Original Post — Direct link
Dear Ashes of Creation and community,

I’ll try to write this as efficient as possible, so no one gets bored. And perhaps someone of the team read this.
My name is Nick, I am from the Netherlands. 32 years old.
My ideas/thoughts come from old-school MMORPGS.

So we all agree that this “sense of danger” in the open world is what we want from Ashes of Creation. Unlike “always progress” in most modern 3d MMORPGS.

Accountability for ganking/pking:
You don’t want to be ganked by some “random” gankers/PK’ers in the world. Gankers/PKers you don’t even know. This will make you feel bad and empty and “nothing you can do about it”, but there was an mmorpg which made you feel like you COULD do something about it. It was (now oldschool) Tibia. When you died by gankers/Pkers every player of Tibia would have the feeling: I’ll get them later’ and you would suck it up and get better, make more levels and grind. Then after a while you could have your revenge.

How could you have revenge?
You had a spell called “Exiva *playername*” and then the game client would tell you that the player you are looking for is north, east, south or west. Or when they are far away it would say the person is “far to the east” (So it’s not too detailed to where the player is, you would actually have to make some effort into finding the person by traveling to places and then use the spell). This makes it possible to hold someone accountable for killing you once upon a time. Or if you have a conflict with a person you can go search for them. You can also find a group/guild with this spell…
This system could also be abused because you could just go to a person time after time and make their life miserable. HOWEVER, this person could also use this spell on you and see you coming.
You would be safe if the spell said you the *playername* is Very Far to the North.
This whole “see where a player is” adds to players being hold accountable for their pking/ganking actions.
Also this system makes the gankers/pkers more feared and hated. It evens out the “random” pk/groups a bit by the community of the server you play in.
Let’s say you died by 2 gankers with names X and Y. In ANY modern MMORPG nowadays like Albion for example you would just leave it be and the gankers would just keep doing it, perhaps change areas.. But now with this system, nope… Chances are you will be hunted by the person you killed, the person you killed might have called his friends. This spell in some kind of form changes the dynamic of the game, makes it more personal. And back then it WORKED, why shouldn’t it have to work again?
This system got complimented by Tibia’s website, on which you can enter your characters name (or any other names). And you would see who killed the person in the past (up some x amount of lines)



Now some random thoughts from other games:
I don’t like the FULL LOOT loss, however I do like the partial loot loss (just personal opinion). In Tibia you could lose from 0 to all gear pieces you were wearing. But ALWAYS your bag and everything in it.
But you also had a corruption-like system, if you were a RED Skull (that’s bad) you would lose ALL your gear.
And if you were a peaceful player, the other case descripted above. So when you died you would immediately respawn, take a deep breath and see what you had lost… “thank got it were only my boots I lost”.
BUT you could protect yourself from loss of items + bag: For example you take out your BEST ITEMS to the most feared dungeon, you could buy an “Amulet of loss”. This amulet had 1 charge and would be broken upon dieing. This amulet would prevent any loss of items. BUT it was very expensive; as it should be.
(Of course amulet of loss could also be used against gankers)
If you want to be protected, you have to pay up. Something like the real world huh 😉

If corrupted: you decrease your loodrop-rate
Nahh why would you add this? Would a corrupted player go in DEEP in the wild to grind loot/levels? Not with this system. He would just “wait it out” or do save corruption-reducing activities.
No revenge can be taken on this corrupted evil person with the Accountability system described before.. (the “find player” system).

If there's any interest I could go deeper into this and perhaps make a YT video for more and better details.

Cheers!
almost 2 years ago - Vaknar - Direct link
The corruption system and designing a system around player intent certainly poses quite the challenge for our design team.

This thread has been a great deep dive into an interesting interpretation of how this system could work! Great conversation, everyone 😃