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Dying in PvE, how often is too often?

neuroguyneuroguy Member, Alpha Two
edited December 2020 in General Discussion
I'm curious how frequently people think they should die in PvE environments. During solo questing for example, taking on content meant for your level range, I would still like to die once every 1-3 hours without being overly risky. I also like the slightly slower and more dangerous feel of the world that vanilla WoW provided vs something like BDO. In BDO I kind of feel overpowered (I have not reached end-game) and it's not really a matter of can I kill the mobs, but rather, how efficiently can I do it. How many can I farm at once sort of deal which has its charm and appeal but isn't as fun or challenging in my eyes. In contrast, in classic WoW I had to think about what HP/mana justified sitting down to eat/drink or bandage and how to recover/sort out my resources before any pull. And each pull was a bit scary, you had to be mindful of re-spawns, agro radius etc. This was a lot more enjoyable for me and was more humbling than BDO. The only issue I can see with this is the open world PvP can make an already challenging PvE environment nightmarish (specifically with stealth classes haha) but honestly, personally I love that.

I still very much would prefer a slower farming sort of gameplay where each pull was more dangerous but rewarding and I had to do some level of prep (drinking to get mana back) after a couple of pulls. I think how AoC deals with death in solo PvE environments will also be very telling of how group PvE content is meant to be approached. I think for truly difficult PvE group content (raids dungeons etc), the game needs to be friendly to death and if players have no real experience with it while solo question/farming then I think it would be a mistake.

Would love to hear people's opinions on how PvE death should be handled, and how frequently it should occur, particularly in the absence of PvP. And I'd also like to hear if the open world aspect of the game changes the desired PvE danger dynamic for you, as in if you think PvE should be easier since the game is open world PvP or something.
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Comments

  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited December 2020
    I think you should die any time you aggro 2 non-easy mobs of your lv and you are on low MP and half HP, unless you are a tank.

    For me, a non ez mob is when the TTK is 45+ seconds without using too much MP.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited December 2020
    I dont know if we can measure how often is normal.

    I think we should try to suggest what is an acceptable challenge when a player takes reasonable actions instead of Leroying it.

    I have not found challenging overland mobs for solo XP since L2.

    In any other game I feel overpowered as well when I solo and still get good returns and xp.
  • daveywaveydaveywavey Member, Alpha Two
    I dont know if we can measure how often is normal.

    Exactly. It depends on how you play, where you're playing, what you're doing, how well you're doing it, how much effort you're putting in, how distracted you are when doing it, whether or not there's someone else there who wants to stop you doing it, etc.

    There are probably a lot of variables.
    This link may help you: https://ashesofcreation.wiki/


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  • VhaeyneVhaeyne Member, Alpha One, Alpha Two, Early Alpha Two
    It depends on the game. In retail WOW right now it feels like I have to be extremely reckless to die to mobs in the overworld. In old school FFXI fighting a on level mob past level 10 was almost always a sure fire way to die.

    I prefer the FFXI end of the spectrum. It is part of the reason I often spend time on FFXI private servers. You can't do anything alone, and everything you do feels like a major accomplishment. I don't know where AOC will end up on the spectrum. I would like to see it lean towards: You can barley solo regular mobs, you need a full group to fight elites. I am sure others world prefer the wow style, you can kill groups of regular mobs and solo most normal elites.

    The reason why I prefer mobs to be harder is because it encourages grouping and socialization. I would meet new people everyday in FFXI. In wow I could run 20 dungeons in a day and not meet a single new person.
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    This is my personal feedback, shared to help the game thrive in its niche.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    To me, it depends on the content.

    Solo questing I would only expect to die if I screw up badly. While learning top end raiding though, if I am not being killed at least every 5 minutes, the content isn't hard enough.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    edited December 2020
    In Classic WoW, I found it frustrating when I was fighting a human NPC and then they ran away at low health, pulling another npc. And this could happen a few times in one pull too. As a warrior with only bandages, I got killed quite a few times, but it was challenging in a good way.

