PvP

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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]

Battlegrounds

戰場是在開放世界進行的 PvP 戰鬥。[4] 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)[5]

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。[11]

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)。[12]

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。[13]Steven Sharif

商隊

商隊讓希望賺取利潤的玩家運輸貨物。[15]

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。[15]

  • 商隊可用於運輸多個玩家的貨物。[19]

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)。[12]

商隊 PvP

Alpha-1商隊 PvP[21]

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.[22]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)[23]

  • 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。[22]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[24][25][26]
    • 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。[24]
  • 要成功擊毀一個商隊,將需要一個隊伍。[17][27]
  • 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。[28]

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.[24]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[29]

  • 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。[29]

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.[29]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.[29]Jeffrey Bard

競技場

競技場 are instanced PvP scenarios and are not part of open world PvP.[31][32]

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.[31]Steven Sharif

決鬥

There will be a duel mechanic.[41]

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.[42]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.[43]Steven Sharif

Ashes of Creation 是一款 PvX 遊戲。 PvPPvE 的要素都會自然接觸得到,[43][44][45] 而玩家將不太可能「純玩」PvPPvE[45]

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。[49]Steven Sharif

玩家標記

野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[50]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[44]
  • 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。[51]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[11]

  • 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。[54]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。[11]
    • 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。[52]
    • 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。[55]
    • 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。[56]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[57]
    • 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。[52]
    • 玩家不能手動將自己標記成戰鬥員。[58]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[59]
    • 戰鬥員將不能登出遊戲。[60]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[50]
    • 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。[50]
    • 腐化值會隨着擊殺非戰鬥員增加。[11]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[52]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[61]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[60]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[62]

  • 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)。[63]

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.[63]Steven Sharif

標記系統不適用於戰爭商隊公會戰[20]

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.[64]Steven Sharif

玩家腐化

Alpha-1 預覽 — 腐化玩家[65]

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。[66]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)[50]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[67][11]
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。[68]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。[69]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[70] 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。[43]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。[74]Steven Sharif
  • 腐化效果將會顯示在角色身上。[75]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[52]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[67][50]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[76][61]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[76]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[77]

角色死亡

Alpha-1 — 於戶外地下城死亡[78]

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.[64]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[79][80][71][81] 任何玩家都可以即時拾取灰燼。[79] 拾取灰燼不會觸發玩家標記[57]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[71]
    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.[84]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[71]
  • 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[67] 包括:[67][71]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[92]

  • 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.[92]

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)。[12]

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.[12]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[93]

玩家可能會遇溺而死。[94]

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.[95][11]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[96][89]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[96]
    • The pathfinding ability can be toggled on or off.[96][97]
    • 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.[98]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[99]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[76][61]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[76]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[100]
  • 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.[101]

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。[102] 這些位置的準確性取決於玩家的賞金獵人等級[99]

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。[103]

其他

引用

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  89. 89.0 89.1 訪談, 2017-04-27 (9:28).
  90. 直播, 2021-06-25 (1:15:37).
  91. 訪談, 2018-05-11 (3:43).
  92. 92.0 92.1 直播, 2021-05-28 (1:50:50).
  93. 直播, 2017-05-15 (36:23).
  94. 直播, 2017-07-28 (50:22).
  95. 直播, 2020-06-26 (1:50:24).
  96. 96.0 96.1 96.2 steven-bounty-hunters-2.png
  97. corruption toggle.png
  98. steven-bounty-hunters-3.png
  99. 99.0 99.1 直播, 2017-05-24 (48:00).
  100. 直播, 2019-07-26 (1:20:48).
  101. 直播, 2021-06-25 (1:06:22).
  102. 訪談, 2017-01-20 (06:12).
  103. The mighty beard!