Death penalties

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Player death in an open world dungeon in Alpha-1.[1]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif

  • Non-combatant (green players) suffer normal death penalties, which include:[3]
    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.[12]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[25][26][27][28]

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.[28]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[24]

  • These penalties will be less than those for a green player.[30]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Experience debt

Experience debt (negative experience) is a death penalty that scales to approximately 2 or 3 percent of the total XP for a max level player (subject to change based on testing).[31][5][2][4]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[2]Steven Sharif
  • Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[2]
Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice.[31]Steven Sharif
  • Skill points accrue at specific XP milestones to avoid creating an imbalance with experience debt.[32]
  • Experience debt is paid down by the player gaining experience. This applies even to max-level players. Rested experience will increase the rate that the debt is paid back.[35]
Q: Does experience debt at max level interact with rested experience? So, let's say I have experience at max level, will I be able to use rested experience to gain the experience back?
A: Yes. Rested experience is a modifier that occurs when you first receive the experience and then after that modifier happens where that experience goes to buy down the debt is what happens. So, if you have rested experience and you have experience debt and you go out to collect experience, you will be working that debt off faster because of the rested experience.[35]Steven Sharif

Skill and stat dampening

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.[6][7][8][9][10]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[41][42][15][3][16]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[46]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[47]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[47][48]
  • Death by falling is possible.[52]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[52]
  • Death by drowning is possible.[53][54]
    • Players that drown will respawn on shore.[53]

Respawning

Non-corrupt players always respawn at the closest active respawn point (to their death).[22]

  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[21]
  • There will not be custom respawn points that can be placed in the world.[56]
  • Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[22]
That has to do with the lore behind death and resurrection and what it means to have your soul connected as a conduit of that spark of life given from the Goddess of Creation, being that phoenix type of avatar; and if corruption has moved into an area and an event has started, the access to those ley line oriented respawn points may be obscured- might not be accessible. So that could create some additional distance that needs to be traveled as part of these types of events.[22]Steven Sharif

Respawn lore

Alpha-2 player death animation.[57]

The lore behind how death and resurrection exists within Ashes of Creation is the concept of this Avatar of the Phoenix being represented of the Goddess of Creation, from which all life on this plane has has come from essentially... Because when you do get reborn it's that connection with your soul to the essence that binds you with the Goddess of Creation that brings that spark of the of that Avatar of the Phoenix back and brings you to life through that manipulation of the essence. So this is a little update on the ash effect.[41]Steven Sharif

Characters entering into the world of Verra are empowered with the spark of life that comes from the Goddess of Creation. This spark houses a portion of what represents their mortal coil/soul and their conduit to The Essence.[58][41][42][59] When a character dies they disintegrate into ashes, in accordance with the mythology of the cycle of life, death, and rebirth that is associated with the celestial avatar of the Goddess of Creation, the phoenix.[41][42]

  • The ash pile conveys the location of the body, so that the character may be selected for resurrection.[41]
  • The ash pile is also interractible to allow players to loot any dropped items.[41][42]
  • This effect applies to players and not mobs.[41]

The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence.[42]Steven Sharif

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[61][62]

  • Dying removes a significant portion of a player's corruption score.[63]
  • Gaining experience will also slowly reduce a player's corruption score.[64][8][61]
    Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[64]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[65][63]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[66]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Durability loss

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[13]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[68]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[70]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[68]Steven Sharif

Player flagging

The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[77][78][79][80]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[79]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[81]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[82]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[83][84]
  • Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[85]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[86]

  • Non-combatant (green)
    • All players start as non-combatants.[62]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[87][88]
    • Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[89]
    • Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[8]
    • Non-combatants will not be flagged for looting bodies.[43]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[90][91]
If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[91]Steven Sharif
  • Combatant (purple)
    • Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[90][92][62]
    • Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[86]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[6][94][95][96]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[62]
    • Players are not able to manually set their flagging status to combatant.[92]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[97]
    • Players cannot log out while flagged as combatants.[98]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[2]Steven Sharif
  • Corrupted (red)
    • If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[99][83][80]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[99]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[7][8][36][17][86]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[7][8][36][17][86]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[80]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[62]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[100]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[6][98]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[89]Steven Sharif

See also

References

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  101. flagging.jpg
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