A combat tag rework would be required for this, which has been denied
You don’t need a white eyes to die to sharks
My bad
Combat tag rework would be required
Point still stands
I’m against random killing, I don’t think it should be removed entirely as it’s a pirate game, but attacking players outside of designated PvP features such as hunting/island claiming should be heavily punished (maybe a super strong grand navy npc with no drops could hunt you down attack you randomly over the next couple of hours of playtime, it’d fit since that’s exactly what you have to do to be punished in that way lol )
I think you misunderstood that I’m against fixing random killing, these are just bad solutions. I even wrote the balance question where we asked if a combat tag rework is feasible, and one of the issues it’d solve is combat logging to npcs.
i agree with removing combat logging against npcs, but combat log penalty in pvp shouldn’t be reduced because the whole point is to discourage you from just being able to close the game to avoid a fight
i’m pretty sure #2 is indirectly being changed since kill credit will be given to the player / npc that dealt the most damage to you…?
not entirely sure tho
I don’t see why vetex doesn’t want to separate the combat tags. That is stupid and lazy. We even had that in WOM and even though the penalties were a bit weird it worked perfectly
I haven’t read any of the replies I have seen in this post. What am I going to post is only going to address what’s being said in the original post. So if this post sounds like I am repeating what others already said before, then I’m sorry in advance.
If you lose more from dying than leaving the game. Then the most optimal way for the losing party would be to simply leave the game. We want to discourage combat logging, not encourage it.
Remember that it’s also frustrating for the winning party because you’ll want the satisfaction of getting rewarded after a kill, getting rewarded because somebody left the game felt “cheap”.
1.1. As for players who get punished for leaving too soon after the fight is over. My answer is well… just wait until the icon is gone. There is no excuse for ignoring the combat tag icon and expecting you not to get punished because you were too lazy to wait until the icon disappeared from your screen.
1.2. As for players who were punished for getting disconnected in the middle of the fight. It would be pretty nice to reduce the punishment, but there is no way to find the difference between the players who left the game willingly and those who didn’t.
I agree. Although I think it should only apply if you weren’t attacked by any players during the entire time.
I agree. But only in the case of killing an enemy who’s attacking you (or killing the victim of your attack).
In my opinion, the love status effect shouldn’t make your combat tag instantly disappear. This is because you’re only out of the fight temporarily, it’s not the same as killing the victim or the attacker.
Though you can argue that getting killed constitutes “being temporarily out of the fight”. My argument is that the impact between getting murdered and getting hit by the love status effect is far too different.
I agree. But also make it so getting punished for combat logging for hitting ANY non-players shouldn’t give you a combat log.
In my opinion, if you’re going out of your way to combat log to avoid dying from the NPC then you might as well not play the game. I have seen other games doing it and I don’t see anyone complaining about how combat logging on the NPC to avoid dying is worse anyway.
Same as the first point. But also why should the victim get punished less when they’re getting attacked?
While it is true that the attacker can simply avoid engaging in a battle with heavy disadvantage, and that the victim doesn’t have the option to. Please note that the victims, just like prey in the real world, can simply run away until the attackers no longer find it worth the effort to chase the victim.
5.1. The behavior of an attacker should NOT be a valid reason to justify reducing punishment for the victim. And vice versa.
If you want to reduce the toxicity of the fight then you should address the toxicity itself, instead of the symptoms.