角色死亡

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Alpha-1 — 於戶外地下城死亡[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

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[3][4][5][6] 任何玩家都可以即時拾取灰燼。[3] 拾取灰燼不會觸發玩家標記[7]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[5]
    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.[10]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[5]
  • 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品[14] 包括:[14][5]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[20]

  • 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.[20]

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)。[21]

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.[21]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[22]

玩家可能會遇溺而死。[23]

Death penalties

角色死亡 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).[35][36][37][21]

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.[21]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[34]

  • These penalties will be less than those for a green player.[38]
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.[24]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

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).[24] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[39][20][2][8]

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.[39]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.[24]Steven Sharif
  • 技能點 accrue at specific XP milestones to avoid creating an imbalance with experience debt.[42]
  • 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.[43]
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.[43]Steven Sharif

Respawning

Non-corrupt players always respawn at the closest active respawn point (to their death).[18]

  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[17]
  • There will not be custom respawn points that can be placed in the world.[45]
  • Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[18]
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.[18]Steven Sharif

復活背景故事

Alpha-2 player death animation.[46]

The lore behind how death and resurrection exists within Ashes of Creation is the concept of this Avatar of the Phoenix being represented of the Goddess of Creation, from which all life on this plane has has come from essentially... Because when you do get reborn it's that connection with your soul to the essence that binds you with the Goddess of Creation that brings that spark of the of that Avatar of the Phoenix back and brings you to life through that manipulation of the essence. So this is a little update on the ash effect.[47]Steven Sharif

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.[48][47][3][49] 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.[47][3]

  • The ash pile conveys the location of the body, so that the character may be selected for resurrection.[47]
  • The ash pile is also interractible to allow players to loot any dropped items.[47][3]
    • These ash piles are immediately lootable by any player.[3]
    • 玩家標記 is not triggered by looting.[7]
  • This effect applies to players and not mobs.[47]

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.[3]Steven Sharif

Resurrection methods

Characters can be resurrected via abilities and scrolls.[40][41][50]

There will be scrolls of resurrection available, although there is an element of resurrection that's important as it relates to experience debt and being able to recover portions of that experience debt when utilizing higher grade resurrections that are only available from classes; and then there are lower grade resurrections, which are can be granted through items like scrolls of resurrection that allows for parties who may not have access to a resurrection class.[41]Steven Sharif

List of resurrection skills

Skill Icon Origin Description
Resurrection ResurrectionIcon.jpg 牧師 Resurrects a dead ally with 25% health and 15% mana.[50][52][53][54]

移除腐化

Tad Ehrlich 設計的墳場概念圖[55]

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。[56][57]

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.[11]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[62]

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.[64]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.[62]Steven Sharif

玩家標記

野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[71]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[72]
  • 腐化懲罰的嚴厲程度將能足以阻止一切死守復活點的行為。[73]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[74]

  • 非戰鬥員 (綠色)

這個設計的重點是,除了你的隊伍、同盟、公會或團隊成員外,你都不能準確掌握對方的生命值。因此如果你想要陰險地攻擊其他玩家至接近死亡,然後讓怪物尾刀的話,你就有機會造成過量傷害,並變成腐化。[76]Steven Sharif

  • 戰鬥員 (紫色)
    • 非戰鬥員進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[74]
    • 強制攻擊其他玩家時,會被標記成戰鬥員。被攻擊的玩家還擊時,也會被標記成戰鬥員,否則會維持非戰鬥員身分。[57]
    • 非戰鬥員以補血、施加增益效果等方式與戰鬥員牽連時,會被標記成戰鬥員。[77]
    • 非戰鬥員利用戰鬥寵物 (或其他由玩家操控的) 攻擊其他玩家時,會被標記成戰鬥員。[78]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[7]
    • 由於戰鬥員的死亡懲罰較低,擊殺戰鬥員不會有後果,且鼓勵玩家這樣做。[57]
    • 玩家不能手動將自己標記成戰鬥員。[79]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[80]
    • 戰鬥員將不能登出遊戲。[81]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[71]
    • 腐化玩家的死亡懲罰會以倍數增加,其位置也會被賞金獵人掌握。[71]
    • 腐化值會隨着擊殺非戰鬥員增加。[74]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[57]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[82]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[81]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[83]

  • 透過設定,玩家可以自行選擇影響對象為友方或非友方的範圍技能能否命中被標記的玩家。有勾選設定時,範圍恢復或傷害技能將影響被標記的玩家。沒有勾選設定時,範圍技能將不影響被標記的玩家,讓施法者不會一同被標記 (若尚未被標記)。[84]

If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[84]Steven Sharif

標記系統不適用於戰爭商隊公會戰[85]

You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[2]Steven Sharif

背景

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[86][87][88]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[87]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[88]Steven Sharif

Mounted combat (death of mounts)

某些坐騎會有戰鬥能力[89][90]

  • 玩家不能騎乘時使用職業 技能[89]
  • 玩家騎乘時,坐騎能夠單獨被瞄準。[91]
  • 坐騎可以被玩家殺害,但經過一定的冷卻時間後可以重生。[91][92]

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[93]

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.[93]Steven Sharif

视觉效果

其他

引用

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