Respawn lore

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Alpha-2 player death animation.[1]

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.[2]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 Die Essenz.[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

Respawn locations

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

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[2][4][12][13][14]

  • These ash piles are immediately lootable by any player.[4]
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.[17]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.[18]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[18][19]
  • Death by falling is possible.[23]
    • 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.[23]
  • Death by drowning is possible.[24][25]
    • Players that drown will respawn on shore.[24]

Bestrafungen für den Tod

Player death in an open world dungeon in Alpha-1.[26]

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.[27]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[45][46][47][48]

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.[48]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[44]

  • These penalties will be less than those for a green player.[50]
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.[28]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.

Verderbnis entfernen

Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[52][53]

  • Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[52]
    Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[52]Steven Sharif

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[55]

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.[55]Steven Sharif

Siehe auch

Einzelnachweise

  1. Video, 2023-08-31 (4:01).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Liveübertragung, 2021-09-24 (51:20).
  3. Liveübertragung, 2023-04-28 (1:19:56).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Liveübertragung, 2021-03-26 (1:07:33).
  5. Podcast, 2018-05-11 (51:39).
  6. 6.0 6.1 Podcast, 2021-04-11 (34:41).
  7. Video, 2022-12-02 (16:29).
  8. 8.0 8.1 8.2 8.3 Liveübertragung, 2021-06-25 (1:15:37).
  9. 9.0 9.1 Interview, 2017-04-27 (9:28).
  10. Liveübertragung, 2023-05-31 (1:08:39).
  11. 11.0 11.1 Video, 2024-02-29 (19:35).
  12. 12.0 12.1 a419c5398b542a713545e4f393d67215.png
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Podcast, 2017-05-05 (43:05).
  14. 14.0 14.1 Interview, 2020-07-18 (27:11).
  15. Podcast, 2023-07-15 (26:31).
  16. Liveübertragung, 2023-04-28 (1:18:48).
  17. Podcast, 2023-07-15 (28:28).
  18. 18.0 18.1 Liveübertragung, 2021-01-29 (1:24:27).
  19. Liveübertragung, 2018-09-27 (47:46).
  20. vaknar-gold.png
  21. Liveübertragung, 2023-11-30 (1:52:37).
  22. 22.0 22.1 22.2 Interview, 2023-09-10 (53:47).
  23. 23.0 23.1 Liveübertragung, 2022-02-25 (1:06:45).
  24. 24.0 24.1 Liveübertragung, 2022-04-29 (1:08:27).
  25. Liveübertragung, 2017-07-28 (50:22).
  26. Liveübertragung, 2020-03-28 (1:58:24).
  27. Podcast, 2018-04-23 (49:21).
  28. 28.0 28.1 28.2 28.3 Liveübertragung, 2024-03-29 (3:21).
  29. Liveübertragung, 2017-05-19 (13:37).
  30. Liveübertragung, 2022-10-28 (26:48).
  31. 31.0 31.1 31.2 Liveübertragung, 2022-10-28 (24:28).
  32. CC effects do notapply to non-combatants.png
  33. Podcast, 2018-04-23 (51:31).
  34. Liveübertragung, 2017-05-22 (42:33).
  35. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  36. 36.0 36.1 Interview, 2021-02-07 (13:14).
  37. Interview, 2020-07-29 (16:46).
  38. 38.0 38.1 Liveübertragung, 2022-12-02 (1:26:02).
  39. 39.0 39.1 39.2 Interview, 2020-07-18 (41:54).
  40. Liveübertragung, 2017-11-17 (35:20).
  41. Interview, 2018-05-11 (15:41).
  42. steven-corruption-gear-drop.png
  43. corruption.jpg
  44. 44.0 44.1 Interview, 2023-07-09 (36:56).
  45. Liveübertragung, 2023-02-24 (1:29:45).
  46. 46.0 46.1 Liveübertragung, 2022-06-30 (1:14:52).
  47. 47.0 47.1 Liveübertragung, 2021-08-27 (1:22:56).
  48. 48.0 48.1 Liveübertragung, 2020-12-22 (1:13:51).
  49. Liveübertragung, 2017-05-15 (36:23).
  50. Interview, 2023-07-09 (38:03).
  51. Liveübertragung, 2018-07-09 (20:41).
  52. 52.0 52.1 52.2 Interview, 2020-07-18 (44:35).
  53. Interview, 2017-04-27 (0:17).
  54. pvp corruption duration.png
  55. 55.0 55.1 Liveübertragung, 2019-07-26 (1:22:50).