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Alpha-1開放世界商隊 PvP[2]

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.[3]

PvP (玩家對戰) 是 Ashes of Creation 產生改變的關鍵要素。[4]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。[5]

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。[6]Jeffrey Bard

Ashes of Creation 有很多原因促使玩家參與野外 PvP[7]

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。[7]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)。[8]

節點戰攻城戰公會戰節點戰爭等存在特定目標的活動將於伺服器時間下午 3 點到 9 點的黃金時段內進行。(有待測試)[9][10][11]


Alpha-1 角色上下身分開 近戰 戰鬥預覽。[12]

角色揮動武器的同時可以移動,也可以一邊退後一邊繼續攻擊。攻擊的同時玩家可以完全控制角色。[12]Steven Sharif

改良後的戰鬥系統將根據玩家意見在 Alpha-1 測試中推出。[13][14][15]

  • 改良的目標是希望給予玩家更多主導權,施放技能時可以更靈活流暢地戰鬥[16][17]
  • 目前的 Tab 鍵和無鎖定混合戰鬥系統在改良後仍會保留。[16]
  • 改良後的版本並不是戰鬥系統的最終設計,但會反映日後開發方向。[18]
  • 此版本會持續更新,並在不同階段開放予玩家測試。[17]


揮動武器的同時,角色將可以自由行動,讓玩家近戰攻擊時完全操作角色。[12]Steven Sharif

初期 Alpha-1 測試的重點是核心系統的運作,而不是戰鬥平衡[20]

我留意到很多人在談論傷害數值和生命值之類的東西。這方面有兩點:一,我再重申這不是為了測試遊戲內容,目前只進行了初步的平衡調整,大多的平衡會在特定系統日後實際測試時進行。我們目前的重點是這些系統的核心運作,而不是細微的調整。因此我不會太在意目前的平衡性。[20]Steven Sharif


Ashes of Creation 沒有預設的陣營[21]

我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[22]Steven Sharif

因為我們沒有區分陣營,玩家需要有能力選擇做「壞」事或「好」事,所以我們必須提供大量壞事給玩家參與。[23]Steven Sharif



When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[26]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[28]


生命力Ashes of Creation 的一項數值[29][30]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[30]Steven Sharif


角色名條 會顯示在角色頭上。[33]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[33]
  • 公會名稱會顯示在角色名稱旁。[34]
  • 角色名條會逐漸消褪,顯示已受傷害量。[29][30][32]
  • 名條上會有標記,顯示角色職業[24]
  • 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[24]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[24][25][26]



戰場是在開放世界進行的 PvP 戰鬥。[36] 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)[37]

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。[43]

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)。[8]

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.[6]Steven Sharif



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。[3]

  • 商隊可用於運輸多個玩家的貨物。[48]

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)。[8]

商隊 PvP

Alpha-1商隊 PvP[50]

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 the cargo is. So for example if you've seen some of our recent footage with caravans you kind of see sitting on top of the caravan there's some gold or some silver or some iron.[51]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)[52]

  • 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。[51]
  • 玩家將可以透過介面視窗決定攻擊、防守或無視商隊。[53][54][55]
    • 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。[53]
  • 要成功擊毀一個商隊,將需要一個隊伍。[46][56]
  • 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。[57]

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.[53]Steven Sharif

雙方皆有誘因鼓勵玩家加入,並將於 Alpha 及 Beta 階段測試。[58]

  • 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。[58]

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 you know vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you know 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 you know those types of systems need to have robust you know 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.[58]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.[58]Jeffrey Bard


商隊摧毀時 (變成殘骸),將掉落一部分運輸中的貨物[46][59][60] 其餘貨物將會消失。[61]

  • 任何人都可以撿拾商隊殘骸。[61]
  • 摧毀時將有機會掉落商隊組件。掉落高級組件時,商隊擁有人或其他玩家將可以回收組件。[62]
  • 玩家可利用掉落的重型貨物證書,在商隊的起行節點贖回部分貨物。[63][60]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to kind of game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to you know that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[60]Steven Sharif




Alpha-1 castle siege gameplay.[1]

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.[3]

行会 participate in 攻城戰 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[64]

  • 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.[65]

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.[66]

  • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[38]

What we were talking about was how during castle sieges or node sieges, you're going to have certain instanced locations where it's only going to be a group that's designated to participate versus another group while the siege is happening. And I know in the past we talked about well how do you plan to incorporate these more objective-based waypoints as part of these larger events; and say that not only is it going to be a complement of numbers or in the overall grand kind of battle perspective, but there's also going to be opportunities for smaller more niche groups to participate in more focused objective capturing. And a part of that is going to be small very short, kind of ten minute long instanced battles where groups can go and participate against other groups that are defender versus attacker; and the outcome of which will influence certain aspects of the overall battle while that's still occurring in the background.[66]Steven Sharif

