Removing corruption
O principal meio para remover a corrupção é através da morte. Mortes múltiplas podem ser necessárias para remover toda corrupção.[2][3]
- Morrer remove uma parte significativa da pontuação de corrupção de um jogador.[4]
- O ganho de experiência também reduzirá lentamente a pontuação de corrupção de um jogador.[2]
- Isso cria uma experiência divertida para que os caçadores de recompensas tentem pegá-lo enquanto você está trabalhando para se livrar da corrupção[2] – 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.[5][4]
- A duração da corrupção é reduzida nas bases militares.[7]
Player corruption
Se um jogador combatente (roxo) matar um não-combatente (verde) em Pvp, ele será sinalizado como um jogador corrompido (vermelho).[10]
- A pontuação de corrupção de um jogador aumenta com a morte de cada jogador não-combatente.[11][12]
- Quanto maior for a diferença de level entre os jogadores, mais corrupção será ganha.[11][12]
- As penalidades de corrupção ocorrem à medida que a corrupção é ganha. [13] Quanto maior os pontos de corrupção;
- Maior a penalidade de redução de habilidades e Stats (menos vida e mana, menos proficiencia dos equipamentos), até que o jogador corrompido se torne ineficaz no combate.[14] Essa penalidade de redução só afeta o combate no Pvp.[15]
- Maior chance de queda de matéria-prima e equipamento transportado ((Armas and Armadura) quando o jogador corrompido morre.[11][16]
- A corrupção tem um efeito visível na aparência de um jogador.[17]
- Se um não-combatente atacar um jogador corrompido, o não combatente não precisa sinalizar como um combatente.[3]
- A localização de um jogador corrompido é revelada para os caçadores de recompensa no seu mapa.[11][10]
- Jogadores corrompidos podem matar caçadores de recompensa sem aumentar sua corrupção.[18][19]
- As penalidades do jogador corrompido não terão efeito nas lutas com caçadores de recompensa.[18]
Quanto mais corrupção você ganha, menos eficaz você se torna em PvP e haverá um certo período em que você ganhará corrupção suficiente para ficar sem equipamentos e também terá uma redução maciça em sua eficácia de PvP[20] – Steven Sharif
Recompensa sem risco não tem sentido... Corrupção é apenas mais uma palavra para risco.[21] – Steven Sharif
Você não pode necessariamente cronometrar perfeitamente os danos ou ver até mesmo a vida do jogador. A menos que você estivesse no grupo deles, você não pode ver a vida de um oponente também, então esse é outro componente que você sabe que acrescenta risco.[22] – 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.[24][25][26][14][27]
- Player flagging is not triggered by looting.[28]
- 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.[31] – 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.[32]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[32][33]
- Players do not lose gold upon death, no matter their corruption level.[34]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[35][36][25]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[14]
- Experience debt (negative experience).[42] Experience debt scales to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[43]
- Skill and stat dampening, such as Lower health and mana.[44][45][46][9][20]
- Reduction in loot drop rates from mobs.[47]
- Durability loss.[48][49][14]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[48] – Steven Sharif
- Dropping a percentage of carried gatherables and materials that are used in the generation of something else.[50][26][14]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[50]
- A percentage of the glint a player is carrying are also dropped.[27]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[14]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[45][11]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[11][16][45][11][51][14]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[52] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[53] Non-corrupt players always respawn at the closest active respawn point (to their death).[54]
- Corruption penalties occur as the corruption is gained (not just at death).[13]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[55]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[56][57][58][59]
- 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.[59] – Steven Sharif
- Gear degradation applies on death during Caravan PvP.[57][58]
- Previously it was stated that death penalties do not differ between Pvp and PvE.[60]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[55]
- These penalties will be less than those for a green player.[61]
- Reduction in gear proficiency.[14]
Experience debt
Experience debt (negative experience) is a death penalty that scales to approximately 2 or 3 percent of the total XP for a max level player (subject to change based on testing).[62][43][41][42]
- 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.[41] – Steven Sharif
- Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[41]
- 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.[62] – Steven Sharif
- Skill points accrue at specific XP milestones to avoid creating an imbalance with experience debt.[63]
- Resurrection skills allow greater recovery of experience debt than resurrection scrolls.[64][65]
- 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.[66]
- 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.[66] – Steven Sharif
Ver também
Referências
- ↑ Transmissão ao vivo, 2018-07-09 (20:41).
