Death penalties

Fonte: Ashes of Creation Wiki
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Player death in an open world dungeon in Alpha-1.[1]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[26][27][28][29]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[29]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[25]

  • These penalties will be less than those for a green player.[31]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[4]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Experience debt

Experience debt (negative experience) is a death penalty that scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[4] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[32][33][2][5]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif
  • Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[2]
Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice.[32]Steven Sharif
When we are talking about... the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree.[4]Steven Sharif
  • Skill points accrue at specific XP milestones to avoid creating an imbalance with experience debt.[36]
  • Experience debt is paid down by the player gaining experience. This applies even to max-level players. Rested experience will increase the rate that the debt is paid back.[37]
Q: Does experience debt at max level interact with rested experience? So, let's say I have experience at max level, will I be able to use rested experience to gain the experience back?
A: Yes. Rested experience is a modifier that occurs when you first receive the experience and then after that modifier happens where that experience goes to buy down the debt is what happens. So, if you have rested experience and you have experience debt and you go out to collect experience, you will be working that debt off faster because of the rested experience.[37]Steven Sharif

Skill and stat dampening

Skill and stat dampening penalties are applied when a player dies or when they gain corruption. This causes negative effects, such as a reduction of health and mana.[6][7][8][9][10]

Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[4]Steven Sharif

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[43][44][17][3][16]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[48]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[49]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[49][50]
  • Death by falling is possible.[53]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[53]
  • Death by drowning is possible.[54][55]
    • Players that drown will respawn on shore.[54]

Respawning

Non-corrupt players always respawn at the closest active respawn point (to their death).[23]

  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[22]
  • There will not be custom respawn points that can be placed in the world.[57]
  • Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[23]
That has to do with the lore behind death and resurrection and what it means to have your soul connected as a conduit of that spark of life given from the Goddess of Creation, being that phoenix type of avatar; and if corruption has moved into an area and an event has started, the access to those ley line oriented respawn points may be obscured- might not be accessible. So that could create some additional distance that needs to be traveled as part of these types of events.[23]Steven Sharif

Respawn lore

Há uma história que mostra como e por que os personagens revivem e os locais em que são revividos. Isto será revelado quando os jogadores explorarem o jogo.[59]

Removing corruption

O principal meio para remover a corrupção é através da morte. Mortes múltiplas podem ser necessárias para remover toda corrupção.[61][62]

  • Morrer remove uma parte significativa da pontuação de corrupção de um jogador.[63]
  • O ganho de experiência também reduzirá lentamente a pontuação de corrupção de um jogador.[61]
    Isso cria uma experiência divertida para que os caçadores de recompensas tentem pegá-lo enquanto você está trabalhando para se livrar da corrupção[61]Steven Sharif
  • Missões podem ser utilizadas para reduzir o numero de abates (PK) de um jogador corrompido para que ele acumule menos pontos de corrupção no futuro.[64][63]
    • Faz parte do design uma busca religiosa sendo usada para reduzir diretamente a pontuação de corrupção.[65]
  • A duração da corrupção é reduzida nas bases militares.[66]

Durability loss

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[13]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[67]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[69]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[67]Steven Sharif

Player flagging

O sistema de sinalização de Pvp de mundo aberto foi projetado para dissuadir as pessoas de perturbar outros jogadores.[76]

  • Os jogadores podem participar do PvP de mundo aberto uns com os outros sem ter que recorrer ao assassinato.[77]
    • Os jogadores irão gankar outros jogadores, mas a intenção é que Ashes of Creation não seja uma "festa de gank".
  • A intenção é que as penalidades sejam suficientemente severas para impedir jogadores de matar outros assim que revivem.[78]

pvp flagging diagram.png

Há três níveis de sinalização para o PvP mundial em Ashes of Creation.[79]

  • Não-combatente (verde)
    • Todos os jogadores começam como Não-combatente.[62]
    • Ataques não-propositais (como AoEs) não irão atingir jogadores não-combatente.[80]
  • Combatente (roxo)
    • Os não-combatentes que entram em um campo de batalha de mundo aberto são automaticamente marcados como combatentes e permanecem marcados por um período de tempo após saírem daquele campo de batalha.[79]
    • Os jogadores são sinalizados como combatentes se atacarem outro jogador ao realizar um ataque proposital. Se os jogadores atacados revidarem, eles também são marcados como combatentes, caso contrário, o jogador atacado permanecerá marcado como não combatente.[62]
    • Os não-combatentes que curam, buffam ou interagem de outra forma com os combatentes serão marcados como combatentes.[81]
    • Não-combatentes que atacam um jogador usando animais de combate (ou qualquer outra entidade controlada pelo jogador) serão marcados como combatentes.[82]
    • Os jogadores podem matar combatentes sem repercussões, e são encorajados a fazê-lo, uma vez que morrer enquanto um combatente reduz as penalidades de morte.[62]
    • Os jogadores não são capazes de definir manualmente o seu status de combatente.[83]
    • Os jogadores permanecem sinalizados por um período de 90 segundos após seu mais recente ataque a um não-combatente ou outro combatente.[84]
    • Jogadores não podem sair do jogo enquanto estiverem sinalizados.[85]
  • Corrompido (vermelho)
    • Se um jogador combatente matar um jogador não-combatente, ele será sinalizado como corrompido.[76]
    • A corrupção se multiplica as penalidades de morte e revela a localização de um jogador corrompido para os caçadores de recompensas.[76]
    • A pontuação de corrupção de um jogador aumenta com cada jogador não-combatente morto.[79]
    • Se um não combatente atacar um jogador corrompido, o não combatente não será sinalizado como um combatente.[62]
    • Jogadores corrompidos podem matar caçadores de recompensas sem adquirir pontuação adicional de corrupção.[86]
    • Há um timer de 60 segundos para desconectar do jogo enquanto corrupto.[85]

Um jogador não pode sinalizar os membros do mesmo grupo, raid, guilda ou aliança..[87]

  • Os jogadores poderão optar por participar (através de uma caixa de seleção) para permitir que seus AoEs (ataques em área) benéficos ou não-benéficos acertem jogadores sinalizados. Se essa opção for marcada, então o seu AoE de cura ou dano afetará os jogadores sinalizados. Se isto não for marcado, então a AoE não danificará ou curará nenhum jogador marcado, e como tal, não fará com que o jogador que castou a habilidade seja marcado (se ainda não estiver marcado).[88]

Se você tiver essa caixa de seleção para sinalizar com suas AOEs e curas disponível, você sinalizará. Se você não tiver essa caixa marcada, então ao completar a habilidade, ela não o sinalizará porque a marcação foi feita no início de que havia um membro do grupo sinalizado; e então ele não receberá o efeito benéfico como resultado ou o dano, se for um feitiço ofensivo..[88]Steven Sharif

Cercos, caravanas e guerras de guilda não utilizam o sistema de sinalização.[89]

Você não vai ver jogadores perturbando outros no jogo com muita frequência; e isso é devido ao nosso sistema de sinalização. A mecânica da corrupção baseia-se em desincentivar um griefer ou PKer, mas ainda oferecendo a oportunidade, se a ocasião surgir, onde os benefícios superam o risco, você tem a capacidade de fazê-lo. Se você ganha a corrupção, que está matando um não-combatente - um jogador que não está basicamente lutando - se você ganha essa corrupção, seu mundo mudou. Não vai ser um lugar muito benéfico e você tem o potencial de perder seu equipamento. Sua eficácia de combate diminui com base na quantidade de corrupção que você acumula. É um equilíbrio confortável entre a liberdade dos jogadores e a perturbação..[2]Steven Sharif

Ver também

Referências

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