    Intrepid has said they don't like the drinking/ eating mechanic between pulls, and I agree. I do like it when you have to be careful about how you aggro mobs in an area tho, and pulling more than one or two should be a scary experience, but possible if you use cooldowns.
  • RavudhaRavudha Member
    edited December 2020
    Instead of thinking about how often the content makes players die, I think it's more important that the cause of death provide the necessary feedback for players to learn from dying and get better.

    That way, players can think of death as something manageable and within their control rather.
  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    I don't like the drinking/eating concept for just solo leveling mobs. It's not really a challenge so much as it's just a test of patience which I don't like. I'm fine w/ things taking time to work towards, but I want to be able to actively do something while working towards it.

    Honestly, deaths should come down to the player. Think Dark Souls (obviously not as brutal) but a new player can expect to die a fair number of times due to just not knowing monster mechanics and the like...however an experienced player should be able to be challenged, but not overly burdened.
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    If I said something that you disagree w/ feel free to say so here.
  • FliPFliP Member, Alpha Two
    It depends on the player.

    Someone that is new to MMOs and doesn't know how to play will die once every 10 minutes.

    Experienced players might not even die once in a day.

    Say, if you're Lv30 and played the game the game intended you to play it, you should have no issues wiping a Lv30 mob. A lv33 mob could potentially cause you problems depending on your skill, a Lv37 mob could kill you in 3 hits.
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  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Ravudha wrote: »
    Instead of thinking about how often the content makes players die, I think it's more important that the cause of death provide the necessary feedback for players to learn from dying and get better.

    That way, players can think of death as something manageable and within their control rather.

    I 100% agree with this.
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  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I usually don't worry much about dying too often in PvE.
    In PvE, dying too often typically means I should gain a level or two elsewhere and return. Or... I should swap my gear and return.
  • LeiloniLeiloni Member, Alpha Two
    edited December 2020
    I think you also need to consider the current death penalties, which are rather harsh. You're not supposed to be dying too often in PvE and the death penalties serve as an incentive to be careful and avoid it. They also serve as an incentive to fight back in a PvP fight to reduce penalties since you're more likely to die in PvP vs PvE.

    So in PvE, I think unless you bite off more than you can chew, you're not likely to die. But if say you pull too many mobs, yes you might die. But at least the player can choose to avoid that by fighting single, near-level mobs (or, playing in groups so you can play safer and/or pull more).

    https://ashesofcreation.wiki/Player_death
    Experience debt (negative experience).[4]
    Skill and stat dampening.[3]
    Lower health and mana.[3]
    Lower gear proficiency.[3]
    Reduction in drop rates from monsters.[5]
    Durability loss.[3]
    Dropping a percentage of carried gatherables and processed goods.[6][3]
    This includes a percentage of items carried on the player's mule.[7]
    This also includes a percentage of the certificates a player is carrying.[8]
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    One can never die to much its getting back up that matters
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    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
  • KhronusKhronus Member, Alpha One, Alpha Two, Early Alpha Two
    I'm assuming dying ever in PVE (not counting raiding) would be unacceptable imo. If they make the content too difficult, I will go off the rails pk'ing you all at the right moment. I enjoy Escape from tarkov and hunt showdown for this reason haha.
  • I don't expect to die that much while playing solo. You can easily evaluate when things go sour and run away.

    In group people tend to want to go fast and pull pull pull! Cutting corners and leaving some group of enemies if they can get to the boss without kill them. Things can turn bad pretty fast.

