Full loot

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There will not be a full loot (full drop) system in Ashes of Creation.[1]

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.[1]Steven Sharif

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[2]

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.[3]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[4][5][6][7][8] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[5] El marcado de jugadores (flagging) no se activa al saquear.[9]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[7]
    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.[12]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[14][6][7]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[14]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[8]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[15]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[15][16]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[7]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[17][18] This includes:[18][7]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[20]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[21]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[22]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[23]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[24]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[25]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[26][27][28]
    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.[28]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[29]

La muerte por caída es posible.[30]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[30]

La muerte por ahogamiento es posible.[31][32]

  • Los jugadores que se ahoguen resurgirán en la orilla.[31]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[15]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[33]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[33]Cody Peterson

Death penalties

Muerte del personaje in an open world dungeon in Alpha-1.[2]

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.[3]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[41][26][27][28]

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.[28]Steven Sharif

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.[42]
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.[34]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

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Referencias

  1. 1.0 1.1 Transmisión en vivo, 2019-07-26 (1:22:50).
  2. 2.0 2.1 Transmisión en vivo, 2020-03-28 (1:58:24).
  3. 3.0 3.1 Pódcast, 2018-04-23 (49:21).
  4. Transmisión en vivo, 2021-09-24 (51:20).
  5. 5.0 5.1 Transmisión en vivo, 2021-03-26 (1:07:33).
  6. 6.0 6.1 6.2 a419c5398b542a713545e4f393d67215.png
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 Pódcast, 2017-05-05 (43:05).
  8. 8.0 8.1 8.2 Entrevista, 2020-07-18 (27:11).
  9. Pódcast, 2021-04-11 (34:41).
  10. 10.0 10.1 Transmisión en vivo, 2017-05-19 (13:37).
  11. 11.0 11.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  12. 12.0 12.1 12.2 12.3 Entrevista, 2021-02-07 (13:14).
  13. 13.0 13.1 Entrevista, 2020-07-29 (16:46).
  14. 14.0 14.1 14.2 14.3 Transmisión en vivo, 2022-12-02 (1:26:02).
  15. 15.0 15.1 15.2 15.3 Transmisión en vivo, 2021-01-29 (1:24:27).
  16. 16.0 16.1 Transmisión en vivo, 2018-09-27 (47:46).
  17. 17.0 17.1 17.2 17.3 Transmisión en vivo, 2022-10-28 (24:28).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Entrevista, 2020-07-18 (41:54).
  19. 19.0 19.1 Transmisión en vivo, 2017-11-17 (35:20).
  20. 20.0 20.1 steven-corruption-gear-drop.png
  21. 21.0 21.1 Entrevista, 2018-05-11 (15:41).
  22. 22.0 22.1 Entrevista, 2017-04-27 (9:28).
  23. 23.0 23.1 Transmisión en vivo, 2021-06-25 (1:15:37).
  24. 24.0 24.1 corruption.jpg
  25. Transmisión en vivo, 2021-05-28 (1:50:50).
  26. 26.0 26.1 26.2 26.3 Transmisión en vivo, 2022-06-30 (1:14:52).
  27. 27.0 27.1 27.2 27.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  28. 28.0 28.1 28.2 28.3 Transmisión en vivo, 2020-12-22 (1:13:51).
  29. 29.0 29.1 Transmisión en vivo, 2017-05-15 (36:23).
  30. 30.0 30.1 Transmisión en vivo, 2022-02-25 (1:06:45).
  31. 31.0 31.1 Transmisión en vivo, 2022-04-29 (1:08:27).
  32. Transmisión en vivo, 2017-07-28 (50:22).
  33. 33.0 33.1 vaknar-gold.png
  34. 34.0 34.1 34.2 34.3 Transmisión en vivo, 2024-03-29 (3:21).
  35. Transmisión en vivo, 2022-10-28 (26:48).
  36. CC effects do notapply to non-combatants.png
  37. Pódcast, 2018-04-23 (51:31).
  38. Transmisión en vivo, 2017-05-22 (42:33).
  39. 39.0 39.1 Entrevista, 2023-09-10 (53:47).
  40. 40.0 40.1 Entrevista, 2023-07-09 (36:56).
  41. Transmisión en vivo, 2023-02-24 (1:29:45).
  42. Entrevista, 2023-07-09 (38:03).