“PvP”的版本间差异

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== Sieges ==
 
== Sieges ==

2018年8月10日 (五) 22:25的版本

PvP (Player versus player combat) is the catalyst for change in Ashes of Creation.[2] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[3]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[4]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[5]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[5]Steven Sharif

Battlegrounds

戰場是在開放世界進行的 PvP 戰鬥。[6] 遊戲內有開放世界 PvP 區域,區域內的玩家會被標記戰鬥員 (purple)[7]

非戰鬥員 (綠色)玩家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。[13]

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)。[14]

城堡系統、節點戰、商隊系統、各個戰場、公會戰,我們希望這些衝突都是有意義的。我們希望玩家在參與 PvP 時會有相應的風險。[15]Steven Sharif

商隊

商隊讓希望賺取利潤的玩家運輸貨物。[17]

商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[17]

  • 商隊可用於運輸多個玩家的貨物。[21]

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)。[14]

商隊 PvP

Alpha-1商隊 PvP[23]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[24]Steven Sharif

商隊週邊會形成一個開放式 PvP 區域,區域內的玩家會被標記成戰鬥員 (紫色)[25]

  • 在決定進攻或防守商隊前,玩家將無法確切看到商隊運輸中的貨物。但會有視覺提示顯示車上的貨物,例如金、銀或鐵。[24]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[26][27][28]
    • 距離商隊多遠視窗才會出現,將取決於玩家先前作為攻擊方或防守方的表現。[26]
  • 要成功擊毀一個商隊,將需要一個隊伍。[19][29]
  • 在商隊擁有人登出或與伺服器連接中斷 5 至 10 分鐘後,商隊才會消失。[30]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[26]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[31]

  • 大部分誘因都是社交性的,而且是由玩家之間非正式協議而成。[31]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[31]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[31]Jeffrey Bard

Read more...

戰爭

攻城戰

Alpha-1 castle siege gameplay.[32]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[17]

行会 participate in 攻城戰 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[33]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[37][38][39][40]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[41]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[42]
    • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[8]
    • Alpha-1 攻城戰 occurred in an open-world zone that was accessible via a NPC teleporter.[9][10][8][11]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[43]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[44][45]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[44]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to 村莊 stage through questing.[44][45]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[45][46]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[44][45]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[45][46]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[47]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[48]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[45]Steven Sharif

節點戰

節點戰 (Pre-alpha footage).[49]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[50]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[50] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[51]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[51]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[41]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![15]Steven Sharif

公會戰

公會戰 are objective-based PvP events between guilds.[52][53]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[56][58]
  • Guild wars are considered a core system of Alpha-2.[62]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[52]Steven Sharif
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。

Guild war objectives

There will be default guild war objectives as well as objectives that dynamically spawn in the world based on the assets guilds own, the activities guilds have participated in, and other conditions.[52][56][53][57]

  • If the guild owns a guild hall, objectives might be related to capturing a quest item in or around the guild hall that is only visible to the warring guild. Capturing this objective may require channeling time.[52][57][53]
If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[53]Steven Sharif
  • If the guild has recently completed a raid, objectives might include stealing one of the quest items that the guild received from killing that raid boss.[52][53]
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。
  • There may be bounty objectives to kill a particular guild member. The target may have increased damage mitigation and/or health against the warring guild and can call for help.[57]
  • Guild war objectives are intended to be more fluid than castle siege objectives.[57]

狩獵場

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[63]

狩獵場 are open-world PvP corruption-enabled areas that encompass most of the map.[64]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[67]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[66]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[68]

玩家標記

野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[69]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[70]
  • 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。[71]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[13]

  • 非戰鬥員 (綠色)

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。[74]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。[13]
    • 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。[72]
    • 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。[75]
    • 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。[76]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[77]
    • 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。[72]
    • 玩家不能手動將自己標記成戰鬥員。[78]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[79]
    • 戰鬥員將不能登出遊戲。[80]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[69]
    • 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。[69]
    • 腐化值會隨着擊殺非戰鬥員增加。[13]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[72]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[81]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[80]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[82]