    I could go levels in WoW vanilla/classic without dying so long as I was soloing, and die a few time in one single dungeon while in group.
    Be bold. Be brave. Roll a Tulnar !
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Khronus wrote: »
    I'm assuming dying ever in PVE (not counting raiding) would be unacceptable imo. If they make the content too difficult, I will go off the rails pk'ing you all at the right moment. I enjoy Escape from tarkov and hunt showdown for this reason haha.

    oh come now everyone has died at least once to mobs in there MMO life
    nJ0vUSm.gif

    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Leiloni wrote: »
    I think you also need to consider the current death penalties, which are rather harsh. You're not supposed to be dying too often in PvE and the death penalties serve as an incentive to be careful and avoid it. They also serve as an incentive to fight back in a PvP fight to reduce penalties since you're more likely to die in PvP vs PvE.
    Ashes death penalties are not harsher than vanilla EQ and EQ2.
    They don't work as an incentive for me to fight back in non-consensual PvP combat.
    Either I'm in the mood for PvP combat or I'm not. If I die so often from non-consensual PvP combat that I' become concerned about the death penalties, it will mean that the Corruption mechanic has failed and I will simply rage quit the game.
  • You should die when being in a zone over your lvl, when soloing elites, when pulling too much and of course when wiping on bosses. People is not gonna go crazy PKing each other all the time, thats gonna happen very ocasionally when doing lvling quests. If you are lvl 40 and doing lvl 40 quests, you should need some health potion every now and then, food wouldnt be bad too.

    I like challenging PvE that makes you use your resources and if you are not careful, die.
  • WarthWarth Member, Alpha Two
    Death should occur when you screw up. Not by an arbitrary number of expected deaths / hour.
    The important thing is, that these death occur through the mistake of the player, not a couple of bad crit rolls by the monster.

    Screwing up could relate to the lack of knowledge regarding a certain type of enemy, mistakes in the monster(s) you pull, the direction you kite or the failed mechanics.

    What the game doesn't need, are mobs with mechanics, that can very well be ignored, as they don't take even a 1/10 of your healthbar.

    If a mob explodes a couple of second after reaching 20% HP, then the player should be expected to get out of the way or get very close to dying.
    If a Minotaur monster charger at you, you will either the get the hell out of his charge path or get close to dying.

    TL/DR A game doesn't need random chances of dying to keep it interesting. Just make the mechanics given to the monster impactful. Make the player suffer the consequences of not playing the game properly.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Being in a zone over your level should not inhrently cause someone to die.
    Soloing elites, sure.
    Pulling too many mobs, sure.

    I frequently explore zones over my level.
    But, I typically do that via Stealth as a Druid.
    So, I'm "invisible" and using some form of SoW.
    Sure, at some point, I hit areas where mobs con as skulls or ?? and I have to make a run for it, then wait for my next ding.
    Right now, I'm playing a Pally in Shadowlands. With the current level scaling outleveling zones aren't really a thing, but I use Divine Shield and/or Shield of Vengence if I need to book it out of a sketchy situation.

    Vanilla EQ taught me how to pull strategically and to keep my back to a wall as much as possible to avoid adds creeping up from behind.
    So, yes...typically a death or two in a new situation teaches you how to deal with the new tactics or new environment.
    In WoW, I think my Feral Druid does not have an ability that interrupts spell-casting. At least, I have never thought about it in all the years of playing WoW. My Rogue has the Kick ability, which specifically interrupts spellcasting. I love waiting until a Mage starts casting before triggering that ability. I think the closest my Pally has to that is Hammer of Justice, but I use that whenever I need a stun, regardless of spellcasting.
    Finding new strategies for new circumstances or successfully using well-tested (self-discovered) strategies for familiar circumstances is part of the fun. Regardless of the actual death penalties...losing a fight/not completing the quest... is penalty enough for me.

    But, yeah...once my armor breaks and becomes useless, I know it's time to upgrade my gear or go find a less challenging mob or gain a level or two and come back later.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dygz wrote: »
    Leiloni wrote: »
    I think you also need to consider the current death penalties, which are rather harsh. You're not supposed to be dying too often in PvE and the death penalties serve as an incentive to be careful and avoid it. They also serve as an incentive to fight back in a PvP fight to reduce penalties since you're more likely to die in PvP vs PvE.
    Ashes death penalties are not harsher than vanilla EQ and EQ2.

    EQ is debatable, EQ2 is not.

