.

EDIT: Apparently the Bounty Hunter flag only even lasts for an hour in the first place. You have to go get it again every time. In summary: Almost no normal Green will be a Bounty Hunter.

Post by MixaZavr on 2022-10-20 23:09:13

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Post by SongRune on 2022-10-20 23:10:38

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Nope, nothing to do with the Red/Green/Purple triad. I laid it out in my post above. (Sorry for the quick-succession confusion)

Post by MixaZavr on 2022-10-20 23:11:16

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Post by SongRune on 2022-10-20 23:12:53

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And now you're caught up. There have been some... heated... discussions on these forums about this topic in the past.

Post by MixaZavr on 2022-10-20 23:23:16

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Post by Azherae on 2022-10-20 23:24:55

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Oh hey, here's that person...

The reasons given are no reason to assume Steven has not thought this through, it is probably BECAUSE Steven and the team have been 'thinking this through' for YEARS that there's still some nuance left.

You don't really want your developers to just 'have an answer to everything and not feel the need to change it' right at the start. Sure we're pretty far in, but we're also 'getting answers' now.

Post by Depraved on 2022-10-20 23:27:38

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Post by MixaZavr on 2022-10-20 23:34:22

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Post by SongRune on 2022-10-20 23:38:01

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And now you're caught up. 👍

What you're saying is basically what she's been championing all afternoon.

Post by MixaZavr on 2022-10-20 23:39:10

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Post by BaSkA_9x2 on 2022-10-20 23:50:42

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Post by MixaZavr on 2022-10-20 23:53:12

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Post by MixaZavr on 2022-10-20 23:59:06

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Post by SongRune on 2022-10-21 00:02:32

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I mean, this would work if players were seriously invested in their characters, and their economic progression during an Alpha.

Without those factors (not remotely present in Alpha 1, for certain), Corruption won't be treated the same as it would in release by a large enough number of players to make it matter.

When you can create a new character, or expect yet more wipes. When you know your new character will just get set to max level for the next siege test, and when there's nothing long-term to DO with your money anyway, the reasons NOT to go red are weaker, and your reasons TO go red are weaker. Which one wins? It might not be the same one as would win out on release.

Not saying you CANT get some information on how Corruption is working. But it's not as straightforward as you might assume.

Post by Ludullu on 2022-10-21 00:55:17

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For the purpose of punishing the Red player - yes, it works just fine. For the purpose of limiting genocidal actions of those Red players - yes, it works perfectly.

Post by GullibleSkeptic on 2022-10-21 03:14:08

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Post by JamesSunderland on 2022-10-21 05:30:05

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Post by worddog on 2022-10-21 05:51:48

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Post by Depraved on 2022-10-21 06:53:52

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Post by Ludullu on 2022-10-21 08:00:13

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In my 10h of playing WoW I felt more triggered than in my 12 years of playing L2. Mainly because I couldn't remove a dude from my faction from a farming location. And running a dungeon several times just for the drop from, pretty much, one mob, w/o any variance in the runs was also boring as hell.

Both of those things are solved with owpvp.

Post by Noaani on 2022-10-21 08:11:30

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Post by Okeydoke on 2022-10-21 08:30:35

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Post by Depraved on 2022-10-21 08:51:30

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Post by Ludullu on 2022-10-21 08:57:20

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That's the deal though, iirc it was a location with quest mobs (or at least the ones that dropped items needed for a quest). Even if I did farm 2/3 of the location, I'm a greedy bastard and want to have the location on lock. Once I'm done with my 2/3, which is the upper limit of what I could farm at the time, I want to immediately switch to the remaining 1/3, but that 1/3 is either dead and I need to wait or it's being farmed and I'll need to wait even longer.

I'm all too familiar with outfarming people because that's how I usually removed people from farming locations in L2. And only when they didn't leave even though I was outfarming them did I start attacking them or straight up PKing them.
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But how do you balance difficulty against speed of progress then? If a location or a quest immediately gives you what you want, it'd mean that the game would have to have hundreds and hundreds of these locations and quests in order to fill up your gametime.

And if the difficulty of the content, that gives you what you want immediately, is so high that you can't beat it on the first try - we go back to running the dungeon over and over until you get the thing. Which was my issue in the first place.

In other words, I'm just at too far end of the spectrum to be enticed with pve. Yes, I know that you'll say that I just haven't experienced proper pve, but I'd counter that with a "if I was interested in that kind of pve - I would've sought it out in the first place".
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Nah, it's a good advice in the context of pve competition. It's just that I find pve competition dull. In L2 (at least in my experience with it) barely anyone partook in pve competition. If someone came into a room and saw that someone was already farming it - they'd just attack the farmer.

Yes, there were cases where the pvp didn't start out immediately as 2 people saw each other, but those were way rarer than the immediate pvp. And I liked it that way. The mobs were just a means to the end of fighting another person or getting gear so that I can fight more people.

Even when I had guildmates that wanted to farm the same location, I'd instead try to help them fight over their own room than farming with them (and same applied with party farming too).
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Nah, I can appreciate some
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things too :)