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Full loot

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There will not be a full loot (full drop) system in Ashes of Creation.[1]

There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[1]Steven Sharif

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[4][5][6][7][8]

  • These ash piles are immediately lootable by any player.[5]
We have the concept of introducing flagging as a part of looting a body that is not a member of your raid, party, or guild; and if you do loot that body successfully after the required time you will be flagged and then can become a valid target in PvP.[10]
  • The developers intend to have a visual callout and a minimap indicator to identify a player's own loot pile.[11]
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.[15]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.[16]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[16][17]
  • Death by falling is possible.[21]
    • 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.[21]

Death penalties

Player death in an open world dungeon in Alpha-1.[25]

There are three primary consequences for dying; and obviously the way you die can influence the balance of those three consequences. First and foremost is you have a death debuff that lasts for you know anywhere from 5 to 10 minutes depend depending on how often you've died. That death debuff is going to have some stat and dampening effects. It's going to influence you negatively. The second thing that you have that happens to you is you acquire experience debt. Experience debt is something that lives on your progression tracker. This is experience debt that you need to go and gain experience in order to recover. Okay, now experience debt- the more you accumulate, the more impact it has stat dampening on your efficacy in battle and this is efficacy in battle with PvP or PvE. It doesn't matter. Now, the ceiling for that is, if you accrue 100% experience debt within a level, you're going to have to work off that 100% experience debt; and you will have roughly 20% max ceiling on how much your efficacy is curbed. The third thing that happens on death is that you drop parts of your material inventory: a percentage of your material inventory. Now, you could drop potentially completed items if you're corrupt when you die, so it depends the state in which you're dying. If you're when you die: if you're participating in PvP, you will suffer less consequences across the board for those three things.[26]Steven Sharif

Objective-based PvP events accumulate lesser amounts of experience debt on death, but other penalties remain.[26][47] Previously it was stated that death penalties are not applied to event-based deaths.[48][31][49][50][51][52]

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[46]

  • These penalties will be less than those for a green player.[54]
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.[27]Steven Sharif

See also

References

  1. 1.0 1.1 Livestream, July 26, 2019 (1:22:50).
  2. Video, February 29, 2024 (19:35).
  3. Video, May 31, 2024 (1:02:35).
  4. Livestream, September 24, 2021 (51:20).
  5. 5.0 5.1 5.2 Livestream, March 26, 2021 (1:07:33).
  6. 6.0 6.1 a419c5398b542a713545e4f393d67215.png
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Podcast, May 5, 2017 (43:05).
  8. 8.0 8.1 Interview, July 18, 2020 (27:11).
  9. Alpha-2 update notes: 2024-11-14.
  10. 10.0 10.1 Interview, November 10, 2024 (1:01:13).
  11. Interview, November 10, 2024 (1:03:05).
  12. 12.0 12.1 Interview, November 10, 2024 (59:42).
  13. Podcast, July 15, 2023 (26:31).
  14. Livestream, April 28, 2023 (1:18:48).
  15. Podcast, July 15, 2023 (28:28).
  16. 16.0 16.1 Livestream, January 29, 2021 (1:24:27).
  17. Livestream, September 27, 2018 (47:46).
  18. vaknar-gold.png
  19. Livestream, November 30, 2023 (1:52:37).
  20. 20.0 20.1 20.2 Interview, September 10, 2023 (53:47).
  21. 21.0 21.1 Livestream, February 25, 2022 (1:06:45).
  22. 22.0 22.1 Livestream, April 29, 2022 (1:08:27).
  23. Livestream, July 28, 2017 (50:22).
  24. Interview, November 10, 2024 (1:44:06).
  25. Livestream, March 28, 2020 (1:58:24).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Podcast, October 12, 2024 (33:12).
  27. 27.0 27.1 27.2 27.3 Livestream, March 29, 2024 (3:21).
  28. Livestream, May 19, 2017 (13:37).
  29. 29.0 29.1 Livestream, December 2, 2022 (1:26:02).
  30. Livestream, October 28, 2022 (26:48).
  31. 31.0 31.1 31.2 31.3 Livestream, October 28, 2022 (24:28).
  32. CC effects do notapply to non-combatants.png
  33. Podcast, April 23, 2018 (51:31).
  34. Livestream, May 22, 2017 (42:33).
  35. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  36. 36.0 36.1 Interview, February 7, 2021 (13:14).
  37. Interview, July 29, 2020 (16:46).
  38. 38.0 38.1 38.2 Interview, July 18, 2020 (41:54).
  39. Livestream, November 17, 2017 (35:20).
  40. Interview, May 11, 2018 (15:41).
  41. steven-corruption-gear-drop.png
  42. Interview, April 27, 2017 (9:28).
  43. Interview, October 14, 2024 (31:35).
  44. Livestream, June 25, 2021 (1:15:37).
  45. corruption.jpg
  46. 46.0 46.1 Interview, July 9, 2023 (36:56).
  47. 47.0 47.1 Video, May 31, 2024 (1:02:06).
  48. Livestream, February 24, 2023 (1:29:45).
  49. 49.0 49.1 Livestream, June 30, 2022 (1:14:52).
  50. 50.0 50.1 Livestream, August 27, 2021 (1:22:56).
  51. Livestream, December 22, 2020 (1:13:51).
  52. Livestream, May 5, 2017 (14:26).
  53. Livestream, May 15, 2017 (36:23).
  54. Interview, July 9, 2023 (38:03).