See Death penalty
Currently we have no plans to implement anything such as "perma-death" or have an XP penalty.
The current death penalty is a stacking stat debuff that lasts for a set period of time. Resurrection spells used by players will decrease the duration of this penalty somewhat, but not completely.
This, of course, may change throughout beta.
- From Jayde on AoC Forums Mar 9th, 2007, 11:20:05
The game will not feature perma-death. But if you find enough likeminded, adventurous players who are looking for that extra-thrill you could of course organise such arena fights yourself and just have the loser delete his char right after he gave all of his inventory to the winner.
I'm sure you could also take bets on such fights and I also think that quite a few spectactors would come to see such battles. Might be a good source of gold for someone who is willing to organise such a thing ("Aquilonian fightpromoter Donius Kingus presents: Pitfights to the death").
- From Tarib on AoC Forums Dec 29th, 2006, 18:55:06
There is a special form of "death" in PvP - with less "downtime" as a result of dying. Details will be given closer to launch.
Heh, as I've posted a couple of times, you won't be seeing perma death in Age of Conan. We just dont feel its fun to have your character 'die' like that, espcially in an online situation where everything from your ISP to a powercut could wipe out days, weeks or months of your characters development.
- From Silirrion AoC Forums Jun 15th, 2006, 16:59:38
On the subject of our 'friends' the notorious griefers, alas they will always exist. For some reason some people just get their kicks making others miserable. However we do have extensive experience in dealing with such situations, and our customer support staff and GMs will of course help all they can. We can never hope to rid a game of all 'griefers' but we can for sure make sure that we make their lives extremely difficult
- Gamespy, 17th May 2005 (Gaute Godager)
The way we handle death is that you will never lose any items or experience, but there is a detrimental effect on some items and on certain skills. None of these effects are permanent. The intention is that you should be somewhat "afraid" to die, but the result shouldn't be serious enough that you stop playing from irritation. On the other side, you shouldn't be blasé about your death, treating it as a means of travel or whatnot. Balance testing will show if we differentiate between PvP and PvE. Getting it all right will take some time, but we are working on different versions. The tools we play with are temporarily losing some skills, and making items deteriorate on death - basically what you see in most other online RPGs, but with our own twists...
- IGN, 22th July 2005 (Gaute Godager)
Well, imagine working for months, maybe a year on your character, getting it up to a high level with the best equpiment etc etc.. And you are going out on a raid.. Just as the raid start, something happens, you get a mega lag.. The mobs don't realize that, and hack on you as normal.. You die, you loose your character and all the work you have put in it permanently.
We also have the risk of griefers sending you offline for good this way.. Say you are in the fields hunting rabbits, and some dude come with a full train of mobs who decide to have a taste of you instead (yeah I know.. bad AI, but it is just an example)..Would you say 'oh well' and make a new character? I have a feeling that in most cases, we would have lost a player there.
Permadeath is a great option in some games as it makes the gameplay more exiting and risky, but I think there are to many factors against it, to have a pure permadeath system in an MMO.
- Forums, 12th August 2005 (Mjoellnir)
All monsters, humans and whatnot have several types of fatality moves enabled. This means, basically, that you can die in several horrible, graphic ways. This also means that you can do this to others. Depending on which monster it is, and how they get killed, different types of fatalities will be used including dismemberments and beheadings.
- Ogaming, 20th January 2006 (Gaute Godager)