Skill and stat dampening

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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.[1][2][3][4][5]

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.[6]Steven Sharif

Death penalties

角色死亡 in an open world dungeon in Alpha-1.[14]

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.[15]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[30][31][32][33]

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.[33]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[29]

  • These penalties will be less than those for a green player.[35]
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.[6]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。

玩家腐化

Alpha-1 預覽 — 腐化玩家[36]

累積腐化時,你有機會失去完整的道具、武器、護甲之類難以入手的物品。另外,為了防止玩家創建一個 PvP 專用角色,擊殺愈多玩家,將會累積愈多腐化,PvP 能力亦會愈低。若你在野外擊殺了大概二十個玩家... 你將再無法進行 PvP,你將需要做點事來移除腐化。另一方面是,擊殺等級遠低於你的非戰鬥員玩家時,你將會獲得較多腐化,以致於你不會想擊殺一名等級一的玩家。[4]Steven Sharif

戰鬥員 (紫色) 玩家進行 PvP 擊殺非戰鬥員 (綠色) 玩家時,會被標記腐化 (紅色)[37]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[9][38]
沒有風險之下獲得的獎勵都是毫無意義的... 腐化一詞只是用來代表風險。[39]Steven Sharif
因為只有是隊友才能看見對方的生命值,你將不能準確預測多少傷害會擊殺目標玩家,這便是另一個增加風險的因素。[40]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[7] 腐化值愈高:
    連續擊殺十名玩家時,你或會開始感到技能的效果大大減弱。在能夠實際測試這個設計和相關設定前,我不想提供任何實際數字或曲線,避免玩家進行推論演算。可是能力減弱背後的目的不是要限制玩家遊戲的樂趣,而是將「互相讓步」和「風險與回報」融入遊戲:不斷累積腐化的風險不僅是掉落裝備和受到更嚴重的死亡懲罰,更是會漸漸失去進行 PvP 的能力。[41]Steven Sharif
    累積愈多腐化,PvP 能力減弱效果愈大,且最終將會失去所有裝備,PvP 能力亦會大大減低。[5]Steven Sharif
  • 腐化效果將會顯示在角色身上。[42]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[43]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[9][37]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[44][45]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[44]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[46]

其他

引用

  1. 1.0 1.1 1.2 1.3 直播, 2022-10-28 (26:48).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 直播, 2022-10-28 (24:28).
  3. 3.0 3.1 3.2 3.3 CC effects do notapply to non-combatants.png
  4. 4.0 4.1 4.2 4.3 4.4 Podcast, 2018-04-23 (51:31).
  5. 5.0 5.1 5.2 5.3 5.4 直播, 2017-05-22 (42:33).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 直播, 2024-03-29 (3:21).
  7. 7.0 7.1 7.2 corruption.jpg
  8. steven-corruption-value.png
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 訪談, 2020-07-18 (41:54).
  10. steven-l2.png
  11. 訪談, 2018-08-24 (8:35).
  12. 12.0 12.1 訪談, 2018-05-11 (5:05).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 Podcast, 2017-05-05 (43:05).
  14. 直播, 2020-03-28 (1:58:24).
  15. Podcast, 2018-04-23 (49:21).
  16. 直播, 2017-05-19 (13:37).
  17. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  18. 18.0 18.1 訪談, 2021-02-07 (13:14).
  19. 訪談, 2020-07-29 (16:46).
  20. 20.0 20.1 訪談, 2023-09-10 (53:47).
  21. 21.0 21.1 直播, 2022-12-02 (1:26:02).
  22. 訪談, 2020-07-18 (27:11).
  23. a419c5398b542a713545e4f393d67215.png
  24. 24.0 24.1 直播, 2017-11-17 (35:20).
  25. 訪談, 2018-05-11 (15:41).
  26. steven-corruption-gear-drop.png
  27. 訪談, 2017-04-27 (9:28).
  28. 直播, 2021-06-25 (1:15:37).
  29. 29.0 29.1 訪談, 2023-07-09 (36:56).
  30. 直播, 2023-02-24 (1:29:45).
  31. 31.0 31.1 直播, 2022-06-30 (1:14:52).
  32. 32.0 32.1 直播, 2021-08-27 (1:22:56).
  33. 33.0 33.1 直播, 2020-12-22 (1:13:51).
  34. 直播, 2017-05-15 (36:23).
  35. 訪談, 2023-07-09 (38:03).
  36. 影片, 2020-05-31 (5:29).
  37. 37.0 37.1 pvp flagging.png
  38. 38.0 38.1 MMOGames interview, January 2017
  39. corruption2.jpg
  40. 直播, 2020-01-30 (1:40:48).
  41. Podcast, 2021-04-11 (38:31).
  42. 訪談, 2017-02-01 (39:33).
  43. 訪談, 2017-04-27 (0:17).
  44. 44.0 44.1 steven-bounty-hunters-1.png
  45. 訪談, 2017-04-27 (1:18).
  46. 46.0 46.1 直播, 2021-04-30 (1:14:49).