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. – Steven Sharif
- A non-combatant (green player) who dies suffers normal penalties, which include:
- A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.
- A corrupt (red player) suffers penalties at three or four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:
- Death penalties do not differ between PvP and PvE, but this is subject to change.
- Death by drowning is possible.
- An alternate way to remove corruption is through religious quests. These quests are considered time sinks.
- Players can participate in open world PvP with one another without having to resort to murder.
- The penalties are intended to be severe enough to deter any type of spawn camping.
- Non-combatant (green)
- Combatant (purple)
- Non-combatants entering an open world battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.
- Players are flagged as combatants if they attack another player. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.
- Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.
- Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.
- Corrupt (red)
- If a combatant player kills a non-combatant player, they will be flagged as corrupt.
- Corruption mutliplies death penalties and reveals a corrupt player's location to bounty hunters.
- A player’s corruption score increases with each non-combatant player killed.
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
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. – Steven Sharif
An "affiliation tree" is still under development that determines which entities can participate in attacks against other entities within its hierarchy.
There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship. – Steven Sharif
- Livestream, 9 July 2018 (20:41).
- Podcast, 23 April 2018 (49:21).
- Podcast, 5 May 2017 (43:05).
- Livestream, 19 May 2017 (13:37).
- Livestream, 27 September 2018 (47:46).
- Livestream, 17 November 2017 (35:20).
- Interview, 11 May 2018 (15:41).
- Interview, 27 April 2017 (9:28).
- Interview, 11 May 2018 (3:43).
- Livestream, 15 May 2017 (36:23).
- Livestream, 28 July 2017 (50:22).
- Interview, 27 April 2017 (0:17).
- Livestream, 4 June 2018 (2:18).
- Livestream, 12 May 2017 (24:52).
- MMOGames interview, January 2017
- Livestream, 17 November 2017 (29:45).
- Livestream, 31 October 2018 (44:12).
- Interview, 11 May 2018 (58:07).
- Podcast, 11 May 2018 (51:39).