    Ashes is much more harsh.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Ashes is about the equivalent of vanilla EQ2.
  • neuroguyneuroguy Member, Alpha Two
    I recognize that how often you die depends on many factors including how you like to play which is why I made the post, I'm curious how people will fine tune their risk-taking tendencies in solo PvE environment and what they find acceptable and fun. For example you could decide to try to take on really tough content, make big pulls or pull elites as mentioned above and be ok with dying often. I was trying to say that I personally would like to play with some risk and would be ok with dying once every few hours, I am not saying I expect to randomly or arbitrarily die that often haha :p. This means I would like to be taking on mobs in quick succession, or a few levels above my own etc.

    Perhaps to refine my question, I would ask, what play style would you like to be valid or would you personally choose to engage with in a solo PvE environment? Completely safe where you never really die or are in danger of dying? Or some risk where you need to be careful and thoughtful about your pulls, enemy mob patrol patterns etc where you may die once in a while? Or straight up dark souls haha.

    And although I agree with and recognize the perspective of @Ravudha and @Wandering Mist , I do also think it is fine for some deaths to be just bad RNG or luck where it's not really anything you can learn other than just shrugging and thinking "wow, what are the chances?". In general though yes absolutely, deaths should occur because you do not have the knowledge or failed to mechanically dodge or avoid attacks like @wrath suggested but I think having a pack respawn on you when you were about to sit down to heal up after a few chain pulls should be potentially lethal.

    Personally I would like the PvE leveling environment to be dangerous enough where I have to pay attention and if I get a bit too careless or reckless (which will happen once every few hours I'm guesstimating) I should find myself dead because the PvE content is hard enough to be able to punish me.

    Although this may not be popular, I am a bit sad there is no eating/drinking down time every couple of pulls (according to @McShave ). I don't think it's just a time sink, I think it adds a decision point, especially in an open world PvP game of how much risk am I willing to take with my health and mana resources. I could be more efficient and pull mobs with half HP knowing I can take them on comfortably or take a few seconds to eat and drink in case I get ganked. Hope that clarifies a bit what I was thinking.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    Im all for sit downs every 40 minutes or so.
    It should be practical, rebuff and bring MP back to safe levels.
    A chance for friends to relax from button mashing and have deeper talks for a few minutes.

    I am not sure what eat drink means. I dont want it to be actual gameplay, food minigame, as it goes against relaxing.
    I rly dont know what is meant by it.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dygz wrote: »
    Ashes is about the equivalent of vanilla EQ2.

    Vanilla EQ2 saw you go in to experience debt, 50% of which was recovered if you picked up your "shard". This experience debt did have a skill point reduction associated with it, but skills on EQ2 were never utilized properly (which is why they removed them), and so this never had any real impact.

    The only other aspect to it was a small coin penalty in the form of gear degradation.

    Fairly light death penalty, really.

    Ashes has that same experience debt penalty, with associated stat skill and HP/mana loss.

    Ashes also has similar gear degradation.

    Even just at this point the two games are equal. But then you have to figure in the lack of means by which to gain back half of your experience debt, and Ashes is already harsher.

    Then you have to factor in that you will drop a percentage of harvests and certificates on death - something EQ2 has no analogy of.

    I'm not sure how you can say they are equal, to be honest.
  • neuroguyneuroguy Member, Alpha Two
    Im all for sit downs every 40 minutes or so.
    It should be practical, rebuff and bring MP back to safe levels.
    A chance for friends to relax from button mashing and have deeper talks for a few minutes.

    I am not sure what eat drink means. I dont want it to be actual gameplay, food minigame, as it goes against relaxing.
    I rly dont know what is meant by it.