  • 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)。[83]

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.[83]Steven Sharif

標記系統不適用於戰爭商隊公會戰[22]

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.[84]Steven Sharif

背景

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[85][86][87]

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.[86]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.[87]Steven Sharif

玩家腐化

Alpha-1 預覽 — 腐化玩家[88]

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。[89]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)[69]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[90][13]
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。[91]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。[92]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[93] 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。[96]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。[98]Steven Sharif
  • 腐化效果將會顯示在角色身上。[99]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[72]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[90][69]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[100][81]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[100]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[101]

移除腐化

Tad Ehrlich 設計的墳場概念圖[102]

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。[103][72]

角色死亡

Alpha-1 — 於戶外地下城死亡[108]

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.[84]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[109][110][94][111] 任何玩家都可以即時拾取灰燼。[109] 拾取灰燼不會觸發玩家標記[77]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[94]
    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.[114]Steven Sharif

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[122]

  • 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.[122]

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)。[14]

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.[14]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[123]

玩家可能會遇溺而死。[124]

安全區域

玩家攤檔

Players are not able to be attacked or robbed while occupying a player stall.[125]

Player stalls may not be renewed during a siege declaration.[125]

個人土地房

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[126][127][128][21][129]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[130]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[126][127][128]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[127]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[131]
    • Interaction with the guild system will be tested in Alpha-2.[132]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[126]

Players cannot steal from a freehold under normal circumstances.[126][136][137][138]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[139][126][138] It has not been decided which players get to loot the debris field during this period.[139]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[126]

Players cannot PvP while inside the footprint of a freehold homestead even if the doors are unlocked.[126][140] This does not apply for a period of two hours following a successful siege against its parent node.[141][142][50][143]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[126]
  • NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[143] NPC guards that permanently exist on a freehold are not a planned feature.[144]

競技場

競技場 are instanced PvP scenarios and are not part of open world PvP.[147][148]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[147]Steven Sharif

指標

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[157]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[157]Steven Sharif

排行榜

Players will be able to opt-in to track certain achievements on leaderboards, such as.[159]

Leaderboards may be seasonal.[160]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[159]Margaret Krohn
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。

決鬥

There will be a duel mechanic.[162]

  • There will be a way to auto-decline duel requests.[162]

數值壓縮 PvP

There will not be equalized PvP in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[163]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[164]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[96]Steven Sharif

Ashes of Creation 是一款 PvX 遊戲。 PvPPvE 的要素都會自然接觸得到,[96][70][165] 而玩家將不太可能「純玩」PvPPvE[165]

我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[169]Steven Sharif

賞金獵人

Players can acquire the bounty hunter title through a quest available to citizens of Military Stage 4 (Town) nodes and potentially their vassals or affiliated nodes.[170][13]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[171][119]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[171]
    • The pathfinding ability can be toggled on or off.[171][172]
    • It is possible that bounty hunters will be permanently flagged versus corrupted players with the pathfinding ability toggled off. This design change will be decided based on testing.[173]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[174]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[100][81]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[100]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[175]
  • Credit for killing a corrupted player goes to the bounty hunter who lands the last hit (killing blow). This may be changed to damage contribution in future.[176]

賞金獵人地圖

腐化值高的玩家將會顯示在世界及小地圖。這些玩家的位置會由階段 4 (市鎮) 或以上的軍事節點 NPC 標記,然後提供給擁有賞金獵人稱號的玩家。[177] 這些位置的準確性取決於玩家的賞金獵人等級[174]

酒館是發布懸賞令的地方之一。隨着玩家腐化值增加,酒館會發布懸賞令,緝拿或指示在特定地區掃蕩腐化玩家,從而在世界地圖上建立興趣點。[178]

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