競技場

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競技場 are instanced PvP scenarios and are not part of open world PvP.[2][3]

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.[2]Steven Sharif

競技場排行榜

The arena ladder system records a player's progress within PvP 賽季 based on their arena win/loss ratios.[2][4]

  • Titles can be received from arena play.[8]
  • Other rewards will be revealed at a later time.[7]
  • Arena points that can be used to buy gear is not currently in the design.[8]

PvP 賽季

Performance in various PvP systems (such as 商隊, 競技場, 公會戰) is measured over the course of 6 month PvP 賽季. At the end of each season, a player's cumulative score may unlock various rewards.[2][13]

裝備強化獎勵

Gear enhancements are possible both during and after an item is crafted.[15][16]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[15]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[16]Steven Sharif
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指標

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[25]

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.[25]Steven Sharif

公會排行榜

An inter-guild ladder will rank guilds based on their performance within competitive activities:[27][28]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[28]Steven Sharif

排行榜

Players will be able to opt-in to track certain achievements on leaderboards, such as.[29]

Leaderboards may be seasonal.[30]

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.[29]Margaret Krohn
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Military node arena

Military node mayors are elected based on trial by combat. During the election week the node will enter an open-PvP battleground state for hour-long periods where candidates (and their citizen supporters) compete to gain points by securing objectives. The highest point winner at the end of the week will win.[32][33]

  • Previously the developers were considering champions that fought in a last-man-standing arena.[9][34][35][36][8]

Server vs server

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The arena system may support cross-server combat.[10]

  • There may be monthly competitions where the winning server and winning team receive beneficial buffs for the month.[37]

We definitely like cross-server play. I think it's cool because it is something that players get to participate in.[38]Steven Sharif

When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking.[38]Jeffrey Bard

電競

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eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[39]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[39]Steven Sharif

Group sizes

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[40]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[40][41][42]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[43]
  • 大型副本 will have 40 man groups.[44]
  • Content will be tailored for 40, 16 and 8 person group sizes.[45]
  • 競技場 will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[4]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[5]
  • 攻城戰 are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[46][47][48][49]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[49]Steven Sharif

视觉效果

其他

引用

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  42. solo2.png
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  49. 49.0 49.1 castle-siege-scale.png