Just to preface, this is going to be a long post with what I hope is well thought-out and useful feedback and commentary. Abandon hope all ye who enter.
A few things to start off with; I've been playing MMOs for over two decades. I have experience with everything from hardcore PvP MMOs, casual PvE, PvX and so on. I've been around the block and I've seen how a lot of games do things whether it be Dark Age of Camelot or World of Warcraft and anything in between. I am not providing this context as some form of bragging rights, because it doesn't make me any more or less qualified to talk about a game, but it's just to indicate I'm not some person who's played nothing but WoW for 19 years and wants AoC to radically change to cater to me. Another bit of context is that I'm professionally employed as an economist - so I spend my day thinking about human behaviour, allocation of scarce resources (the most important of which in the context of gameplay is
time), and optimisation - that said, I don't think anything I will be saying is all that complicated or unintuitive. It's just a matter of how I think about things. That, combined with my experience in games over the past few decades, informs how I think the systems I'm about to discuss will work in practice. Let me also state that when I use the word "fun", obviously I can only speak to what's "fun" for me and the people I know, and not for everyone. I'm not using the word objectively.
I'll also say that I cannot say that any of the systems outlined relating to griefing in AoC are flawed from conception, because they're not. I think the design philosophy of "soft" deterrents for PvP griefing are generally very excellent. Nor can I say that they're flawed in execution because they haven't been executed yet. I do believe, however, that some of the death penalties are fundamentally and conceptually flawed. I fully expect the existing specifications of these systems to change either in advance of, or during, Alpha 2, which I'm very excited to be testing with everyone else. I know that the Intrepid team is responsive to feedback and the results of testing - I do have confidence that they'll adjust as needed when they have an evidence base to support an adjustment. And if I'm wrong, I'm wrong - that's just how it be.
I'd also like to note that I have not watched or listened to every stream or podcast fully to catch every comment or answer to a Q&A segment, nor seen Steven and co's every forum or Discord post. I'm using the
wiki for reference, which I'm assuming is reasonably accurate and up to date as it's in use as a reference material in the official Discord. If I make factual errors, please point them out and this post will be edited to reflect where the error has occurred and replaced with more accurate information, for future readers. Now, with all that window dressing out of the way, on to to the substance.
For those who aren't aware of the death penalties planned for AoC, I refer them to the
wiki. The system, along with the Corruption system, is clearly influenced by Lineage II, with some improvements in both regards. To summarise the key points;
For a "non-combatant", i.e. someone who is not doing damage to other players at the time of death;
1. You will incur an XP debt that accumulates.
2. You will get stat debuffs and debuffs to loot drop rates
which will accumulate with your XP debt, according to the linked podcast.
3. Your gear will suffer durability loss.
4. You will drop a portion of the items in your inventory, depending on if they are gathering or crafting materials, as well as a portion of your glint.
Glint, I might add, is basically just gold (or a
trade good) that has yet to be exchanged with an NPC vendor, and therefore should be treated in my opinion as gold loss. Durability damage on gear is also generally viewed in MMOs as gold loss as well as you can generally just take them to an NPC vendor and have them instantly repaired. However, in AoC, the wiki specifies that it will cost crafting materials in order to repair damaged items, which adds an additional layer to this system so we do have to wait and see how that will play out. However, I would still treat it as gold loss regardless - if anyone is capable of repairing their gear given the right materials then it should just be viewed as a gold loss with an extra step to it, for example, as it would simply be a matter of buying the materials from someone. Similarly if it's only skilled crafters who can repair, as they will charge for the service. In either scenario your coin purse would be getting hit twice for a single death.
In other games that kind of mechanism is used as a gold sink in order to mitigate inflation of gold in the economy. Players who have a lot of gold are also likely to be the ones pushing the highest level of content and therefore the ones most likely to die - which means they're also the most likely to be spending the most amount of gold on repairs. In AoC, however, this is just a transfer of resources between players - another player loots your Glint or provides you with the materials or repairs to your gear, and gold changes hands. It has no deflationary effect - which is fine, depending on implementation it can also lead to more genuine player economic activity, which is more important than controlling inflation.
However, this system can either be really good or fairly bad. Keep in mind this is the penalty for a
non-combatant, that is, someone who dies in PvE or who gets ganked in PvP and either cannot or does not fight back.
So, to begin with how I think it might be good - it encourages people who are attacked in PvP to fight back. This is because the death penalties for those who are flagged as "combatants" are
significantly less punishing. Approximately 50% less. That means that if you're in a PvP situation and you can't escape or the odds are relatively even, you're encouraged to fight back as refusing to do so carries considerably more risk. That said, this is almost an irrelevance - there are few scenarios I can envisage where a player wont do damage to another player who is attacking them, even if their ultimate intention is to flee. This will flag them as a combatant and therefore they'll suffer the reduced death penalties regardless.
