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Skill and stat dampening
(הופנה מהדף Stat dampening)
קפיצה לניווט
קפיצה לחיפוש
Skill and stat dampening penalties are applied when a player dies or when they gain corruption. This causes negative effects, such as a reduction of health and mana.[1][2][3][4][5]
- Reaching maximum experience debt for a level can result in roughly 20% stat dampening for that character. This percentage is expected to be highly variable.[6]
- Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[6] – Steven Sharif
- Non-combatant players accrue skill and stat dampening on death at twice the rate of combatants.[1][2][3][4][5]
- Corrupted players gain skill and stat dampening as soon as corruption is gained. This increases each time corruption is gained until they ultimately become ineffective at PvP combat.[7][8][1][2][3][9][10][11][12][4][5][13]
עונשי מוות
- Non-combatant (green players) suffer normal death penalties, which include:[13]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[6][16]
- Skill and stat dampening, such as Lower health and mana.[6][1][2][3][4][5]
- Reduction in loot drop rates from mobs.[17]
- Durability loss.[18][19][13]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[18] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on אלפא-2 testing.[6][20][21][22][23][13] Glint drops as stolen glint on death.[20]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[21]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[13]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[2][9]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[9][24][2][9][25][13]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[26] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[27] Non-corrupt players always respawn at the closest active respawn point (to their death).[28]
- Corruption penalties occur as the corruption is gained (not just at death).[7]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[29]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[30][31][32][33]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[33] – Steven Sharif
- שחיקה של ציוד applies on death during קרב קרוואן.[31][32]
- Previously it was stated that death penalties do not differ between PvP and PvE.[34]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[29]
- These penalties will be less than those for a green player.[35]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[6] – Steven Sharif
- Reduction in gear proficiency.[13]
שחיתות
If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[37][38][39] Corruption gained for killing controlled entities is a lower value than killing players.[37] Player corruption has been referred to as a status condition.[40]
- There is no incentive to go corrupt... There's zero incentive for a player to go red. It actually gives you negatives for doing that- very significant downsides.[41] – Steven Sharif
- The goal of the corruption system is to keep risk alive while significantly curtailing or deterring the ability for players to grief other players.[2][42]
- It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[42] – Steven Sharif
- A player's corruption score (corruption value) increases with each non-combatant player killed.[2][8][9][43] Corruption score has a scaling impact on the efficacy of a character's skills in PvP combat.[1][44] The higher the corruption score:
- The more skill and stat dampening applies until the corrupt player ultimately becomes ineffective at combat.[1][2][3][4][5][13] This dampening only affects PvP combat.[12]
- The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[5] – Steven Sharif
- The higher chance of dropping of carried raw materials and gear (כלי-נשק and שריון) when the corrupted player dies.[2][9][4][24][5]
- If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[45] – Steven Sharif
- Corruption penalties occur as the corruption is gained.[7]
- Reward without risk is meaningless... Corruption is just another word for risk.[46] – Steven Sharif
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[2][3][8][9][43]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[8] – Steven Sharif
- Corrupt players suffer death penalties at four times the rate of a non-combatant.[2][9]
- עונשי מוות for corrupt players apply in every location, including naval PvP zones.[29]
- You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[47] – Steven Sharif
- Corrupted players remain corrupted when they enter naval PvP zones.[29][48][49]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during אלפא-2.[40]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[54][55]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[54]
- Player to player trading, interacting with vendors or דמויות ללא שחקן, and the ability to access storage is disabled for corrupted players.[56][2][57]
- Previously it was stated that corrupted players could not store items in public warehouses but could utilize private storage within their freehold.[2][57]
- Corrupted players will still be able to enter and leave their freehold buildings but may not deposit or withdraw items from storage.[56]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[1][58]
- Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
- A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[59] – Steven Sharif
- Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
- A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[60] – Steven Sharif
- Players do not lose gold upon death, no matter their corruption level.[61]
- Player corruption is different to the corruption found in corrupted areas.[62][63]
- Corruption has a visible effect on a player’s appearance.[64]
See also
הפניות
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 שידור חי, 2022-10-28 (26:48).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 שידור חי, 2022-10-28 (24:28).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 פודקאסט, 2018-04-23 (51:31).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 שידור חי, 2017-05-22 (42:33).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 שידור חי, 2024-03-29 (3:21).
