開放世界戰場

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戰場是在開放世界進行的 PvP 戰鬥。[1] 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)[2]

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。[8]

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)。[9]

Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[10]Steven Sharif

戰爭

節點戰

節點戰 (Pre-alpha footage).[11]

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.[12]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[12] 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.[13]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[13]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![10]Steven Sharif

攻城戰

Alpha-1 castle siege gameplay.[16]

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.[18]

  • 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.[22][23][24][25]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
  • 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.[15]
    • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[3]
    • Alpha-1 攻城戰 occurred in an open-world zone that was accessible via a NPC teleporter.[4][5][3][6]
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.[26]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[27][28]

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.[27]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.[27][28]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[28][29]
  • 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.[27][28]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[28][29]
  • 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.[30]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[31]
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.[28]Steven Sharif

商隊 PvP

Alpha-1商隊 PvP[32]

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.[33]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)[34]

  • 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。[33]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[35][36][37]
    • 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。[35]
  • 要成功擊毀一個商隊,將需要一個隊伍。[38][39]
  • 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。[40]

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.[35]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[41]

  • 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。[41]

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.[41]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.[41]Jeffrey Bard

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[42][43] These will be tested and refined during the alpha and beta testing phases.[41]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[42]Steven Sharif
  • PvP 賽季 reward performance in the caravan system over the course of the season.[45][46]
  • Other incentives and risks are social and are created (informally) between players.[42][41]

海上 PvP

船舶 moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[48][49][50] Corrupted (red) players will remain red while in the open sea.[51][52][53]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[49]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[51]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[55]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[54]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[50]

公會戰

公會戰 are objective-based PvP events between guilds.[56][57]

  • 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.[60][62]
  • Guild wars are considered a core system of Alpha-2.[64]
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.[56]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。

视觉效果

其他

引用

  1. 1.0 1.1 1.2 1.3 1.4 直播, 2017-05-05 (14:26).
  2. 直播, 2017-05-19 (45:14).
  3. 3.0 3.1 3.2 3.3 Podcast, 2021-04-11 (49:40).
  4. 4.0 4.1 steven-siege-zone.png
  5. 5.0 5.1 直播, 2021-04-30 (41:18).
  6. 6.0 6.1 Blog: Creative Director's Letter, April 14 2021
  7. 直播, 2017-11-17 (45:19).
  8. MMOGames interview, January 2017
  9. 9.0 9.1 9.2 9.3 9.4 直播, 2020-12-22 (1:13:51).
  10. 10.0 10.1 影片, 2017-04-30 (5:31).
  11. 影片, 2016-12-04 (0:02).
  12. 12.0 12.1 Blog - Know Your Nodes - Advance and Destroy.
  13. 13.0 13.1 A reactive world - Nodes.
  14. 14.0 14.1 Twitch Bustin - Practice Sieges?
  15. 15.0 15.1 直播, 2022-01-28 (17:50).
  16. 影片, 2021-05-28 (25:44).
  17. About Ashes of Creation.
  18. 18.0 18.1 castle nodes.png
  19. 直播, 2022-07-29 (1:12:14).
  20. 訪談, 2020-07-29 (31:05).
  21. 訪談, 2020-07-18 (13:13).
  22. 直播, 2021-09-24 (52:48).
  23. 訪談, 2021-07-08 (57:19).
  24. 訪談, 2020-07-19 (44:28).
  25. castle-siege-scale.png
  26. 訪談, 2023-09-10 (25:14).
  27. 27.0 27.1 27.2 27.3 直播, 2020-08-28 (1:43:03).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Podcast, 2018-04-23 (21:55).
  29. 29.0 29.1 直播, 2017-08-23 (23:00).
  30. Podcast, 2018-04-23 (15:14).
  31. castle-taxes5.png
  32. 直播, 2020-03-28 (1:27:28).
  33. 33.0 33.1 33.2 直播, 2021-01-29 (1:25:14).
  34. caravan zone.png
  35. 35.0 35.1 35.2 訪談, 2020-03-27 (16:19).
  36. caravan UI.png
  37. 直播, 2017-05-22 (40:40).
  38. 直播, 2017-05-15 (45:20).
  39. 直播, 2017-05-22 (40:41).
  40. 直播, 2020-07-25 (55:32).
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  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 直播, 2021-08-27 (1:22:56).
  44. 44.0 44.1 直播, 2023-10-31 (1:11:26).
  45. 直播, 2021-09-24 (1:22:46).
  46. 訪談, 2020-07-18 (16:34).
  47. flagging.jpg
  48. 直播, 2022-10-28 (24:28).
  49. 49.0 49.1 直播, 2022-08-26 (1:00:14).
  50. 50.0 50.1 50.2 50.3 直播, 2021-04-30 (1:06:41).
  51. 51.0 51.1 51.2 51.3 訪談, 2023-07-09 (36:56).
  52. jindrack-naval-pvp.png
  53. jindrack-pvp-events.png
  54. 54.0 54.1 直播, 2022-08-26 (1:03:43).
  55. 直播, 2022-10-28 (1:41:55).
  56. 56.0 56.1 56.2 訪談, 2023-09-10 (18:10).
  57. Podcast, 2018-08-04 (1:54:15).
  58. 58.0 58.1 steven-wars-prime-time.png
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  63. 63.0 63.1 直播, 2023-02-24 (1:29:45).
  64. 直播, 2023-03-31 (1:24:21).