Talk:2017-04-27 Adissaric Mordled - Ashes of Creation pacific chat with Steven

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Steven: Alright, so there needs to be some clarity on how the flagging system works. Alright, so to be clear, everyone in the world exists as a non-combatant by default. You’re all out in the world players and you are not flagged for combat. If you as a player go to another player who is either flagged for combat or a non-combatant and you attack them or heal the combatant, you will become a combatant, you will be flagged for PVP, your name color will change, probably purple, and you will remain flagged for a period of time after which you have struck another character or aided another flagged character. So, combatants are people who either aid other combatants or attack other combatants or noncombatants, so those are combatants… those are flagged players, they’re purple.

Question: Do you get combatant status for attacking a player who is corrupted?

Steven: You do not, i was about to get into that. If you kill a person who is not flagged for combat, a noncombatant, you will gain a corruption value and that value is determined by a few factors. The disparity of level between you and the opponent. If they are higher level than you, you gain less corruption, if they are lower level than you, you’ll gain more corruption, if they are an equal level to you, you will gain a moderate amount of corruption. If you kill a person who is a non-combatant, you’ll gain a corruption value. Now this corruption value stays with you until you die. If you die while corrupt, the death penalties that you will receive will be tripled from what it would have been had you died while a noncombatant. So those death penalties include a negative experience that you gain an experience debt. It doesn't necessarily de-level your character, but that experience debt, as it accrues, will cause skill penalties, will cause stat penalties, and if you just go on a PKing rage where you are just killing a bunch of noncombatants, that death penalty, that experience debt is just going to rack up and it’s going to adversely affect your ability to participate in combat. So this prevents PK alts from being made. So that’s corruption. If you die, you’ll lose a value of corruption equal to your level in game and how much experience loss you accrue from death. Another added downside for being a corrupted player, is that while normal death causes the loss of a certain percentage of your gatherable materials and mats, if you die while corrupt, you have a chance now, based on what your corruption score is, to drop equipped gear or completed items. So, that is the flagging system in a nutshell. And for those of you who played Lineage II, there was a similar, and i mean very very similar, flagging system there, and it worked in my opinion, very well to mitigate players who were just interested in ganking and griefing, which is obviously a part of the game, it's a risk that's associated with traveling out in the open world. You could come across a murderer but it provided a risk scenario for those individuals who wished to play the game that way. Versus whatever reward they received whether it be satisfaction for pvping or just killing a person they really don't like in the game because of politics or whatever the deal may be or maybe they see them mining a mithril vein and mithril is very rare and they would like to get that so they they kill them you know whatever the deal is. If you die while in a noncombatant stage, the death penalties are mitigated, they are less. So we wanted to incentivise players to fight back. Rather than just allow yourself to die, which you could also chose to do as well because that's part of you know, your choice as a player if you want that person to accrue the corruption if they want to kill you. But if you want to fight back, the added benefit of fighting back and going purple, flagging, is that you do not suffer as much of death penalties associated with death.

Question: Do they get an extra XP penalty while they die as non combat flagged:

Steven: No, so theres standard death penalties that are associated with non combatants, there's lessened death penalties that are associated with flagged combatants and then there are multiplied penalties associated with corrupted players/combatants.

Question: So generally it’s always in your best interest to fight back?

Steven: Generally we want to incentivise consensual PVP through offering lessened death penalties in fighting back.

<Irrelevant to corruption>

Question: Do you have a percentage of materials will drop upon death, because we’ve had some discussion in here about people that are out farming out in the world trying to accrue a certain amount of mats for something and if someone comes by and kills then they are worried about losing all if not most of those mats.

Steven: SO mats, gatherables, resources, they all have associated weights. And in order to accommodate for our regionalized marketplaces, our regionalized caravan system, that would require the transit of goods to utilize through that mechanic, the caravan mechanic, you can only carry so much. You can only carry so many things. And if you die while carrying a certain number of things, you will drop a percentage of those things based on the state in which you die. So if you die as a combatant you will drop the least amount, if you die as a non combatant, you will drop the normal amount and if you die as a corrupted player you will drop almost probably everything. We haven't decided for sure about that.

Question:So it’s better then, to fight back at that point if someone is coming out to kill you while you are gathering materials.

Steven: Yes, that is correct

Question: Situations where like, this is sort of a combat speed, like if you attack a noncombatant, is there going to be instances where you can kill someone in a couple moves and they don’t even have a chance to fight back?

Steven: Well, i mean, a lot of that depends on the rock, paper, scissors of who you are fighting, right and who you are fighting them and i mean the general answer to that question is that we want a fight to be meaningful and we want that fight to be, not necessarily prolonged but a healthy amount of time that accounts for skill. So you’re not gonna see just a DPS class come up and burst down a tank in a matter of a few skills because that would highly incentivise ganking and like opportunity and that kind of stuff and while those should play a strategic role in combat, they shouldn't be the end all. So combat we want to make sure that it is a healthy amount of time that allows for both strategy or skill builds, your class vs class and positioning and just general skill in pvp in total.

Question: So we’re not gonna see situations with like, using Archeage as an example, precision strike, shadow strike, 2 shotting the person…

Steven: (laughs) No you’re not gonna see that, and you’re not gonna see a god whipping an entire raid down to nothing in the matter of a second.

Question: I’ve seen before that the main way of cleansing corruption is through death, does it wipe all of your corruption?

Steven: No, it depends on the amount...So death will wipe a certain degree of corruption based on the penalty that you have taken. So you gain negative experience when you die and that’s considered an experience penalty for death. That amount of experience penalty relates to a certain number of corruption you will lose. So if you go around and you kill 10 people who didn’t fight back and you gain a corruption score of 5000, 1 death may remove only 1000 of that and you may have to die 5 times.

Question:So i was about to say if it wipes all of it, what's to stop me from getting a bunch of corruption and having a friend kill me to grab anything that might drop.

Steven:That would be what is to stop you… Not only that, as a corrupt player, if you are dying, you’re not going to spawn at the normal respawn locations. You’ll be respawning randomly in the vicinity and you’ll also be trackable by bounty hunters on the map. Not your exact location but the general vicinity of where you are. So players who want to kill you, do not need to flag in order to kill you. They will stay as a non combatant if they are attacking a corrupt player because essentially at that point you’re like a monster and you don’t flag when you attack monsters.

Question: sort of like the pirate system in Archeage?

Steven: Not necessarily, pirates, i mean…. The pirate system is different. You are a totally different faction.

Question: How corrupt... does that mean that NPC’s also have the negative influence to you? They would attack on sight or you still able to interact with normal NPC’s

Steven: That’s a question that hasn’t been decided yet. That’s still in discussion.

<Broad question about unique mechanics>

Steven: (laughs) There’s a LOT of unique mechanics.