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.[67]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[67][68]

  • 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.[67][68]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[68][69]
  • 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.[67][68]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[68][69]
  • 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.[70]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[71]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of 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.[68]Steven Sharif



節點戰 (Pre-alpha footage).[72]

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.[73]Margaret Krohn

節點戰 enable players to destroy nodes.[73] 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.[74]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[74]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif

The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[66]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[8]



Guild war features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.[75]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[76]
  • Guild wars will not be permanent. Definitive victory conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[77]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[75]Steven Sharif

Objectives spawn in the world based on the level of the guild war and the assets available to the guilds, whether it be a guild hall or guild fortress.[75] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[76]

  • For example, if a guild has recently become owners of a guild hall on a freehold, 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.[76]
  • There might be objectives to steal one of the quest items that the guild may have received from completing a raid.[76]
  • 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.[76]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of 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.[75]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[8]


Guild war mechanics include.[78]

  • A war declaration period.[78]
  • Objective based components.[78]
  • Victory and surrender conditions.[79]
  • Guilds may war multiple guilds/alliances at a time.[79]
  • Guild wars operate outside the PvP flagging system.[79]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[80]Steven Sharif



狩獵場 are open-world PvP corruption-enabled areas that encompass most of the map.[81]

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.[83]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.[80]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.[84]


海上 PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[85]


競技場 are instanced PvP scenarios and are not part of open world PvP.[87][88]

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.[87]Steven Sharif



野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[96]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[97]
  • 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。[98]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[43]

  • 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。[31]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。[43]
    • 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。[99]
    • 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。[101]
    • 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。[102]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[103]
    • 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。[99]
    • 玩家不能手動將自己標記成戰鬥員。[104]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[105]
    • 戰鬥員將不能登出遊戲。[106]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[96]
    • 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。[96]
    • 腐化值會隨着擊殺非戰鬥員增加。[43]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[99]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[107]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[106]


  • 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)。[109]

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.[109]Steven Sharif


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.[110]Steven Sharif



An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[111][112]

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.[111]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.[112]Steven Sharif



Alpha-1 預覽 — 腐化玩家[113]

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。[114]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)[96]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[115][43]
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。[116]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。[30]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[117] 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。[120]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。[122]Steven Sharif
  • 腐化效果將會顯示在角色身上。[123]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[99]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[115][96]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[124][107]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[124]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[125]


Tad Ehrlich 設計的墳場概念圖[126]




Alpha-1 — 於戶外地下城死亡[132]

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.[110]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[133][134][118][135] 任何玩家都可以即時拾取灰燼。[133] 拾取灰燼不會觸發玩家標記[103]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[118]
    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.[138]Steven Sharif

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[146]

  • 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.[146]

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)。[8]

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.[8]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[147]




Players are not able to be attacked or robbed while occupying a player stall.[152]

Player stalls may not be renewed during a siege declaration.[152]


A permissions system will enable an owner to grant access to specific parts of their housing.[153][154][155]

A property has a single owner.[153]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[153]Steven Sharif


Players cannot steal from a freehold under normal circumstances.[162]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot PvP while inside (the footprint of)[149] a freehold (except following a successful node siege).[150][151]

The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[150]Steven Sharif
  • NPC guards that permanently exist on a freehold are not a planned feature.[151]
  • Guards may be available for hire to defend freeholds after a successful node siege.[164]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[149]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[156]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[154]

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.[87][165]


Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[166][167]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[167]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[169]Steven Sharif


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[170]

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.[170]Steven Sharif



There will be dungeon and raid leader boards.[171]


The arena ladder system records a player's progress within PvP 賽季 based on their arena win/loss ratios.[87][89]

  • Titles can be received from arena play.[92]
  • Other rewards will be revealed at a later time.[91]
  • Arena points that can be used to buy gear is not currently in the design.[92]


An inter-guild ladder will rank guilds based on their performance within competitive activities:[174][175]

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.[175]Steven Sharif



戰利品公園 is an area within Town, City or 大都會 nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[176]

  • Server announcements and achievements are designed to encourage groups to experience new content.[176]


決鬥 may be initiated within a freehold or node.[163][177]

  • Dueling is a self-contained event that requires opt-in by all parties.[163]
    • There will be a way to auto-decline duel requests.[177]
  • Dueling is not considered a part of the flagging system.[163]

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[163]Steven Sharif



The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[178]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[180]Steven Sharif


