PvP background

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While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[1][2][3][4] 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.[1]

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.[1]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.[1]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.[2][5][6][7][8] Corruption penalties occur as the corruption is gained.[9]
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.[10]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[10][17]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[10][21]

Open-world PvP

Alpha-1開放世界商隊 PvP[23]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[24]

PvP (玩家對戰) 是 Ashes of Creation 產生改變的關鍵要素。[25]商隊戰鬥以至在廣闊的世界以國王和王后之名而戰,皆旨在促成有意義的玩家對戰。[26]

正因為玩家有不同的誘因,正因為玩家有不同的追求,衝突必不可避。不同玩家將會渴求不同的體驗,因而產生的衝突將締造更龐大、更好玩的體驗。紛爭過後,萬物重生 — 是貫徹整個遊戲的核心主題。[27]Jeffrey Bard

Ashes of Creation 有很多原因促使玩家參與野外 PvP[28]

我們的標記系統雖然會讓 PvP 玩家進入腐化狀態,但 PvP 仍會存在。遊戲有大量原因促使玩家在開放世界參與 PvP:稀缺的資源、位於開玩世界的狩獵場、商隊運輸、攻城戰、公會戰等等。[28]Steven Sharif

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰攻城戰)。[29]

Ashes of Creation inspiration

Ashes of Creation 的靈感源自數款 MMORPG。[4]

天堂II 很多系統的設計都圍繞着現時 MMORPG 失去了的概念:風險與回報。「風險愈大,潛在回報愈大」這種想法完全是一個「典範轉移」,是從每個人都是贏家、參與就有獎、恭喜你是遊戲的一員這些無聊的想法轉移。這些想法對營造玩家達成目標的渴望感,或失敗時的挫折感都毫無用處,但渴望感和挫折感正是玩家玩遊戲的動力。新遊戲壽命短不是沒有原因,它們總想與魔獸世界競爭。你不須成為「WoW 殺手」,你可以專注在設計哲學上的突破,而我認為這正是現今很多開發公司不願意冒險做的事情。[30]Steven Sharif

對於前人的經驗,我們正在探索哪個遊戲有甚麼做得最好,然後當作靈感。力求推動這個領域,推陳出新,然後帶進二十一世紀。[4]Jeffrey Bard

設計概念

Ashes of Creation 的設計遵循五大概念支柱[31]

  1. 引人入勝、親歷其境的故事
  2. 動態世界
  3. 玩家互動
  4. 玩家主導
  5. 風險與回報

Ashes of Creation 每項設計都遵循五大支柱:引人入勝及親歷其境的故事、動態的世界、玩家互動、玩家主導及風險與回報。玩家在遊戲裏的所有活動都與這些概念有關聯,公會所有的活動、伺服器整體的活動都能讓世界變得有新鮮感、常變、以及最重要的是...刺激。[31]

其他

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