The alignment system of Rise of Agon has flaws, and we realize that it has created some confusion and frustration among our players. Although most of the flagging issues have been addressed, a few still remain as does the legacy alignment system itself that we aim to change. We have been testing a new alignment system on our internal test server and have a few minor bugs that we are ironing out. We aim to have this new system ready for release within the week, and wanted to release this design document for some final feedback on it before it goes live. Please note that we will be resetting alignment on a one-time basis for players who request it. This will not be automatic due to those who wish to keep certain titles they have earned throughout their playtime. Current Setup of New Alignment System: Ganking or letting the player bleed out is the only way to lose alignment If you or someone else resurrects them you are safe Alignment regenerates 1 point every hour After 24 hours an additional point is added per hour After 48 hrs another point is added per hour (total 3) No more alignment farming in dungeons Killing a blue player when you are blue automatically sets you to -50 alignment Does not matter what your current alignment is Each blue kill while you are below 0 induces a -50 alignment hit Each Kill Count increases your next alignment loss by 25 points 5 Kill Counts max 20% alignment regeneration reduction per Kill Count A single Kill Count is removed after 48 hours 48 hour timer resets if you kill another blue All works as long as the server is running Changes Coming After Alignment Patch: Praying provides a buff that increases alignment regeneration by 1 point extra per hour If you kill a blue while this buff is active you lose double alignment and the buff is removed "Bubbles" will be created around sieges and other PvP engagements to prevent unwarranted alignment loss
Question, If im friendly dueling with someone who is not in my guild and we both end up last hitting each other, and no one is around to res us and we both bleed out will be both get murder counts?
Why are you putting this patch out without having the "Bubbles" in place? --- Post updated --- Now that you've brought it to their attention they'll remember it can happen and will probably get fixed two to three months after the patch hits but for now it'll be the first person to kill.
add "bubbles " effect for member of the party to........ --- Post updated --- Im not sure they listen us.....maybe some time....but im sure 100% at the end bpg doing a great work we arent programmer probably many of us cant understen how much difficult is work whit the darkfall code ....bat listen the player base its important....i post many times my opinion send some pm no one responding me lol
never played this game, and I never understood if for example a blue human can freely kill a blue ork. tell me yes
Very good, but I think it should be the common alignment system in sandbox games. Using as Ultima Online's parameter. The simpler is better and most easy to new players learn. 5 kills you turn red. And every hour - 1 kill to u murdercounts. No one gives much value to a complex alignment system. Kisses devs.
Will this new system increase the population? Seems like a giant waste of Dev time. Lots of people always say they want a simple system, but those same people are the ones that want to game the system and victimize players. Thing is your not spending Dev time to make or promote things that attract or retain players so those "wolves" are just going to have to cannibalize each other.
Alightment in darkfall has always been stupid and worthless. Always so easy to exploit and get around. Even if you are blue, you can still grief other blues, and help reds without turning grey/red. It's basically impossible to make work in an open world game like this. DFUW did a lot wrong, but just making safe zones is the better option. Give newbies a place to learn the game, and then don't bother with an easily exploitable alignment system in the real world.
As much as I hate UO for introducing Trammel/Safe Zone it worked there. Game was always losing people due to them losing their stuff and to a lot of players that blows. Especially if they're alone or in a small group starting out. Soon as they introduced the safe zone natural pvp and hunting poor farmers was a lot less likely but, after a few months we realized that we had a much tougher group of players pvping that was amazing. So now I am not against limited safe zones for even vets to farm. Obviously needs to be weaker mobs, less loot or something in them but, it will definitely help maintain new players.
We do plan to make capital and lawful zones safer, similar to Albion or Eve where there is a few different zones allowing users to gradually approach the full lawless areas at their own pace. This is part of it making blue red flip flopping not feasible short term.
I think a great addition to this would be color coded areas on the map. A clear distinction between zones will go a long way to making the system easy to follow. Something like one of the following: The first one I just pulled off of Google and the second is from Asheron's Call.
Sounds OK... but really might as well just remove guard towers from the game at this point. The majority of the people here are still going to be nice to newbies, and then you have dicks like me who are just gonna shank 'em and gank 'em even if it means i get a 24 hour beacon effect every time I do it.
Are you still planning to add item loss reduction near starting npc towns? I recall this being brought uo some time ago, not sure if it's still planned.
The current idea is blues get no drop in capital area, no drop paperdoll in lawful. Thoughts on that? Other ideas?
Would need to no longer allow people to setting holdings as lawless/lawful. (Or something along those lines. Can't have people having zero risk in subcontinent holdings. lol)