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Alpha-1 open world caravan PvP.[1]

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.[2]

PvP (Player versus player combat) is the catalyst for change in 创造的灰烬.[3] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[4]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[5]Jeffrey Bard

There are many reasons to engage in open world PvP in 创造的灰烬.[6]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[6]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[7]

Objective-based events such as 节点围攻, 城堡围攻, 激战, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[8][9][10]

Combat revamp

4K Alpha-1 preview open world PvP (2v2).[11]

All of you out there who are waiting to see all of these changes remember that these are iterative changes and they're kind of rolled out in different phases. So you're going to see kind of the early aspect of them and don't expect them to be fully polished or all the animations to have yet been adapted.[12]

A revamped combat system will be rolled out during and post Alpha-1 testing.[13][12] This was originally targeted to be ready to test in the Alpha-1 March preview testing.[14]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[15][16]
  • The current hybrid tab and action combat system will remain after the revamp.[15]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[14]
  • The revamp will be iterative and will be rolled out to testers in different phases.[16]

The revamp is taking a bit longer than expected. We are still in the process of overhauling the backend of the combat and ability systems before we touch the front end components. The changes and prototypes will be rolled out slowly and in phases during and post alpha one.[13]Steven Sharif

Factions

There are no predefined factions in 创造的灰烬.[17]

We present the player with these soft friction events and then that determines who your friends and your foes are.[18]Steven Sharif

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[19]Steven Sharif

Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[20][21][22]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[21]
  • The border will indicate the level and quality of the tier set.[20][21][23]
  • This also indicates if the gear is enchanted.[21][23]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[24]

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.[22]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[24]

Player health

Health is a stat in 创造的灰烬.[25][26]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[25][26]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[25][26][27]

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.[26]Steven Sharif

Character nameplate

A character's nameplate is displayed above their head.[28]

  • This can be the first, and optionally last name (surname).[28]
  • The name of the character's Guild is displayed next to their name.[29]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[25][26][27]
  • An icon will identify the character's class.[20]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[20]
  • A buff icon indicates the character's gear and grade.[20][21][22]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[30]

Open world battlegrounds

Battlegrounds are where PvP battles occur in the open world.[31] These are open world PvP zones that flag players as Combatants (purple).[32]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[38]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[7]

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.[5]Steven Sharif

大篷车

大篷车 facilitate the transfer of goods for players wishing to turn a profit.[2]

The caravan system is an open world PvP system that revolves around opportunity and risk. 大篷车 facilitate the transfer of goods for players wishing to turn a profit.[2]

  • Caravans can transport goods for more than one player.[43]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[7]

Caravan PvP

Caravan PvP in Alpha-1.[45]

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.[46]Steven Sharif

大篷车 create an open PvP zone that flags players for combat (purple).[47]

  • Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[46]
  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[48][49][50]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[48]
  • A group will be required to successfully attack a caravan.[41][51]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[52]

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.[48]Steven Sharif

There will be incentives that appeal to both caravan attackers and defenders. These will be tested and refined during the alpha and beta testing phases.[53]

  • Many of these incentives are social and are created (informally) between players.[53]

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.[53]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.[53]Jeffrey Bard

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[41][54][55] The remainder of the caravan's goods are sunk (lost) when the caravan is destroyed.[56]

  • Anyone may loot the caravan's wreckage.[56]
  • Caravan components may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[57]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[58][55]

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.[55]Steven Sharif

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Sieges

城堡围攻

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[59]

行会 participate in 城堡围攻 in an effort to capture and occupy one of the five guild castles in 创造的灰烬.[60]

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.[62]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[62][63]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[62][63]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[63][64]
  • 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.[62][63]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[63][64]
  • 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.[65]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[66]

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.[63]Steven Sharif

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节点围攻

节点围攻 (Pre-alpha footage).[67]

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.[68]Margaret Krohn

节点围攻 enable players to destroy nodes.[68] 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.[69]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[69]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![5]Steven Sharif

Nodes can delevel based on node atrophy.[68]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[7]

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激战

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.[70]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[71]
  • 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.[72]

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.[70]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.[70] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[71]

  • 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.[71]
  • There might be objectives to steal one of the quest items that the guild may have received from completing a raid.[71]
  • 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.[71]

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.[70]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[7]

Guild war mechanics

Guild war mechanics include.[73]

  • A war declaration period.[73]
  • Objective based components.[73]
  • Victory and surrender conditions.[74]
  • Guilds may war multiple guilds/alliances at a time.[74]
  • Guild wars operate outside the PvP flagging system.[74]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[75]Steven Sharif

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Hunting grounds

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[76]

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.[78]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.[75]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.[79]

Read more...

Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[80]

竞技场

竞技场 are instanced PvP scenarios and are not part of open world PvP.[82]

Read more...