But there are a few scenarios where I can imagine that happening, and those are the ones that concern me. In particular, I'm concerned for low level players being effectively one-tapped by higher level players, who then as a result suffer the normal non-combatant penalty because they didn't even get the opportunity to retaliate. People can and will be malicious, we all know that. And what will happen is that high level players will strip themselves of their most valuable gear and will take what's enough to quickly and easily kill low level players and just do it for the sake of doing it. This isn't a new practice. Mortal Online, for example, had PvP where players fought "naked" because dropping your gear on death (as can happen to highly Corrupted players in AoC, which they will be if they're ganking people far below their level) was a massive disincentive to actually gearing up for PvP, because eventually you would die and someone else would take it. Players are experts at mitigating risk, and people are also known for being malicious - combine both of them and this system might not do much to discourage random PKing of low level players.
How much of an issue this is depends on how punishing the Corruption system is for doing this. According to the
wiki, you get a stat debuff that will scale with your Corruption. This is an excellent idea and it will just come down to quantum. If your stats are brought so low that even a low level player can feasibly kill you, then it will continue to be a problem, but it'll be a mitigated one as you wont be able to just go on a murder spree. Instead you'll just be massively irritating a few people instead of a lot of them. I think that's a situation that most people can live with, but the accuracy of that depends entirely on what the system will be like when it actually makes contact with real players.
This is before we talk about potential "exploits" of the system that Intrepid are aware of but don't seem to think are a cause for concern, such as someone avoiding Corruption status if they make it so a mob gets the last hit on a player they're attacking. That player will still be lootable when they die, so there is no downside to allowing someone to die in that fashion after attacking them. Similarly, you might be able to avoid the PvP dilemma altogether by dragging a large pack of mobs onto a player to kill them - but that is entirely contingent on the implementation of mob leashing (how far they will chase you) and aggro (who they prioritise attacking) in AoC, which there isn't enough information on to make it worth speculating about. I'd also add that there is nothing to prevent a party from stacking all of the Corruption on a single player, as Corruption is based on the last-hit as opposed to contribution. This is something that will need adjustment, in my opinion, by changing from a last-hit based system to a contribution-based system (I would say the same for Bounty Hunting as well, I might add, which works on the same principle and will lead to shoddy player interactions), or a system where Corruption is spread evenly across all party members when it's incurred, if they are in the local area.
With regards to the dropping of items on death, I do think this should be exclusive to PvP deaths where a player does damage to you, even if they don't land the last hit. I'm not too fussed about this either way, but it is worth thinking about
why items should drop on your death in the first instance. It's the same reason you get drops when you kill mobs - it's a reward system for whoever kills you. A mob is not going to loot your corpse and then sell the items in town, there's no point dropping items for it. Nor should a player simply be rewarded for stumbling across your dead body and looting it despite having done nothing to earn that loot. If a player kills you, or contributes to your death, that's a different question and in that case I think dropping some items makes complete sense. That said, I think losing some items on death in PvE is perfectly acceptable because it creates a degree of risk factor. It just wouldn't be my preference.
In general, however, the XP Debt system from bullet points one and two above is simply not going to work well. I think it's a good idea for players who accrue a
large amount of Corruption to suffer XP Debt as an additional penalty, but let's think about this for everyone else for a moment.
Remove XP Debt from the equation. You die in combat to either a mob or a player. What do you suffer?
1. Time loss through dropping items which you spent time gathering and farming
2. Time loss through having to return to the location you died
3. Time loss through having to go get your gear repaired
4. Gold loss through dropping items
5. Gold loss through having to deal with gear repairs
The
time loss is the largest penalty here. There is nothing worse than feeling like you just "wasted" your time, or that you now have to waste your time. That's already punishment enough, and it's a punishment that scales depending on whatever situation you're in - if you drop a lot of things, if you respawn far away from where you died, and so on. Now on top of that, we're adding XP Debt. What does that mean?
Like everything else, the XP Debt is clearly inspired by Lineage II. Thankfully it seems toned down - in Lineage II your XP loss could be significant, you could de-level and you had to use Scrolls of Recovery to remove your debuffs. It was real old school which I know a lot of people feel nostalgia for (and for good reason). It's also a system that's best left in Lineage II.
Let's spell out what dying actually means with XP Debt in play. You have to do levelling progress that you have already earned, and you are debuffed during the process so that it's actually harder to earn than when you did it the first time around. It's a needlessly punitive punishment and people are, in general, not going to enjoy it - which is the most important factor when designing a game. Systems need to be fun,
including failure. Your progression is already set back by the fact that you died in the middle of doing something - for example, gathering materials, farming mobs, doing some form of open world content, etc. You now have to go do that again. Which will be fine because presumably that content is
fun to do. When you start adding things that make a player weaker as a result of failure, or which place a player behind other players with regards to their progress, that's when your system leads to disengagement with the gameplay loop, because it's
unfun. The result of failure in the majority of cases should be close to status quo. You failed to progress, now try again. Your punishment is the time and resources that you used in your failed attempt.
