Yes, thereâs force feed in Ark, and downing mechanics are (pulling statistics out my own *rse) 99% a griefing tool, 1% an RPing tool.
Having an optional setting to allow for corruption punishment for griefing isnât at all exploitable. It can be, however, cumbersome under certain circumstances like Sieges, but then again it is possible to add war declaration systems, which in return could warn people that they are about to get attacked (as long as the war declaration worked like a really slow crafting, like converting a lvl 4 thrall), so when you start the process whoemeverâs going to be attack is warned, and the relative time is calculated and informed to the defender.
If not by those means, it could be a player optional to enable the option, in this case if both players have it disabled, no one gets corruption and no âdownedâ state during fights, however, if someone has it on heâll be downed, and if killed by the other part (who has it disabled) the other part still gets corruption from the killâŠ
It is, by all means, possible, and barely exploitable as Iâve said. One could try to âtrollâ as a defender in a Siege, but then again he wouldnât have any means of defending himself if he gets killed multiple times, making the raid itself a cowardâs move (in other words âpunishableâ in my book), if he stands a chance of defending himself, and has it enable, heâd accumulate corruption himself too for each PK he did, and that being said, this means that if a player enables the system heâll be punished even if he kills other players who have the option disabled, as well as getting downed when defeated and if executed the other part who has the opt disabled would also get corruption, but never be downed.
If none of the options above, it could be linked to âpvp timersâ that we already have, and if a server allows for Raiding during certain hours at certain days, the system would be automatically disabled for every player in the serverâŠ
Those are many option to get a system that is less exploitable as a griefing tool than the idea of having PvP unconsciousness. Iâve played Ark, and believe when I say, it is a really poor choice of Game Design to add any way of immobilizing a player and tool around with said player by the hand of other players.
I think summing it up, no one should get decreasing curves of corruption gain even if the enemy player has maximum corruption when they are killing them. That being said, it would be like a mechanism intended for PvP Training among Clan members, PvP training among cross-clan members, PvP dispute without the risk of losing items for those who like to PvP but donât want to grief. On the other Hand, griefers whoâd kill and steal from corpses will not be able to do so unpunished, meaning that at each PK this person made, heâd become weaker and more vulnerable, but not necessarily dead / a target for other players, heâd only have extra âcostâ to maintain his/her foul ways of playing, dis-encouraging it without prohibiting⊠Making it a more beneficial tool without killing the gameâs core features. I think it is, in fact, a very clever form of branching out of the basic survival griefing fest that others games have in them. CE would be a pioneer with such a systemâŠ
Mortal Online, for instance, has a âcriminalâ system aiming to punish players who grief, but that system doesnât work all too well, for there is absolutely zero disadvantages combat wise for griefers, they simply give morality to those who kill them, whilst prohibiting them to stroll inside cities / towns with NPCs. Yet if the PC was strong enough no NPC could stop him/her, and the other players who were more interested in RPing or were fresh toons leveling had massive disadvantage when facing the âcriminal playersâ whoâd most often than not be min-maxed toons at the hands of troll playersâŠ