![]() ![]() A player's corruption score (corruption value) increases with each non-combatant player killed.It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief. The goal of the corruption system is to keep risk alive while significantly curtailing or deterring the ability for players to grief other players.It actually gives you negatives for doing that- very significant downsides. There's zero incentive for a player to go red. Corruption gained for killing controlled entities is a lower value than killing players. If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red). ![]() To the point where you should not be killing a level one character. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. You will need to take that character and go work off that corruption. ![]() you will not be able to perform in PVP any longer. If you're out there and you killed you know 20 players. When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. ![]()
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