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Death in Ashes of Creation.

I think that dying should always have a negative effect on your character. Things like the loss of EXP and equipment.

With no exceptions, not even during PVP siege events or caravan attacks etc.

I feel like it just fits the more hardcore type MMO world that Ashes of Creation is aiming to be.

This will make choices carry more weight and people will think twice before doing something reckless.

It would also benefit the economy since it would force players to repair and make new gear constantly even while doing PVP.

I believe that making death just a minor inconvenience is a mistake.

What are your thoughts about this?

Comments

  • SaabynatorSaabynator Member
    edited February 16
    AoC is not that hardcore - a big thanks for AoC devs for that. Losing the stuff you gathered, that you arent carrying as equipment (and coins i believe?), I feel is plenty enough. Losing XP in PvP would be downright shitty IMO - especially in PvP. It would kill the fun for a lot of people. Imagine having to go xp for a couple of days after a PvP raid, just to get upto max level again. I remember the early days of raiding Hell & Fear in EQ1. Sometimes you'd lose 2-3 levels trying that! That was a ton of hours to get back up.
  • I don't think you have to be reckless to die.
    The girl watched the last of the creatures die and murmured a soft 'Thank you' to her rescuer.

    The stranger's eyes lifted to the blood red cloud on the horizon.

    'We have to move. It's not safe here.'
  • SathragoSathrago Member, Alpha Two
    edited February 16
    https://ashesofcreation.wiki/Death_penalties

    It would be best if you check out that wiki, it keeps all the info collectively given to us.

    Now there is one point you did make that I agree with in the context of Caravans specifically. I do not want them to remove death penalties from caravans, as it incentivizes people to "double load" their caravans. Meaning, they completely fill their inventories with materials as well as the caravan, if the caravan is destroyed they at least get half of it there. If they die, they just run back to the caravan and keep being protected. This effectively reduces the amount of caravans people will have to run, and id rather there be more than less.
    8vf24h7y7lio.jpg
    Commissioned at https://fiverr.com/ravenjuu
  • AszkalonAszkalon Member, Alpha Two
    What are your thoughts about this?


    Dying should not reduce your EXP and even set Levels backwards down. The Possibility of Griefplay is there in Ashes, like in pretty much most MMO's,

    and the People who would get caught up by others who decide to troll their levelling Area's for Days, Weeks - and maybe Months on End, would end up pretty f~ed in the long run.


    Also People will already lose Stuff from their bags when they are killed, if i have understood this right.

    Stuff like the most treasured Pieces of Gear should only be able to get lost, if you have a high Corruption Level or Corruption at all. There is already enough Risk in the Game without making every Death a WoW-Hardcore-like Experience.


    While Ashes will not be DarkSouls, holey Moley i can already see Newbie-People die in Droves. Running into rare, powerful Mobs that will entirely obliterate them,

    being overrun by Mechanics in the System like stronger, bigger Spiders or so spawning when You kill a few smaller Ones,

    or simply by being ambushed by other Players and entirely blown and chopped into bits. (lol)



    Death will be a Visitor in Ashes. A Visitor that might visit Players more often than they will expect. ;)
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • TheDarkSorcererTheDarkSorcerer Member, Alpha Two
    edited February 16
    Fully against it. If you are an experienced player this won't be an inconvenience for you. But for new players this would be a major turn-off where dying is very common while getting to know the game. I want for people to come join AoC and have fun and stay for a long time. First impression is everything, and this is not it.


    "would force players to repair and make new gear constantly" I don't want to have to run to the city every hour to repair. I want to explore and go on adventures.
    m6jque7ofxxf.gif
  • AszkalonAszkalon Member, Alpha Two
    Fully against it. If you are an experienced player this won't be an inconvenience for you. But for new players this would be a major turn-off where dying is very common while getting to know the game.

    Right ? I can even imagine it making Players give up on playing the Game. If they get ganked several times in a Row by Playerkillers or simply punished for being done in by the Game's Mechanics,

    the Moment they get the Impression that it is useless to even try getting anywhere in the Game, it's usually over.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • SnowElfSnowElf Member, Alpha Two
    Hmm.. I'm on the fence with this one. Why would we only stop at losing experience or items? What if players wanted to also murder other players for their mounts and not just their amrors?

    I do think that players should lose -some- type of items upon death, such as crafting materials. I do not think that they should lose armors though - armors which may often be soulbound anyway to begin with.
  • OtrOtr Member, Alpha Two
    I think that dying should always have a negative effect on your character. Things like the loss of EXP and equipment.

    With no exceptions, not even during PVP siege events or caravan attacks etc.

    I feel like it just fits the more hardcore type MMO world that Ashes of Creation is aiming to be.

    This will make choices carry more weight and people will think twice before doing something reckless.

    It would also benefit the economy since it would force players to repair and make new gear constantly even while doing PVP.

    I believe that making death just a minor inconvenience is a mistake.

    What are your thoughts about this?

    I agree. Maybe not on each death but often enough players should repair gear and have backup gear in the node.
  • Sir SmoothSir Smooth Member, Alpha Two, Early Alpha Two
    Have fun in boss fights where dying over and over is common as you learn the boss mechanics. It would be the law of diminishing returns. Each attempt would be less successful, not more.
  • hakuruhakuru Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I agree with the above. Games should encourage exploring and trying new stuff out. With the loss of XP or equipment most ppl would be held quiet a bit back while playing.

