復活背景故事
Characters entering into the world of Verra are empowered with the spark of life that comes from the Goddess of Creation. This spark houses a portion of what represents their mortal coil/soul and their conduit to The Essence.[3][2][4][5] When a character dies they disintegrate into ashes, in accordance with the mythology of the cycle of life, death, and rebirth that is associated with the celestial avatar of the Goddess of Creation, the phoenix.[2][4]
- The ash pile conveys the location of the body, so that the character may be selected for resurrection.[2]
- The ash pile is also interractible to allow players to loot any dropped items.[2][4]
- This effect applies to players and not mobs.[2]
The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence.[4] – Steven Sharif
復活地點
Non-corrupt players always respawn at the closest active respawn point (to their death).[8]
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[9]
- There will not be custom respawn points that can be placed in the world.[10]
- Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[8]
- 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.[8] – Steven Sharif
角色死亡
玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品。[4][13][14][15] 任何玩家都可以即時拾取灰燼。[4] 拾取灰燼不會觸發玩家標記。[6]
- 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[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.[18] – Steven Sharif
滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[26]
- As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[26]
死亡懲罰將不適用於存在特定目標的活動 (例如商隊、公會戰、節點戰)。[27]
- 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.[27] – Steven Sharif
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[14]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[30][16]
- Skill and stat dampening, such as Lower health and mana.[30][31][32][33][34][35]
- Reduction in loot drop rates from mobs.[17]
- Durability loss.[18][19][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.[18] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[30][36][37][15][13][14] Glint drops as stolen glint on death.[36]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[37]
- 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.[32][22]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[22][23][32][22][24][14]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[38] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[9] Non-corrupt players always respawn at the closest active respawn point (to their death).[8]
- Corruption penalties occur as the corruption is gained (not just at death).[39]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[40]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[41][42][43][27]
- 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.[27] – Steven Sharif
- Gear degradation applies on death during 商隊 PvP.[42][43]
- Previously it was stated that death penalties do not differ between PvP and PvE.[28]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[40]
- These penalties will be less than those for a green player.[44]
- 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.[30] – Steven Sharif
- Reduction in gear proficiency.[14]
移除腐化
移除腐化的主要方法是死亡。要移除所有腐化效果,可能需要死亡數次。[46][47]
- 死亡將移除大部分腐化值。[48]
- 獲得經驗值將也可以減少腐化值。[46]
- 在你移除腐化時嘗試捕捉你,這為賞金獵人帶來一個有趣的體驗。[46] – Steven Sharif
- 腐化玩家或可以透過任務來減少玩家擊殺數,讓此後可以累積較少腐化值。[49][48]
- 身處軍戰節點時能減少腐化時間。[51]
Full loot
There will not be a full loot (full drop) system in Ashes of Creation.[52]
There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[52] – Steven Sharif
其他
引用
- ↑ 影片, 2023-08-31 (4:01).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 直播, 2021-09-24 (51:20).
- ↑ 直播, 2023-04-28 (1:19:56).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 直播, 2021-03-26 (1:07:33).
- ↑ Podcast, 2018-05-11 (51:39).
- ↑ 6.0 6.1 Podcast, 2021-04-11 (34:41).
- ↑ 影片, 2022-12-02 (16:29).
- ↑ 8.0 8.1 8.2 8.3 8.4 直播, 2021-06-25 (1:15:37).
- ↑ 9.0 9.1 9.2 訪談, 2017-04-27 (9:28).
- ↑ 直播, 2023-05-31 (1:08:39).
- ↑ 11.0 11.1 直播, 2020-03-28 (1:58:24).
- ↑ 12.0 12.1 Podcast, 2018-04-23 (49:21).
- ↑ 13.0 13.1 13.2
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 14.14 Podcast, 2017-05-05 (43:05).
- ↑ 15.0 15.1 15.2 訪談, 2020-07-18 (27:11).
- ↑ 16.0 16.1 直播, 2017-05-19 (13:37).
- ↑ 17.0 17.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 18.0 18.1 18.2 18.3 訪談, 2021-02-07 (13:14).
- ↑ 19.0 19.1 訪談, 2020-07-29 (16:46).
- ↑ 20.0 20.1 直播, 2021-01-29 (1:24:27).
- ↑ 直播, 2018-09-27 (47:46).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 訪談, 2020-07-18 (41:54).
- ↑ 23.0 23.1 直播, 2017-11-17 (35:20).
- ↑ 24.0 24.1 訪談, 2018-05-11 (15:41).
- ↑ 訪談, 2018-05-11 (3:43).
- ↑ 26.0 26.1 直播, 2021-05-28 (1:50:50).
- ↑ 27.0 27.1 27.2 27.3 直播, 2020-12-22 (1:13:51).
- ↑ 28.0 28.1 直播, 2017-05-15 (36:23).
- ↑ 直播, 2017-07-28 (50:22).
- ↑ 30.0 30.1 30.2 30.3 直播, 2024-03-29 (3:21).
- ↑ 直播, 2022-10-28 (26:48).
- ↑ 32.0 32.1 32.2 直播, 2022-10-28 (24:28).
- ↑
- ↑ Podcast, 2018-04-23 (51:31).
- ↑ 直播, 2017-05-22 (42:33).
- ↑ 36.0 36.1 訪談, 2023-09-10 (53:47).
- ↑ 37.0 37.1 直播, 2022-12-02 (1:26:02).
- ↑
- ↑
- ↑ 40.0 40.1 訪談, 2023-07-09 (36:56).
- ↑ 直播, 2023-02-24 (1:29:45).
- ↑ 42.0 42.1 直播, 2022-06-30 (1:14:52).
- ↑ 43.0 43.1 直播, 2021-08-27 (1:22:56).
- ↑ 訪談, 2023-07-09 (38:03).
- ↑ 直播, 2018-07-09 (20:41).
- ↑ 46.0 46.1 46.2 訪談, 2020-07-18 (44:35).
- ↑ 訪談, 2017-04-27 (0:17).
- ↑ 48.0 48.1 訪談, 2020-07-19 (30:51).
- ↑
- ↑ 直播, 2018-06-04 (2:18).
- ↑
- ↑ 52.0 52.1 直播, 2019-07-26 (1:22:50).