Verderbnis entfernen

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Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[2][3]

  • Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[2]
    Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[2]Steven Sharif

Spieler Verderbnis

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[5]Steven Sharif


Wenn ein Kampfteilnehmer (violett) einen Nicht-Kampfteilnehmer (grün) in PvP tötet, wird er als verdorben markiert (rot).[6]

  • Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.[7][8]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[7][8]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[9] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[13]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[3]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[7][6]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[14][15]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[14]

The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[16]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[17]Steven Sharif

You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[18]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.[20][21][22][10][23]

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.[27]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.[28]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[28][29]
  • Death by falling is possible.[33]
    • 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.[33]
  • Death by drowning is possible.[34][35]
    • Players that drown will respawn on shore.[34]

Bestrafungen für den Tod

Player death in an open world dungeon in Alpha-1.[36]

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.[37]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[52][53][54][55]

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.[55]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[51]

  • These penalties will be less than those for a green player.[57]
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.[38]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

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).[38] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[58][59][37][39]

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.[37]Steven Sharif
  • Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[37]
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.[58]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.[38]Steven Sharif
  • Talentpunkte accrue at specific XP milestones to avoid creating an imbalance with experience debt.[62]
  • 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.[63]
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.[63]Steven Sharif

Siehe auch

Einzelnachweise

  1. Liveübertragung, 2018-07-09 (20:41).
  2. 2.0 2.1 2.2 Interview, 2020-07-18 (44:35).
  3. 3.0 3.1 Interview, 2017-04-27 (0:17).
  4. pvp corruption duration.png
  5. 5.0 5.1 Podcast, 2018-04-23 (51:31).
  6. 6.0 6.1 pvp flagging.png
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Interview, 2020-07-18 (41:54).
  8. 8.0 8.1 MMOGames interview, January 2017
  9. 9.0 9.1 corruption.jpg
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 Podcast, 2017-05-05 (43:05).
  11. Interview, 2018-05-11 (5:05).
  12. 12.0 12.1 Liveübertragung, 2017-11-17 (35:20).
  13. Interview, 2017-02-01 (39:33).
  14. 14.0 14.1 steven-bounty-hunters-1.png
  15. Interview, 2017-04-27 (1:18).
  16. 16.0 16.1 Liveübertragung, 2017-05-22 (42:33).
  17. corruption2.jpg
  18. Liveübertragung, 2020-01-30 (1:40:48).
  19. 19.0 19.1 Video, 2024-02-29 (19:35).
  20. Liveübertragung, 2021-09-24 (51:20).
  21. 21.0 21.1 21.2 Liveübertragung, 2021-03-26 (1:07:33).
  22. 22.0 22.1 a419c5398b542a713545e4f393d67215.png
  23. 23.0 23.1 Interview, 2020-07-18 (27:11).
  24. Podcast, 2021-04-11 (34:41).
  25. Podcast, 2023-07-15 (26:31).
  26. Liveübertragung, 2023-04-28 (1:18:48).
  27. Podcast, 2023-07-15 (28:28).
  28. 28.0 28.1 Liveübertragung, 2021-01-29 (1:24:27).
  29. Liveübertragung, 2018-09-27 (47:46).
  30. vaknar-gold.png
  31. Liveübertragung, 2023-11-30 (1:52:37).
  32. 32.0 32.1 32.2 Interview, 2023-09-10 (53:47).
  33. 33.0 33.1 Liveübertragung, 2022-02-25 (1:06:45).
  34. 34.0 34.1 Liveübertragung, 2022-04-29 (1:08:27).
  35. Liveübertragung, 2017-07-28 (50:22).
  36. Liveübertragung, 2020-03-28 (1:58:24).
  37. 37.0 37.1 37.2 37.3 Podcast, 2018-04-23 (49:21).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 Liveübertragung, 2024-03-29 (3:21).
  39. 39.0 39.1 Liveübertragung, 2017-05-19 (13:37).
  40. Liveübertragung, 2022-10-28 (26:48).
  41. 41.0 41.1 41.2 Liveübertragung, 2022-10-28 (24:28).
  42. CC effects do notapply to non-combatants.png
  43. 43.0 43.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  44. 44.0 44.1 Interview, 2021-02-07 (13:14).
  45. Interview, 2020-07-29 (16:46).
  46. 46.0 46.1 Liveübertragung, 2022-12-02 (1:26:02).
  47. Interview, 2018-05-11 (15:41).
  48. steven-corruption-gear-drop.png
  49. Interview, 2017-04-27 (9:28).
  50. Liveübertragung, 2021-06-25 (1:15:37).
  51. 51.0 51.1 Interview, 2023-07-09 (36:56).
  52. Liveübertragung, 2023-02-24 (1:29:45).
  53. 53.0 53.1 Liveübertragung, 2022-06-30 (1:14:52).
  54. 54.0 54.1 Liveübertragung, 2021-08-27 (1:22:56).
  55. 55.0 55.1 Liveübertragung, 2020-12-22 (1:13:51).
  56. Liveübertragung, 2017-05-15 (36:23).
  57. Interview, 2023-07-09 (38:03).
  58. 58.0 58.1 Liveübertragung, 2023-04-07 (40:30).
  59. Liveübertragung, 2021-05-28 (1:50:50).
  60. Liveübertragung, 2023-07-28 (1:01:30).
  61. Liveübertragung, 2023-04-28 (1:22:57).
  62. Liveübertragung, 2023-07-28 (1:03:27).
  63. 63.0 63.1 Liveübertragung, 2023-09-29 (1:18:04).