If we look to a game like ArcheAge, which AoC is heavily inspired by, the death penalties were practically non-existent. You suffered from Rebirth Trauma which basically meant you did less damage and healing when doing a World Boss, that was about it. It used to be more severe but then they nerfed it because
people didn't like it. But people still tried to avoid death because it meant they lost time, or if they were fighting over a world boss or trade caravan, they had less chance of securing the objective they were fighting over.
You can look to a game like World of Warcraft here as an example of this being done badly. Mythic+ Dungeons are a core endgame loop for a very large amount of the playerbase. M+ Dungeons are activated through use of a Keystone. That Keystone has a level. The more Dungeons you successfully do, the higher the level, the better the reward. If you fail a Dungeon, your Keystone gets de-levelled - you are taking a step back. This means that in addition to you have used up over half an hour trying a dungeon and failing, you are not forced to clear content at a difficulty you have already cleared in order to take another shot at what you just failed. This is time wasting.
As I noted above, players are excellent at mitigating risk - the end result is a community which has geared itself towards over-optimising this part of the game, a large amount of gatekeeping and strict adherence to metas, even where doing so makes no functional difference to your chances of success (i.e. a meta that might matter in top level M+ Dungeons is then enforced in the lowest level M+ Dungeons where it makes no sense to enforce it because of the perception that it will improve your odds of success, thus minimising your time spent). There will be meta party compositions in AoC, that's inevitable, but an effort should be made so that players whose classes are off-meta don't get proactively excluded, or have odiously higher barriers to clear for inclusion, in content because groups would rather take someone with a different class.
It also discourages players from venturing into that kind of content even if they might enjoy it, even if they might be
good at it, because the risk of your failure is compounded by also resulting in other people failing, which in turn puts pressure on you to perform, which you may lack the confidence to risk. AoC is a game where combat will largely be party-based, and so this same dynamic of lack of confidence and subsequent pressure will persist into its open world content when the punishment for failure is so significant.
The example of M+ in WoW is, I think, on one of the more extreme ends of the spectrum. But AoC does run the risk of surpassing it. XP is gained through doing all sorts of activities, which means that XP Debts can theoretically be quickly paid off. But what if you die 10 times in a day, or even more than that, because you're trying to see if you can clear some hard content? What if you just have the misfortune of being attacked a lot in the open world and losing in PvP? What if you're just not that good at the game because you like to play casually? How long am I going to have to spend re-grinding my level? How long am I going to have to spend getting back to my old level of power? Any time at all is too much. Fun in this context is not derived from having to re-grind my XP, it's derived from the content itself being challenging to complete and rewarding that completion. Carrot, not stick.
The debt accrues so you have more XP to pay off, and you get weaker and weaker as this accrues, meaning it's going to take you progressively longer to do it. It's a compound punishment. That also means that in order to prevent the accrual of the debt and significantly underpowering yourself, every time you die you will need to set aside time to clear that XP Debt in order to get back to where you were before you even attempted the content that you failed at doing. That's time wasting. It's a severe punishment that should be reserved for severe cases, not the norm. That's before we even mention the reduced loot drop rate, which to me is honestly a punishment so out of pocket that I don't understand why it's a thing. Not only are you going to have to set aside time to re-progress something even slower than you did it the first time, you're going to get less rewards in the process. There is no player that I've ever spoken to, and no instance I've ever been in outside of a hardcore survival game (which AoC isn't) where I've stopped and thought "Yes, less stuff, that's going to be fun and engaging!" It will not be fun gameplay.
Let me be clear - I'm not for death to have no consequences. I'm also fully for risk-based content. But the degree of risk and consequence is a different question to whether there should be any at all, and it needs to be fair, proportionate, and not something that makes you feel like you're wasting your time. Everything other than the XP Debt will be fine, I think, but this system will be a non-starter for most people, and I'm reasonably confident that this is the conclusion that Alpha 2 testing will inevitably lead us to.
I would like to add that these death penalties only truly exist in what are described as
Hunting Grounds - that is, the "sandbox" element of the open world. The place you go for killing mobs, gathering resources, etc. Open world
Sanctioned PvP such as node wars, guild conflicts, castle sieges, caravans etc. do not suffer this same kind of death penalty system. And you have to ask - why? I am not going to attempt to get into Intrepid's head on this one because that's a fool's errand, but if we're excluding some of the most significant consequences to failure from some of the most important content, then why have it at all? Content which, I might add, is still described as "high risk" despite not having most of these death penalties?
I can't say why, but I can say that from my perspective, the removal of XP Debt, for example, from Open World Battlegrounds indicates is a positive because you don't have to deal with the egregious power reduction mechanics nor does it break up your gameplay loop to now have to go and get rid of the debuff. That would be my personal take on it, anyways.
What few of you managed to make it through this screed, I'd be interested in hearing thoughts and counter-arguments - I don't intend for any of my replies to be this absurdly long. There is no TL;DR.