Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Making death punishments more interactive and social
J_mac_
Member
Ashes of Creation seems to following the idea that players should be punished upon death. Part of this punishments comes in the form of experience debt that must be worked off before continuing the leveling process. Some people find this system will be annoying and will hate that they will have so much time wasted. I suggest a modification to the experience debt system to make it less severe while promoting social interactions.
I believe that when a player dies a party member or guild member should be able to loot the "ashes" from that person's corpse. The person with the ashes would then carry the ashes to a nearby respawn point where the person would be reformed from those ashes. If a person if respawned this way, their experience debt would be either prevented, or significantly reduced.
This would make the system more interactive and promote playing with other players. There is still a punishment, which is the time wasted running to the respawn point and back. However, this punishment is much less severe than the max experience. This method would not always be viable if you have friends who died in the middle of a dangerous pack of mobs. Thus players have the choice to either instantly respawn at the nearest point and gain experience debt, or hopefully get saved by a friend.
What are your thoughts?
I believe that when a player dies a party member or guild member should be able to loot the "ashes" from that person's corpse. The person with the ashes would then carry the ashes to a nearby respawn point where the person would be reformed from those ashes. If a person if respawned this way, their experience debt would be either prevented, or significantly reduced.
This would make the system more interactive and promote playing with other players. There is still a punishment, which is the time wasted running to the respawn point and back. However, this punishment is much less severe than the max experience. This method would not always be viable if you have friends who died in the middle of a dangerous pack of mobs. Thus players have the choice to either instantly respawn at the nearest point and gain experience debt, or hopefully get saved by a friend.
What are your thoughts?
0
Comments
Got to farm Glint anyway lol.
I never played L2, would it actually take a month?
Depends how good or bad you were. Everything is relative lol.
Edit: It also depends how much you play of course.
As for social side of it, L2 had that too. Healers' rezz would give you back a portion of your XP, so quite a lot of people would just lie dead and shout in chat "looking for a healer rezz, will pay".
Ashes should just have smth similar. Solos should farm weak mobs that can't kill them. If they risk harder mobs - they risk dying with higher penalties.
it will be sociable though because you should be farming with your guildies/raid members for Glint/XP Debt removal after raids too. I did request Cleric Res gives back xp debt after death before though.
@Chicago so you mad because I dont like same shit you like in a video game?
OP asked for our thoughts, I simply replied, how about you stfu, stop reading my comments and just give your own thoughts and feedback instead of policing mine
https://ashesofcreation.wiki/Death_penalties
ironically if non combat is normal, and combatant is half, i would expect to die more as a combatant from gankers and what not so it's not really an advantage aside from other variables. Especially in a solo play perspective.
Group play is encouraged, safety in numbers.
This lowers my enthusiasm towards questing and leveling in AoC by a lot. One of my favorite part about leveling in WoW was leveling up by doing Orange/Red quests exclusively. Made the whole experience far more interesting than leveling by grinding boring yellow/green/grey quests. As a rogue it was fun to sneak around high level mobs and going straight for the throat of the boss who needed to be killed, popping my cooldowns, revising rotations and throwing that in the face of my friends playing other classes that they cant do the same. Did I mention soloing elites of the same level as well. Btw I am talking about Vanilla and TBC.
Anyway, if the risk of dying to mobs gonna be high, I hope the rewards would be worth it as well so that players can justify leveling via harder quests as well.
Could not agree with this more. If any content of "value" is cheeseable that is a huge miss in my mind. Sure if a Rogue can skip some trash mobs/grey mobs to solo an tier2 or 3 mob than that's fine but. Definitely a different game than TBC WoW.
but he's right tho... 🙄
I did say deaths were involved, hence the excitement for being able to do it solo. Its easy to say things are easy when I can't really prove otherwise. If it wasn't meant to be solo-able it just wouldn't be possible to do solo, regardless of skill. I dunno if you have played WoW or not but it was considered pretty hard to kill an elite of same level with subpar grey gear while leveling - at least before 'heroic' classes were introduced.
Also I am referring to questing and leveling. I dunno what "valuables" I am suppose to gather during that process that I couldn't have gathered by doing that a couple of levels later in an easier way if they were in fact so valuable.
By asking for better risk-reward (which is a core pillar of AoC) in this aspect, I was referring to getting more quantity of drops or currency rather than valuable legendry item/recipes or flying mounts you might be thinking of. Basically that the player level is considered somewhere in those calculations.
What's casual and easy is killing weak mobs, solo or not.
Taking risk is always a players choice in AoC. Better reward for that risk is what AoC is all about though. I am fine with death penalties if I fall short, after all its just a game, I don't die irl. If I hesitate to push boundaries here I might as well just sleep.
As far as soloing raid bosses goes, that is just exploiting game mechanics the way the devs did not intend. It could be considered skill but then hacking the game to solo the entire raid should be considered in-game skill as well.
Plus, there needs to be some form of time sink in every game to make it feel healthy and worthwhile. This is a small price to pay when compared to games like Diablo 4 where the time sink is beyond reasonable (especially considering the game itself is not worth the end result).
Players must be made to group up if they want to properly progress. And those group mobs should be on the scale from hard to nearly impossible.
I'm not interested in providing solo players any hardcore content (maybe outside of a solo dungeon that gives cosmetics - I fully support that), because this is not a solo game. You want to show off your skills? Go join a party and help them fell harder mobs
yeah the raid boss thing was essentially because rogues could stack dodge and become a "dodge tank" with properly timed personals.
Nothing wrong with trying to solo tougher opponents.
Could be that gear will be more important than stats.
Also if somebody dies, other party members will not be happy to lose time walking back with the ashes of a player.
I'm in.
I find this idea very good because it has the potential to generate a lot of drama, especially among friends and guild members. They might find themselves in situations where they're trying to scoop your ashes while you, somewhat passive-aggressively, request them to do so, all while pointing out that you wouldn't be in that situation if it weren't for them in the first place.
I love this.
Everything that creates drama should have my support.