Disease
No, the problem with this is very simple and allready studied even to university’s. WoW had the honour of hitting this kind of incident first:
https://en.wikipedia.org/wiki/Corrupted_Blood_incident
The difference between an MMO like GW2 and GW1 is that GW2 isn’t instanced and maps can’t be reset by players. Putting anything contagious in it will eventually result in massive plagues.
The same effect has been seen happening in GW1 in towns when the Minion apocalypse flux was active. Everytime someone got killed a minion would spawn in it’s place. On itself a nice flux. But this was also active in outposts and towns. Still nothing wrong with it. But players where banned by dhuum and actually killed in outposts. resulting in a total whipe of everyone in the outpost.
The problem with contagious effects in open world MMO’s is that it is uncontrollable. There is no fix for it unless you want to remove the contagious part. This will result in just another condition not adding much to the game. So a now from me.
Arise, opressed of Tyria!
Actually mercury, there could be a way.
First, make disease stackable like bleed and confusion, that way you won’t get infinite duration diseases that spread to nearby allies. Second, when an ally receives disease, they get it at the same duration that it was received at, not it’s original duration.
example: player one has three stacks of disease (ridiculous numbers ahoy!), first stack applied has 3 seconds left, second stack has 6 seconds and third stack has 9 seconds.
Say 5 seconds pass and the infected player infects an ally. At this point, the original player would have one stack at 1 second left and a second stack at 4 seconds left. The player receiving the disease gets two stacks of disease, one with 1 second duration and the second with a 4 second duration.
Third, infections do not stack. If player 1 has two stacks of disease at 5 seconds and player 2 has two stacks of disease, one stack at 3 seconds, the other at 7 seconds and they get close to each other, nothing would happen. If player 1 has 3 stacks of disease with a 5 second duration and player 2 has 1 stack of disease on an 8 second duration, player two would only get 2 stacks of disease with 5 second duration while their first stack of disease remains unchanged.
fourth, prevent disease transfer from friend to foe. If you’re fighting a troll that you throw a disease at, the troll can’t infect the players in return by bumping into them. the only way for the troll to infect players would be for the troll to have an ability that puts the disease condition on the enemy.
This removes the infinite duration part which could certainly slaughter everyone if it spread, avoids disease chains reaching into towns and having an issue where two players can endlessly infect each other on top of preventing griefing as well, since players won’t be able to bump into each other and have 25 stacks of disease transfering over or whatever. Especially having this in wvw would immediately hamper zergfests quite a bit, promoting more tactical gameplay from all sides.
[fourth, prevent disease transfer from friend to foe. If you’re fighting a troll that you throw a disease at, the troll can’t infect the players in return by bumping into them. the only way for the troll to infect players would be for the troll to have an ability that puts the disease condition on the enemy]
I think if a mob can cast disease skill, people will find them and try them out like what the WOW incident happened.
Btw, I keep hearing warriors lacks condition removal skills. Have I heard it wrong again?
I think if a mob can cast disease skill, people will find them and try them out like what the WOW incident happened.
That’s what the first 3 points are exactly about, to prevent the wow incident happening again because of the restrictions i set in place. They get rid of all of the issues regarding the wow incident because it’s short term, time doesnt stack, infecting other players who already have diseases doesn’t result in multiplying diseases and voila, issues gone.