玩家標記

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野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[1]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[2]
  • 腐化懲罰的嚴厲程度將能足以阻止一切死守復活點的行為。[3]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[4]

  • 非戰鬥員 (綠色)
    • 所有玩家一開始都是非戰鬥員。[5]
    • 強制攻擊 ( 如範圍技能) 將不會命中非戰鬥員玩家。[6]
    • 若綠色玩家被怪物擊殺 (致命一擊由怪物造成),曾對該玩家造成傷害的玩家不會被標記成腐化。不過由於攻擊者不會看到目標的生命值 (隊伍團隊同盟公會成員除外),因此攻擊他人將代表有機會擊死目標,並變成腐化[7]

這個設計的重點是,除了你的隊伍、同盟、公會或團隊成員外,你都不能準確掌握對方的生命值。因此如果你想要陰險地攻擊其他玩家至接近死亡,然後讓怪物尾刀的話,你就有機會造成過量傷害,並變成腐化。[7]Steven Sharif

  • 戰鬥員 (紫色)
    • 非戰鬥員進入開放世界戰場時,會自動被標記成戰鬥員。標記在離開戰場後仍會持續一定時間。[4]
    • 強制攻擊其他玩家時,會被標記成戰鬥員。被攻擊的玩家還擊時,也會被標記成戰鬥員,否則會維持非戰鬥員身分。[5]
    • 非戰鬥員以補血、施加增益效果等方式與戰鬥員牽連時,會被標記成戰鬥員。[8]
    • 非戰鬥員利用戰鬥寵物 (或其他由玩家操控的) 攻擊其他玩家時,會被標記成戰鬥員。[9]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[10]
    • 由於戰鬥員的死亡懲罰較低,擊殺戰鬥員不會有後果,且鼓勵玩家這樣做。[5]
    • 玩家不能手動將自己標記成戰鬥員。[11]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[12]
    • 戰鬥員將不能登出遊戲。[13]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[1]
    • 腐化玩家的死亡懲罰會以倍數增加,其位置也會被賞金獵人掌握。[1]
    • 腐化值會隨着擊殺非戰鬥員增加。[4]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[5]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[14]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[13]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[15]

  • 透過設定,玩家可以自行選擇影響對象為友方或非友方的範圍技能能否命中被標記的玩家。有勾選設定時,範圍恢復或傷害技能將影響被標記的玩家。沒有勾選設定時,範圍技能將不影響被標記的玩家,讓施法者不會一同被標記 (若尚未被標記)。[16]

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.[16]Steven Sharif

標記系統不適用於戰爭商隊公會戰[17]

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.[18]Steven Sharif

Differences from other games

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[19][20][21][22] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[19]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[19]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[19]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[20][23][24][25][4] Corruption penalties occur as the corruption is gained.[26]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[27]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[27][5]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][13]

玩家腐化

Alpha-1 預覽 — 腐化玩家[36]

累積腐化時,你有機會失去完整的道具、武器、護甲之類難以入手的物品。另外,為了防止玩家創建一個 PvP 專用角色,擊殺愈多玩家,將會累積愈多腐化,PvP 能力亦會愈低。若你在野外擊殺了大概二十個玩家... 你將再無法進行 PvP,你將需要做點事來移除腐化。另一方面是,擊殺等級遠低於你的非戰鬥員玩家時,你將會獲得較多腐化,以致於你不會想擊殺一名等級一的玩家。[30]Steven Sharif

戰鬥員 (紫色) 玩家進行 PvP 擊殺非戰鬥員 (綠色) 玩家時,會被標記腐化 (紅色)[1]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[24][4]
沒有風險之下獲得的獎勵都是毫無意義的... 腐化一詞只是用來代表風險。[37]Steven Sharif
因為只有是隊友才能看見對方的生命值,你將不能準確預測多少傷害會擊殺目標玩家,這便是另一個增加風險的因素。[38]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[26] 腐化值愈高:
    連續擊殺十名玩家時,你或會開始感到技能的效果大大減弱。在能夠實際測試這個設計和相關設定前,我不想提供任何實際數字或曲線,避免玩家進行推論演算。可是能力減弱背後的目的不是要限制玩家遊戲的樂趣,而是將「互相讓步」和「風險與回報」融入遊戲:不斷累積腐化的風險不僅是掉落裝備和受到更嚴重的死亡懲罰,更是會漸漸失去進行 PvP 的能力。[39]Steven Sharif
    累積愈多腐化,PvP 能力減弱效果愈大,且最終將會失去所有裝備,PvP 能力亦會大大減低。[31]Steven Sharif
  • 腐化效果將會顯示在角色身上。[41]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[5]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[24][1]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[42][14]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[42]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[43]

移除腐化

Tad Ehrlich 設計的墳場概念圖[44]

移除腐化的主要方法是死亡。要移除所有腐化效果,可能需要死亡數次。[33][5]

角色死亡

Alpha-1 — 於戶外地下城死亡[49]

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.[18]Steven Sharif

玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品[50][51][32][52] 任何玩家都可以即時拾取灰燼。[50] 拾取灰燼不會觸發玩家標記[10]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[32]
    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.[55]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[32]
  • 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品[24] 包括:[24][32]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[63]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[63]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[64]

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.[64]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[65]

玩家可能會遇溺而死。[66]

Death penalties

角色死亡 in an open world dungeon in Alpha-1.[49]

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.[18]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[70][71][72][64]

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.[64]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[69]

  • These penalties will be less than those for a green player.[73]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

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).[74][63][18][53]

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.[18]Steven Sharif
  • Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[18]
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.[74]Steven Sharif
  • 技能點 accrue at specific XP milestones to avoid creating an imbalance with experience debt.[75]
  • 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.[78]
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.[78]Steven Sharif

背景

An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[79][80]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[79]Steven Sharif

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.[80]Steven Sharif

其他

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