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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.
Death penalties during PVP events
Mojottv
Member
Hi Guys, do you know will there be any death penalties during castle sieges, caravan pvp, guild wars etc etc?
I understand, that during these events, you wont suffer corruption penalties for killing other players, but what about when dying? I personally think, there still should be some exp penalty.
What do you think?
I understand, that during these events, you wont suffer corruption penalties for killing other players, but what about when dying? I personally think, there still should be some exp penalty.
What do you think?
0
Comments
This is subject to change in Alpha though
That's interesting, kind of defeats the purpose of accepting guild war then. I think penalties in pvp events and guild wars should be slightly lower than normal pve death or just open world pvp...
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
I personally think the fact that corruption is disabled and all players are treated as combatants (which halves the death penalties) is enough.
If there are to be any gains made from these PvP events, there also needs to be the ability to lose something, and the games death penalty is the only way there is to facilitate that. This simple fact of risk vs reward should always trump the need to get more people participating - and I am sure that anyone in this discussion that has argued risk vs reward in a PvE setting has no option other than to agree.
probably first time i can agree with you.
I don't think you will find any of the people who typically debate with you disagreeing. I don't want to see any risk cut out of the game whatsoever. Obviously I want to see as many systems in place to encourage as much PvP as possible. I really liked @Xyls idea in the war thread of having a tax that a losing guild needs to pay after a war.
I'm similar to you in wanting to encourage as much PvP as possible, but my theory for the best way to make that happen is for the game to successfully appeal to as many people as possible, and placing them in to positions where they want to PvP, rather than making a game with limited appeal where PvP is likely all the time.
When you consider how few instances (pun intended) of not having any threat of PvP are needed to keep a significantly larger portion of people in a game, to me, that is well worth the trade off for the additional PvP those people will bring.
Eghm, was my idea actually
Maybe something around oh I don't know just a number off the top of my head....20% instances?
How many times do we have to beat this to death. This horse simply has nothing left to give.
Hey don't claim credit on my ideas. I made it, you just approved upon it.
Some death penalties are fine, but not the same as in the flagging/corruption sytem. You are going to die a lot more during pvp events then you are in the open world... even open world pve content.
The corruption system is already disabled in the events being discussed here.
That leaves the only death penalties as experience debt (which includes reductions in health, mana, stats, skills, proficiencies and mob drop rates), and gear degridation.
Since these events also see players flagged as combatants, the above penalties are already applied at half the normal rate.
This is already too low a penalty for death in such events, as far as I am concerned.
I can't quite agree with this.
The risk/reward system should be a part throughout.
If you want that castle ownership, then you should be ready to risk your gear durability/ exp to get it.
If you want to destroy someones Node, then you shlould risk it as well.
Your suggestion would just support suicide monkey playstyles. "You die? Who cares, wait 30 seconds and join back into the fight". This just promotes idiotic patterns in a mass pvp scenario.
A death should sting, no matter where it happens. Avoiding it should be a secondary objective in every type of content.
No death penalties make mass pvp simply worse.
Not in my experience. If you go into a castle siege that is going to last hours, you are going to die quite a lot. You will die more in that 2 hour siege then you would probably in an entire week just running around the open world.
I am fine with some penalties during PvP content, gear durability could definitely be one. I think exp loss, even at 50%, is too much for PvP content where you are auto flagged.
With all that said, having the full death penalties is fine with me as well. This is a minor topic to me when it comes to the overall AoC game.
These are drastically different things.
Should have said debt but they aren't drastically different. Debt is just a slower, gradual decline of your character's ability to function. Whether it causes your character to delevel or not (AoC won't allow you to delevel), your character gets weaker.
The key factor between experience debt and experience loss is that experience loss only has a penalty associated with it if you lose a level.
Experience debt allows the developer to place a penalty on the character as long as they have that debt owing.
