Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Raiding in AoC 40 mans easy or difficult?
I know that the devs have stated that they are bring back 40 man raids with AoC. When heard about this I had very mixed feelings. On one hand, I love the idea because it allows you to meet so many people that all have one goal. To kill the big bad guy in front of us. This brings up the concern of making a boss to easy and face roll. On the other hand, I am afraid that with a 40 man raid, having complicated boss mechanics will be almost impossible to do unless the room is the size of a town. I was just wondering if anyone has heard about how raiding is going to work. Will raiding be focused more on simple mechanics like not standing in fire and tank switching. Or will it be like WoW is today with multiple phases and at least 1 one shot mechanic per phase. I say this because I mostly raid. I have raided in WoW for many years and it is the funniest thing for me to do in a mmo. Thank you for all your discussions and feedback
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Also, there will be naval raids as the large boats will be for raid sized groups.
The normal death penalty includes xp debt; not negative xp.
We don't get stat reduction from the normal death penalty; rather we get stat reduction from Corruption.
There is durability loss to gear.
During castle sieges, it's possible to add time to respawn rate of your opponent(s).
So, the efficacy of corpse runs will be impacted by winning or losing the intermediate objectives.
http://www.aocwiki.net/The_Dungeon_Crawler_Network_Q&A_2017-05-03#.5B43:05.5D_Karma.2C_flagging.2C_theft.2C_death.2C_bounty_hunters:
It's been called a few things, negative exp, exp dept. It's all the same to me. It does weaken your character.
They showed them off with the kickstarter campaign, or shortly after. It allows the player who uses it to essentially become an enemy... depending on the Monster Token, possibly up to a 40-man raid boss. I can't remember, but pretty sure they'll only be usable with certain events related to a node leveling up, so they won't be used on regular big bosses.
But a player controlled raid boss? Sounds crazy difficult, if you ask me.
XP debt does not weaken your character, it just takes more time to gain XP.
Negative XP can result in de-leveling your character. XP debt cannot delevel or weaken your character.
Ashes has XP debt; not negative XP.
Now if you lost 30 more xp you'd lose a level with negative xp (like ffxi has) and you'd be at 99/100 of the previous level. If you lost 30 more exp as the second example you'd go to 35/100 with -35 exp... you'd still be the same level but you'd need to gain 35 exp just to get to the point in which you gain exp.
Negative exp and exp debt are different things. It still takes the same amount of exp to get you back to where you were before... however only with exp debt do you remain the same level.
Please watch this: https://youtu.be/eCvcB4S-tZM?t=43m40s
I like how you ignored my links where he calls it both negative exp and exp debt.
With negative xp, you can lose levels and lose stats.
With xp debt, you do not lose levels or stats, it just takes you longer to reach the next level.
Negative XP can make your character weaker at respawn. XP debt does not make your character weaker at respawn.
This argument is really becoming silly. It's a word used to describe a variable in a game and i'm pretty sure the game's creators can call it whatever they want. They could call it experience bloopens if they wanted to.
In ashes the words negative exp and exp debt have been used for the same thing. If you want we can call it bad exp or maybe corrupted exp. Whatever you call it, you it gain when you die and it weakens your character.
At this point, i'm not sure if i'm being trolled.
@Loyheta To me, your argument is games have used negative experience one way so that's how it always has to be. I disagreed with that and said experience and negative experience could be names for different things.
According to dygz they are going to have to change the word again.
In the linked interview, Steven uses one term and then corrects himself.
But, you are the one arguing semantics rather than discussing the actual mechanics.
During a siege, the death penalties are minimal, so it's highly unlikely that gear will hit 0.
It's people with Corruption who really need to be concerned about that.
Direct Quote from Stephen in the video (And I've heard him say it in other instances)
"Our flagging mechanic revolves around death penalties in general like what type of death penalties occur in the game. And while you cannot de-level from dying, you can accrue negative experience and this experience debt reflects certain penalties that you'll experience from a combat effectiveness both in PvE and PvP stat degredation, lowered health and mana, less proficiency and gear equipment and being able to do things. The more you accrue, the more difficult it will be to perform. Which is why through death you need to recover that negative experience and you can do that by continuing to adventure or do quests...."
"If you die as a non combatant , you're going to experience a normal death penalty, if you die as a combatant (a person who is involved in PvP) you will experience less death penalties. If you die as a corrupted player (somebody who has killed a non combatant) then you're going to experience 3 or 4x the penalties"
How did we even get to this? Were we talking about corpse-running bosses or something? If that is the case I think it would be a mild hindrance that would end up costing them for being mindless/uncoordinated. If they don't do it right they end up dying and getting a debuff buffer. That would end up hurting them overall as the raid will get weaker and weaker. I think it is a fair system. Hopefully nobody is raiding in red.
If these 40 man raids will be instanced in dungeon like environment, then there needs to be lots of space to fight. Especially if player collision will be implemented.