    I was thinking about WoW (vanilla) when I said that. Eating food would recover HP and drinking would recover mana. So you would eat and drink for a few seconds to recover HP and mana and like you said, have some down time to chat with the guildies, look through menus etc.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited December 2020
    neuroguy wrote: »
    I was trying to say that I personally would like to play with some risk and would be ok with dying once every few hours, I am not saying I expect to randomly or arbitrarily die that often
    I think pretty much every MMORPG would be fine with dying once every few hours.
    Pressure mounts when you die multiple times in an hour or multiple times in a 30 minute time span.
    How one feels about that will depend on cost to repair and/or recover items and time lost to xp debt.
    How much time do I want to waste trying to successfully complete this quest now, when I could be more productive elsewhere?


    neuroguy wrote: »
    Perhaps to refine my question, I would ask, what play style would you like to be valid or would you personally choose to engage with in a solo PvE environment? Completely safe where you never really die or are in danger of dying? Or some risk where you need to be careful and thoughtful about your pulls, enemy mob patrol patterns etc where you may die once in a while? Or straight up dark souls haha.
    Why not both?
    I think the goal is for the player to learn how to make each adventuring spot safe.
    For me, the goal is to learn how to use the skills and abilities I have chosen to represent my individual character's personality/theme/background to make each adventuring spot a safe place to level.
    But...sometimes I level by swimming around continents - those coasts frequently have no hostile mobs.


    neuroguy wrote: »
    And although I agree with and recognize the perspective of @Ravudha and @Wandering Mist , I do also think it is fine for some deaths to be just bad RNG or luck where it's not really anything you can learn other than just shrugging and thinking "wow, what are the chances?". In general though yes absolutely, deaths should occur because you do not have the knowledge or failed to mechanically dodge or avoid attacks like @wrath suggested but I think having a pack respawn on you when you were about to sit down to heal up after a few chain pulls should be potentially lethal.
    I'm not sure what you mean by bad RNG where it's not really anything you can learn.
    That typically comes into play with relatively high risk challenges. An example of high risk challenge with regard to RNG is fighting higher level mobs before learning their tactics. If I'm fighting a same level mob after I've learned its tactics, I should probably not be dying from bad RNG. Especially not multiple times in an hour.
    A pack should not randomly respawn from bad RNG. And...one should be able to learn to move from the respawn point to a safer area immediately after battle - or, better yet, learn to pull the battle to a safe spot where it's possible to place your back to a wall to avoid adds and respawns.


    neuroguy wrote: »
    Personally I would like the PvE leveling environment to be dangerous enough where I have to pay attention and if I get a bit too careless or reckless (which will happen once every few hours I'm guesstimating) I should find myself dead because the PvE content is hard enough to be able to punish me.
    If you want danger, it's easy enough to create danger.
    Every time I level, the first thing I do is explore as far as possible to uncover as much of the map as possible until the mobs are so high that they can see through my Stealth and insta-kill me.
    Easy enough to try to sneak through high(er) level lairs, or sneak past dungeon/raid bosses.
    You don't have to be safe if you don't want to be safe.


    neuroguy wrote: »
    Although this may not be popular, I am a bit sad there is no eating/drinking down time every couple of pulls (according to @McShave ). I don't think it's just a time sink, I think it adds a decision point, especially in an open world PvP game of how much risk am I willing to take with my health and mana resources. I could be more efficient and pull mobs with half HP knowing I can take them on comfortably or take a few seconds to eat and drink in case I get ganked. Hope that clarifies a bit what I was thinking.
    I think eating and drinking needs to have enough animation that people enjoy using it for RP.
    Most of the time, when I am with a group in MMORPGs, the other players just want to speed through as many battles as they possibly can in their play sessions. They would much rather down an insta-heal potion than "waste" time RPing having a meal. And, if I'm solo, there just is not enough difference in the animation or effects of eating Halfling Sticky Buns vs eating Elven Vegetable Stew for me to care about RPing it (even if I'm Twitch streaming or recording for YouTube).

