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Exp debt and dampening at max level

ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
I am all for testing this in the spirit of an alpha and giving feedback, however my feedback is unfortunate a bit negative

I don't agree that at max level you should incure debt and dampening of stats due to dying, I think that a stat dampening debuff on death with a timer like ress sickness is a far better idea, but once you are max level having to work off dampening just for dueling in the alpha feels pretty bad, I do love the aspect that death is not just over looked in this game but I would like to see it implemented in a different way, it's already punishing enough to drop resources on death.

After grinding 120 hours to 25 grinding away your stat dampening after hitting max level just feels bad, however if this is giving good feedback to intrepid why not :)

Comments

  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    I disagree completely and would lament the idea of EXP 'loss' or EXP debt being removed from the max level of any test in Ashes.

    I didn't like when EXP loss on death was removed from Throne and Liberty, but I understand why people feel too forced to play cautiously before max level.

    I would have left EXP loss active in PvE content at max level in that game. I therefore completely oppose the idea of a game that has EXP debt active during leveling but then removes it at max level, since that seems completely backward to me.

    I'd be fine with Max level being the point where it stops being exp Debt and just subtracts directly from the exp bar first, so you could 'stockpile' exp and just not care, but also not zombie-zerg yourself at stuff infinitely.
    "I blame society."
    "For what...?"
    "Just about everything, really."
  • ChicagoChicago Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
    Azherae wrote: »
    I disagree completely and would lament the idea of EXP 'loss' or EXP debt being removed from the max level of any test in Ashes.

    I didn't like when EXP loss on death was removed from Throne and Liberty, but I understand why people feel too forced to play cautiously before max level.

    I would have left EXP loss active in PvE content at max level in that game. I therefore completely oppose the idea of a game that has EXP debt active during leveling but then removes it at max level, since that seems completely backward to me.

    I'd be fine with Max level being the point where it stops being exp Debt and just subtracts directly from the exp bar first, so you could 'stockpile' exp and just not care, but also not zombie-zerg yourself at stuff infinitely.

    Yeah fair points, I guess there are positives and negatives, I just think that at max level there are so many other systems that are so insanely difficult to progress in this game and we have only seen a tiny few of them at LVL 25 that not every single system in the game needs to be punishing to a point that it just becomes tiring, want to duel your friends? To bad you can't because you have stat dampening from last time you wanted to do some casual duels
  • DezmerizingDezmerizing Member, Alpha Two
    Perhaps just implementing a proper dueling system (which I assume is the plan in general, it would just be weird otherwise) would solve this issue?
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  • GizbanGizban Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
    I thought stat dampening only came with corruption?
  • OtrOtr Member, Alpha Two
    Experience and dampening make more sense at high level which is the normal way to play the game.
    Should exist even if leveling time is reduced to a few hours.
    It's purpose is to care to avoid death.
  • Terranigma1Terranigma1 Member, Alpha Two
    edited January 12
    Otr wrote: »
    It's purpose is to care to avoid death.

    The relevant question ist yet, whether it needs so many punishing systems stacked on each other to get the point across that you should avoid dying because it costs you. And the second question is in how far each of these systems make Ashes a better - more fun - game.

    I might overlook something, but death currently means: (i) You lose time, because you have to walk back to your corpse. (ii) You lose time, because you acquire XP debt you have to work off. (iii) You are weakened by stat dampening. (iv) You lose mats/ gold. (v) You risk the chance of losing more mats / gold due players looting you. (vi) You lose gold due to repair costs.

    Again, I might have even missed something. Depending on how you count, dying means you get up to six penalties which clearly communicate: "Watch out, don't die." My impression is that so far Intrepid follows a 'more is better'-approach here, i.e. the more penalties there are the more risky and challenging the game feels. Thus you could ask, why stop here - we could ask for even more penalties to underline the point that dying should feel punishing even more. But I assume you'll eventually reach a point where aside from masochists - no offense - the vast majority of people would say it's just too much. So there seems to be a limit on how punishing death should feel.

    From this perspective, I think you could easily remove single penalties from the game without altering the core idea that death should matter and without making death feeling irrelevant. Heck, I mean: most MMO players are above 30 years old and the most precious resource they have is lifetime. Simply having to walk back to your corpse and having to repair you gear would feel very punishing for many. Anyway. Personally I'd like Intrepid to take a closer look at all these penalties and ask, why it is exactly these combined roughly six penalties they consider to be meaningful and fun. Why not seven or eight, why not five or four?
  • OtrOtr Member, Alpha Two
    I might overlook something, but death currently means: (i) You lose time
    You bought the game without knowing about these mechanics?
    There is an mmo where things happen faster :)
    https://www.youtube.com/watch?v=qivbLM3Ycv0
    Yet it has PvP too
    https://steamcommunity.com/sharedfiles/filedetails/?id=1918378481
    https://steamcommunity.com/sharedfiles/filedetails/?id=1569404817
  • Terranigma1Terranigma1 Member, Alpha Two
    edited January 12
    Otr wrote: »
    You bought the game without knowing about these mechanics?

    Where did I say I didn't know about it? I know about it and that's why I criticize this design decision. That's like the point of this forum, to provide perspectives on the game.
  • OtrOtr Member, Alpha Two
    Otr wrote: »
    You bought the game without knowing about these mechanics?

    Where did I say I didn't know about it? I know about it and that's why I criticize this design decision. That's like the point of this forum, to provide perspectives on the game.

    I see. I did my best to not combat your opinion so I just asked if you knew or not what you are getting into.
  • VolgarisVolgaris Member, Alpha Two
    Full loot drop on death and exp loss w/ level loss. The more people you kill the stronger you get, inverse corruption. But you have to keep killing, or you start dropping loot.
  • VeeshanVeeshan Member, Alpha Two
    Perhaps just implementing a proper dueling system (which I assume is the plan in general, it would just be weird otherwise) would solve this issue?

    you want to duel u spawn a 10s caravan and have one side join attacker and the other defender and there 0 stat penalty for deaths in caravan fight, drive it out of the away or use a summon beakon to spawn it somewhere random and have your fights with 0 penalties
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