  • AszkalonAszkalon Member, Alpha Two
    Death is but temporary.

    But the Thought of being intentionally held back by EXP Loss - is forever.

    (lol)


    I can see so many Downsides on this - and only about no Upside. It would be one thing if Players could "choose" this as an Option. But otherwise it will lead only to Frustration and negative Feelings.
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • Sir SmoothSir Smooth Member, Alpha Two, Early Alpha Two
    I think players should look beyond the fighter type roles. There will be payers who wish to develop the economic nodes, religious nodes, and scientific nodes. These players are simply not equipped to be doing PVP and serve as an easy "kill" for those wishing to do battle with anyone they come across. AoC must find a way to balance the various players or else all nodes will eventually be made up of heavily armored fighter type players.
  • FlankerFlanker Member, Alpha Two
    I guess the death penalty should apply only if you choose to respawn. If you get resurrected by a healer, it should be fine. What do you guys think?
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  • AszkalonAszkalon Member, Alpha Two
    Flanker wrote: »
    I guess the death penalty should apply only if you choose to respawn. If you get resurrected by a healer, it should be fine. What do you guys think?

    This could be nice for PvP Cases. Like when You choose to respawn endlessly, you gotta pay some Price for swarming People with Numbers and Waves of always returning Players. 😁
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • FlankerFlanker Member, Alpha Two
    Aszkalon wrote: »
    This could be nice for PvP Cases. Like when You choose to respawn endlessly, you gotta pay some Price for swarming People with Numbers and Waves of always returning Players. 😁

    Yeah, imo this was a problem in New World as there was basically no serious death penalty and players could respawn forever with little to no repercussions
    n8ohfjz3mtqg.png
  • SaabynatorSaabynator Member
    edited February 26
    Flanker wrote: »
    I guess the death penalty should apply only if you choose to respawn. If you get resurrected by a healer, it should be fine. What do you guys think?

    Thats fine for PvE. For PvP that would suck. It would give a way to big penalty, for the person getting PvP'd.
  • JusCallMeSynJusCallMeSyn Member, Alpha Two
    I think that dying should always have a negative effect on your character. Things like the loss of EXP and equipment.

    With no exceptions, not even during PVP siege events or caravan attacks etc.

    I feel like it just fits the more hardcore type MMO world that Ashes of Creation is aiming to be.

    This will make choices carry more weight and people will think twice before doing something reckless.

    It would also benefit the economy since it would force players to repair and make new gear constantly even while doing PVP.

    I believe that making death just a minor inconvenience is a mistake.

    What are your thoughts about this?


    I agree with the idea that deaths should have some sort of a penalty but only with consecutive deaths. Such as if you die 3 times back to back within a certain time frame then there should be a penalty. Like a slight loss in gold and/or a few crafting materials, but NEVER XP this would make that game very annoying to play if you're not someone fairly familiar with MMOs. Especially when dealing with ganking or just PvP in general. I think it can be fair to the player to lose a bit more of gold and/or crafting materials when dying consecutively in PvE and significantly less in PvP. Thoughts?
  • DiamahtDiamaht Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    edited February 26
    I think that dying should always have a negative effect on your character. Things like the loss of EXP and equipment.

    With no exceptions, not even during PVP siege events or caravan attacks etc.

    I feel like it just fits the more hardcore type MMO world that Ashes of Creation is aiming to be.

    This will make choices carry more weight and people will think twice before doing something reckless.

    It would also benefit the economy since it would force players to repair and make new gear constantly even while doing PVP.

    I believe that making death just a minor inconvenience is a mistake.

    What are your thoughts about this?

    Extreme death penalties cause two things to happen:

    1) It prevents pvp. People will be far less likely to ever pvp unless the odds are well in their favor. So mob rule.

    2) It turns off large numbers of people to your game. Less people also means less pvp.

    The more extreme the death penalty the more severe both of these consequences become.

    What happens on death definitely shouldn't be nothing, but we have to be careful not to destroy interest in the process.

    I'm actually ok with durability decay, like they had in Star Wars Galaxies. Your gear has durability which decreases when you die. At zero you have to repair. After repair the max durability goes down, so eventually the gear has to be discarded and replaced. This is a great way to get gear out of the game, making way for new gear. Otherwise the only way gear leaves is to increase the level cap and invalidate everyone's stuff. I'm hoping ashes can avoid that hampster wheel.

    Exp loss is a hard no for me. I don't have time to relevel all the time.

    Edit: Level Loss is a hard no, i mean. Losing exp points is fine but having to regain levels is too much, I think.
  • DepravedDepraved Member, Alpha Two
    I think that dying should always have a negative effect on your character. Things like the loss of EXP and equipment.

    With no exceptions, not even during PVP siege events or caravan attacks etc.

    I feel like it just fits the more hardcore type MMO world that Ashes of Creation is aiming to be.

    This will make choices carry more weight and people will think twice before doing something reckless.

    It would also benefit the economy since it would force players to repair and make new gear constantly even while doing PVP.

    I believe that making death just a minor inconvenience is a mistake.

    What are your thoughts about this?

    aoc can be hardcore without having to constantly re-make the same gear. thats really boring. farm 5000 hours of pve, so you can pvp for 10 mins, then die, go back to your warehouse and pull out the same gear that you just lost out of the 500 sets you farmed. whats the point?
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