In Ashes, As xlys said, you will not be deleveled due to experience debt. As such, experience debt is a significantly lesser penalty than experience loss (ask anyone that found themselves in a bad situation in EQ and lost 5+ levels in a day).
However, the other side of this coin is that the full penalty will be applied immediately when you go in to debt, rather than only applying if you lose a level.
In both cases, the need to re-earn the experience holds true, but in regards to experience debt that is almost a complete non-factor. The only time you won't make that debt back up is on top end content where you spend several dozen deaths figuring it out, and then get a single boss kill for your efforts - or in a PvP situation where you are losing badly.
All other situations will see you either wipe your debt before finishing, or coming very close to it.
Experience debt, does not do this. You retain all your abilities and gear, they are just diminished (effectiveness), until you work off the debt.
I don't see Death Debt being a huge issue, especially for PvP. Dying and loss is a huge issue for the player base.
If a player is capped (in level and exp), and dies so much, they "delevel" (effectiveness), they really need to reconcider their play style. Besides, it works in favor for attrition.
Question is: what is the debt like? 10 deaths or 100, before losing your effectiveness?
If you die, you gain experience debt of, say, 1,000 xp. You have a flat 10% penalty to stats, skills etc, along with the other penalties of death.
You then go off hunting mobs that give you 10xp per kill, and kill 26 of them before you die again. So, at the point you die, you have worked off 260 of your xp debt, leaving 740 left.
When you die, rather than that penalty now being 20% to stats and skills etc, the penalty is still 10%, but the debt you have to work off to get rid of it is now 1740 xp.
This is how I understand the system to work - so that the actual penalty is the same no matter the number of deaths. You lose the same level of effectiveness with one death as with 100, the difference is in how hard it is to work off.
Now, we don't know this is how it will actually work, but this is one of the major advantages of experience debt as opposed to expereince loss (the penalty being consistent regardless of number of deaths, but increasing deaths taking longer to clear off than fewer). It would be really odd for it to work any other way, imo.
When it comes to sieges, there are things to gain and lose for participants. Your city drops or your city can increase. People with houses can lose stuff
well, to be honest, what youre talking about doesnt depend to much if the payer is participating or not, and only encourages to participate, as theres actually no risk in participating in sieges. but theres only reward, as if you defend, you wont be looted, if you are attacking you can get loot. Death penalty would be the only risk.
I think pvp events should have death penalties, maybe lower than normal, but there still should be something.
Well, it seems like defenders have stuff to lose but nothing to gain. I don't really see it as a reward. But attackers can loot but not lose anything.
But if there are penalties for dying, people might end up not being able to do anything doing the siege. Or people won't bother participating
well, if theres no pvp death penalties, then defenders have nothing to loose by actually participating in the siege. I mean, if they dont, and they loose, they loose loot, if they do participate and loose, they still lose same loot from warehouse, but if they win, they don't loose anything, so in its own way, they are gaining stuff by not loosing, if you know what i mean.
So not saying you're wrong or anything but here is something to think about.
In a massive siege that lasts hours, If one side gets wiped two or three times in the first while of the siege and they get stat dampening and other death penalties, the siege is ultimately already over at that point because the side that was a little bit weaker to start (but still could have possibly come back to win) is now extremely weaker due to death penalties.
Master Assassin
(Yes same Tyrantor from Shadowbane)
Book suggestions:
Galaxy Outlaws books 1-16.5, Metagamer Chronicles, The Land litrpg series, Ready Player One, Zen in the Martial Arts
If there are no penalties to the player, upon death. Then we will have zergs. It's evident in every PvP game (FPS arenas, die respawn, repeat). And wins will all become a matter of stamina (playtime).
So, the only way to prevent the endless Zerg, you have to implement a death penalty. That way, if a player is so far indebt, s/he quits the match. Slowing the endless Zerg.
But, death penalties (loss) are not popular and discourages most to join pvp. Carebears don't like dying, reason they avoid pvp. How do you encourage them to join?