    These days, I'm in some form of voice communication with other players, there's no need for "down time" just to chat. And, we could camp at any safe spot to browse menus without needing to eat or drink - just because we want to take a break or because we want to RP camping...without mechanically needing to eat or drink.
    The way that was forced 20 years ago was just needlessly tedious. Really only acceptable because it was just cool to be able to play an RPG with a bunch of other people whenever you had time, rather than being stuck not being able to play with others for weeks because schedules are too difficult to coordinate.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited December 2020
    Noaani wrote: »
    I'm not sure how you can say they are equal, to be honest.
    Because in vanilla Eq2, the looting rules were much harsher than they are in Ashes.
    Also, death shard recovery could be compounded.
    So it balances out.

    "Your bags themselves will not drop; only some of the coins you've got on you (used to be 40% per death I think) and possibly one of the unbound (still tradeable/still attuneable) drops in your bags.
    Nagafen will be free trade, so quest rewards like armor or weapons are likely to be tradeable and hence droppable if you're killed in PvP.
    If you get a good loot drop or some money you don't want to lose, portal home to Qeynos or Freeport and bank it. Those are the 2 safe cities where PvP is to be disabled, supposedly.
    And be grateful this time around, younguns, because in previous versions of EQ2 PvP servers, towns were not safe zones, and many's the player who fell victim to a "gank at the bank" and lost stuff just as he/she was desperately trying to bank it. Also, we used to get ganked trying to craft, too.
    Heck, in the earliest days, enemies could follow you into your house and gank you!"
    https://forums.daybreakgames.com/eq2/index.php?threads/pvp-server-will-be-loot-on-death.588375/
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Dygz wrote: »
    Noaani wrote: »
    I'm not sure how you can say they are equal, to be honest.
    Because in vanilla Eq2, the looting rules were much harsher than they are in Ashes.
    Also, death shard recovery could be compounded.
    So it balances out.

    "Your bags themselves will not drop; only some of the coins you've got on you (used to be 40% per death I think) and possibly one of the unbound (still tradeable/still attuneable) drops in your bags.
    Nagafen will be free trade, so quest rewards like armor or weapons are likely to be tradeable and hence droppable if you're killed in PvP.
    If you get a good loot drop or some money you don't want to lose, portal home to Qeynos or Freeport and bank it. Those are the 2 safe cities where PvP is to be disabled, supposedly.
    And be grateful this time around, younguns, because in previous versions of EQ2 PvP servers, towns were not safe zones, and many's the player who fell victim to a "gank at the bank" and lost stuff just as he/she was desperately trying to bank it. Also, we used to get ganked trying to craft, too.
    Heck, in the earliest days, enemies could follow you into your house and gank you!"
    https://forums.daybreakgames.com/eq2/index.php?threads/pvp-server-will-be-loot-on-death.588375/

    Not sure where to begin with this.

    First of all, you are talking about PvP death poenalty in a thread on PvE deaths
    Second, you said vanilla EQ2 - there was no PvP in vanilla EQ2.
    Third, the thread you linked was from 2019, a far cry from 2004 when EQ2 was released.
    Fourth, experience debt in Ashes will stack.

    As usual, you are missing the point, and trying to make it up as you go.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited December 2020
    In Ashes, the death penalty for purple, combatant PvP is half the normal death penalty...for me, considerably less harsh since I don't plan to gain Corruption.
    There were PvP servers in vanilla EQ2, just as there were PvP servers in vanilla EQ.
    The posted thread is from 2019, but talks about old school EQ2 looting vs current EQ2 looting.
    Again, you have poor reading comprehension.
    Experience debt always stacks as far as I'm concerned.

    As usual, you are missing the point...arguing just to argue...and not just trying, but actually are making shit up as you go.
    In EQ and EQ2, I had to worry about getting ganked and having items and gear and coin looted.
    In Ashes, I only ever have to worry about some resources dropping.
    Notice now, since you failed to before, that the post I replied to mentions the death penalty in Ashes as incentive to fight back in PvP combat.
    "They also serve as an incentive to fight back in a PvP fight to reduce penalties since you're more likely to die in PvP vs PvE."

    Again, I'm done.
    You can win if you need to win.
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