- ↑ 7.0 7.1 7.2
- ↑ 8.0 8.1 8.2 8.3
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 רֵאָיוֹן, 2020-07-18 (41:54).
- ↑ 10.0 10.1
- ↑ רֵאָיוֹן, 2018-08-24 (8:35).
- ↑ 12.0 12.1 רֵאָיוֹן, 2018-05-11 (5:05).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 פודקאסט, 2017-05-05 (43:05).
- ↑ שידור חי, 2020-03-28 (1:58:24).
- ↑ פודקאסט, 2018-04-23 (49:21).
- ↑ שידור חי, 2017-05-19 (13:37).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 18.0 18.1 רֵאָיוֹן, 2021-02-07 (13:14).
- ↑ רֵאָיוֹן, 2020-07-29 (16:46).
- ↑ 20.0 20.1 רֵאָיוֹן, 2023-09-10 (53:47).
- ↑ 21.0 21.1 שידור חי, 2022-12-02 (1:26:02).
- ↑ רֵאָיוֹן, 2020-07-18 (27:11).
- ↑
- ↑ 24.0 24.1 שידור חי, 2017-11-17 (35:20).
- ↑ רֵאָיוֹן, 2018-05-11 (15:41).
- ↑
- ↑ רֵאָיוֹן, 2017-04-27 (9:28).
- ↑ שידור חי, 2021-06-25 (1:15:37).
- ↑ 29.0 29.1 29.2 29.3 רֵאָיוֹן, 2023-07-09 (36:56).
- ↑ שידור חי, 2023-02-24 (1:29:45).
- ↑ 31.0 31.1 שידור חי, 2022-06-30 (1:14:52).
- ↑ 32.0 32.1 שידור חי, 2021-08-27 (1:22:56).
- ↑ 33.0 33.1 שידור חי, 2020-12-22 (1:13:51).
- ↑ שידור חי, 2017-05-15 (36:23).
- ↑ רֵאָיוֹן, 2023-07-09 (38:03).
- ↑ וִידֵאוֹ, 2020-05-31 (5:29).
- ↑ 37.0 37.1 שידור חי, 2022-10-28 (1:35:36).
- ↑
- ↑ 39.0 39.1
- ↑ 40.0 40.1 שידור חי, 2022-07-29 (1:07:20).
- ↑ שידור חי, 2023-05-31 (1:30:45).
- ↑ 42.0 42.1 שידור חי, 2022-10-28 (13:53).
- ↑ 43.0 43.1 MMOGames interview, January 2017
- ↑
- ↑ פודקאסט, 2021-04-11 (38:31).
- ↑
- ↑ שידור חי, 2020-01-30 (1:40:48).
- ↑
- ↑ רֵאָיוֹן, 2017-04-27 (0:17).
- ↑
- ↑ רֵאָיוֹן, 2019-04-22 (54:40).
- ↑ שידור חי, 2017-11-17 (29:45).
- ↑ 54.0 54.1
- ↑ רֵאָיוֹן, 2017-04-27 (1:18).
- ↑ 56.0 56.1 שידור חי, 2023-02-24 (1:12:24).
- ↑ 57.0 57.1 שידור חי, 2021-04-30 (1:14:49).
- ↑
- ↑ שידור חי, 2021-08-27 (1:20:09).
- ↑ שידור חי, 2021-08-27 (1:20:51).
- ↑
- ↑ שידור חי, 2023-03-31 (54:22).
- ↑ שידור חי, 2021-06-25 (1:32:24).
- ↑ רֵאָיוֹן, 2017-02-01 (39:33).