- ↑ 2.0 2.1 2.2 Entrevista, 2020-07-18 (44:35).
- ↑ 3.0 3.1 Entrevista, 2017-04-27 (0:17).
- ↑ 4.0 4.1 Entrevista, 2020-07-19 (30:51).
- ↑
- ↑ Transmissão ao vivo, 2018-06-04 (2:18).
- ↑
- ↑ Vídeo, 2020-05-31 (5:29).
- ↑ 9.0 9.1 Podcast, 2018-04-23 (51:31).
- ↑ 10.0 10.1
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Entrevista, 2020-07-18 (41:54).
- ↑ 12.0 12.1 MMOGames interview, January 2017
- ↑ 13.0 13.1
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Podcast, 2017-05-05 (43:05).
- ↑ Entrevista, 2018-05-11 (5:05).
- ↑ 16.0 16.1 Transmissão ao vivo, 2017-11-17 (35:20).
- ↑ Entrevista, 2017-02-01 (39:33).
- ↑ 18.0 18.1
- ↑ Entrevista, 2017-04-27 (1:18).
- ↑ 20.0 20.1 Transmissão ao vivo, 2017-05-22 (42:33).
- ↑
- ↑ Transmissão ao vivo, 2020-01-30 (1:40:48).
- ↑ 23.0 23.1 Vídeo, 2024-02-29 (19:35).
- ↑ Transmissão ao vivo, 2021-09-24 (51:20).
- ↑ 25.0 25.1 25.2 Transmissão ao vivo, 2021-03-26 (1:07:33).
- ↑ 26.0 26.1
- ↑ 27.0 27.1 Entrevista, 2020-07-18 (27:11).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Transmissão ao vivo, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 32.0 32.1 Transmissão ao vivo, 2021-01-29 (1:24:27).
- ↑ Transmissão ao vivo, 2018-09-27 (47:46).
- ↑
- ↑ Transmissão ao vivo, 2023-11-30 (1:52:37).
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ 37.0 37.1 Transmissão ao vivo, 2022-02-25 (1:06:45).
- ↑ 38.0 38.1 Transmissão ao vivo, 2022-04-29 (1:08:27).
- ↑ Transmissão ao vivo, 2017-07-28 (50:22).
- ↑ Transmissão ao vivo, 2020-03-28 (1:58:24).
- ↑ 41.0 41.1 41.2 41.3 Podcast, 2018-04-23 (49:21).
- ↑ 42.0 42.1 Transmissão ao vivo, 2017-05-19 (13:37).
- ↑ 43.0 43.1 Transmissão ao vivo, 2021-05-28 (1:50:50).
- ↑ Transmissão ao vivo, 2022-10-28 (26:48).
- ↑ 45.0 45.1 45.2 Transmissão ao vivo, 2022-10-28 (24:28).
- ↑
- ↑ 47.0 47.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 48.0 48.1 Entrevista, 2021-02-07 (13:14).
- ↑ Entrevista, 2020-07-29 (16:46).
- ↑ 50.0 50.1 Transmissão ao vivo, 2022-12-02 (1:26:02).
- ↑ Entrevista, 2018-05-11 (15:41).
- ↑
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑ Transmissão ao vivo, 2021-06-25 (1:15:37).
- ↑ 55.0 55.1 Entrevista, 2023-07-09 (36:56).
- ↑ Transmissão ao vivo, 2023-02-24 (1:29:45).
- ↑ 57.0 57.1 Transmissão ao vivo, 2022-06-30 (1:14:52).
- ↑ 58.0 58.1 Transmissão ao vivo, 2021-08-27 (1:22:56).
- ↑ 59.0 59.1 Transmissão ao vivo, 2020-12-22 (1:13:51).
- ↑ Transmissão ao vivo, 2017-05-15 (36:23).
- ↑ Entrevista, 2023-07-09 (38:03).
- ↑ 62.0 62.1 Transmissão ao vivo, 2023-04-07 (40:30).
- ↑ Transmissão ao vivo, 2023-07-28 (1:03:27).
- ↑ Transmissão ao vivo, 2023-07-28 (1:01:30).
- ↑ Transmissão ao vivo, 2023-04-28 (1:22:57).
- ↑ 66.0 66.1 Transmissão ao vivo, 2023-09-29 (1:18:04).