The developers are testing different approaches to accommodate varying hitboxes between the races.[181]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[181]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[181]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[181]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[181]Steven Sharif


There are no headshot mechanics in the Ashes of Creation MMORPG.[181][182][183]


Stat growth proceeds in the following order:[187]

  1. The race "seeds" a player's base stats.[187]
  2. The primary archetype grows the base stats.[187]
  3. The secondary archetype (class) does not contribute to stat growth.[188] This is a revision of an earlier statement.[187]

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[189]Steven Sharif

Choice of profession does not affect a player's stats.[190]

裝備 has approximately a 40-50% influence on a players overall power in the game.[191]

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.[192]


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.[193][43]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[194][143]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[194]
    • The pathfinding ability can be toggled on or off.[194][195]
    • 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.[196]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[197]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[124][107]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[124]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[198]
  • 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.[199]


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。[200] 這些位置的準確性取決於玩家的賞金獵人等級[197]



Skill Icon Rank 1 Rank 2 Rank 3
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[194][143] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[194] The pathfinding ability can be toggled on or off.[194][195] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[197] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[197]



PvP/PvE 裝備

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.[203]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.[120]Steven Sharif

Ashes of Creation 是一款 PvX 遊戲。 PvPPvE 的要素都會自然接觸得到,[120][97][204] 而玩家將不太可能「純玩」PvPPvE[204]

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。[208]Steven Sharif

PvP/PvE 伺服器






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  162. 直播, 2017-05-17 (1:03:23).
  163. 163.0 163.1 163.2 163.3 163.4 直播, 2021-12-23 (1:29:27).
  164. 直播, 2017-05-19 (28:04).
  165. 165.0 165.1 165.2 165.3 165.4 訪談, 2020-07-18 (16:34).
  166. 直播, 2018-06-04 (1:11:19).
  167. 167.0 167.1 直播, 2018-06-04 (21:37).
  168. 直播, 2021-03-26 (1:15:57).
  169. 169.0 169.1 169.2 169.3 169.4 訪談, 2020-07-18 (14:22).
  170. 170.0 170.1 170.2 170.3 170.4 170.5 170.6 Podcast, 2018-08-04 (1:47:21).
  171. 直播, 2017-07-18 (58:50).
  172. 直播, 2017-05-15 (44:10).
  173. 直播, 2017-08-23 (16:44).
  174. 174.0 174.1 174.2 174.3 直播, 2021-06-25 (1:12:37).
  175. 175.0 175.1 175.2 175.3 訪談, 2020-07-29 (14:28).
  176. 176.0 176.1 Podcast, 2018-08-04 (1:35:58).
  177. 177.0 177.1 duels.jpg
  178. 178.0 178.1 訪談, 2018-10-20 (3:25:46).
  179. 直播, 2019-11-22 (5:51).
  180. 180.0 180.1 訪談, 2018-10-20 (9:10).
  181. 181.0 181.1 181.2 181.3 181.4 181.5 直播, 2020-10-30 (1:15:59).
  182. steven-headshots-1.png
  183. 183.0 183.1 steven-headshots-2.png
  184. 184.0 184.1 訪談, 2018-10-21 (9:10).
  185. 訪談, 2018-10-20 (3:25:31).
  186. 186.0 186.1 186.2 直播, 2018-09-27 (34:49).
  187. 187.0 187.1 187.2 187.3 直播, 2017-07-18 (35:58).
  188. 直播, 2019-11-22 (1:4:56).
  189. 直播, 8 April 2018 (AM) (25:52).
  190. 直播, 2017-07-18 (37:25).
  191. 訪談, 2020-07-19 (53:59).
  192. 直播, 2017-05-15 (34:59).
  193. 直播, 2020-06-26 (1:50:24).
  194. 194.0 194.1 194.2 194.3 194.4 194.5 steven-bounty-hunters-2.png
  195. 195.0 195.1 corruption toggle.png
  196. steven-bounty-hunters-3.png
  197. 197.0 197.1 197.2 197.3 直播, 2017-05-24 (48:00).
  198. 直播, 2019-07-26 (1:20:48).
  199. 直播, 2021-06-25 (1:06:22).
  200. 訪談, 2017-01-20 (06:12).
  201. The mighty beard!
  202. 訪談, 2018-10-20 (15:51).
  203. 影片, 2018-04-16 (1:32).
  204. 204.0 204.1 204.2 204.3 直播, 2017-05-05 (33:25).
  205. pvx stats.png
  206. 206.0 206.1 MMORPG Interview, 12 December 2016.
  207. 直播, 2017-05-15 (14:05).
  208. 直播, 2017-06-01 (37:39).
  209. 直播, 2017-05-05 (35:27).