Player flagging

The open world PvP flagging system is designed to deter people from griefing other players.[90]

  • Players can participate in open world PvP with one another without having to resort to murder.[91]
    • Players will gank other players, but the intention is for 创造的灰烬 to not be a "gank box".
  • The penalties are intended to be severe enough to deter any type of spawn camping.[92]

pvp flagging diagram.png

There are three levels of flagging for world PvP in 创造的灰烬.[38]

  • Non-combatant (green)
  • Combatant (purple)
    • Non-combatants entering an open world battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.[38]
    • Players are flagged as combatants if they attack another player when carrying out a forced attack. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[93]
    • Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.[95]
    • Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.[96]
    • Non-combatants will not be flagged for looting bodies.[97]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[93]
    • Players are not able to manually set their flagging status to combatant.[98]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[99]
    • Players cannot log out while flagged.[100]
  • Corrupt (red)
    • If a combatant player kills a non-combatant player, they will be flagged as corrupt.[90]
    • Corruption multiplies death penalties and reveals a corrupt player's location to bounty hunters.[90]
    • A player’s corruption score increases with each non-combatant player killed.[38]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[93]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[101]
    • There is a 60 second timer to logout while corrupt.[100]

A player may not flag on members of the same party, raid, guild or alliance.[102]

  • Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).[103]

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.[103]Steven Sharif

Sieges, caravans and guild wars do not use the flagging system.[44]

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.[104]Steven Sharif

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背景

An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[105][106]

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.[105]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.[106]Steven Sharif

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Player corruption

Corrupted player in the Alpha-1 preview.[107]

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed you know 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[108]Steven Sharif

If a combatant (purple) player kills a non-combatant (green) player in PvP, they will be flagged as corrupt (red).[90]

  • A player’s corruption score increases with each non-combatant player killed.[109][38]
Reward without risk is meaningless... Corruption is just another word for risk.[110]Steven Sharif
  • The wider the level disparity between the players, the more corruption will be gained.[109][38]
You can't necessarily time perfectly you know the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well so that's another component that you know adds risk.[26]Steven Sharif
  • Corruption penalties occur as the corruption is gained.[111] The higher the corruption score:
    If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[114]Steven Sharif
    The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy.[116]Steven Sharif
  • Corruption has a visible effect on a player’s appearance.[117]
  • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[93]
  • A corrupt player’s location is revealed to bounty hunters on their world map.[109][90]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[118][101]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[118]

Player to player trading and the ability to store items in public warehouses is disabled for corrupt players.[119]

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[121][93]

  • Dying removes a significant portion of a player's corruption score.[122]
  • Gaining experience will also slowly reduce a player's corruption score.[121]
    That creates a fun kind of experience for the bounty hunters to try to catch you while you're working it off.[121]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[123][122]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[124]
  • Corruption duration is reduced in military nodes.[125]

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Player death

Player death in an open world dungeon in Alpha-1.[126]

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.[104]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[127][128][112][129] These ash piles are immediately lootable by any player.[127] Player flagging is not triggered by looting.[97]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[112]
    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 sync and a material sync. 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.[132]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[128][112]
      • This also includes a percentage of the certificates a player is carrying.[129]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[134]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[134][135]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[112]
  • A corrupt (red player) suffers penalties at four times[109] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[109][112]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[7]

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.[7]Steven Sharif

Death penalties do not differ between PvP and PvE, but this is subject to change.[139]

Death by drowning is possible.[140]

Safe zones

球员摊位

Players are not able to be attacked or robbed while occupying a player stall.[141]

Player stalls may not be renewed during a siege declaration.[141]

Player housing

A permissions system will enable an owner to grant access to specific parts of their housing.[142][143][144]

A property has a single owner.[142]

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.[142]Steven Sharif

不动产

Players cannot steal from a freehold under normal circumstances.[151]

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

Players cannot be killed by other players while inside (the footprint of)[152] their freehold.[153]

  • NPC guards that permanently exist on a freehold are not a planned feature.[153]
  • Guards may be available for hire to defend freeholds after a successful node siege.[154]
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.[152]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[145]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[143]

PvP seasons

Performance in various PvP systems (such as 大篷车, 竞技场, 激战) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[155]

Gear enhancement rewards

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[156][157]

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.[157]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.[159]Steven Sharif

Metrics

创造的灰烬 gathers tracking data to facilitate achievements, titles and other accolades on a server.[160]

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.[160]Steven Sharif

Leader boards

There will be dungeon and raid leader boards.[161]

Arena ladder

There will be an arena ladder system.[83]

  • Rewards for arena ladders will be revealed at a later time.[85]
  • Titles can be received from arena play.[86]
  • Arena points that can be used to buy gear are not currently in the design.[86]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within 激战 and 城堡围攻.[163]

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.[163]Steven Sharif

Trophy park

Trophy park is an area within Town, City or Metropolis 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.[164]

  • Server announcements and achievements are designed to encourage groups to experience new content.[164]

Duels

There will be a duel mechanic.[165]

  • There will be a way to auto-decline duel requests.[165]

Time to kill

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

The 创造的灰烬 MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[166]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[168]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[169]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[169]

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.[169]Jeffrey Bard

There aren't separate types of hitbox categories in the 创造的灰烬 MMORPG as there were in Ashes of Creation Apocalypse.[169]

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.[169]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[169][170][171]

Stat growth

Stat growth proceeds in the following order:[175]

  1. The race "seeds" a player's base stats.[175]
  2. The primary archetype grows the base stats.[175]
  3. The secondary archetype (class) does not contribute to stat growth.[176] This is a revision of an earlier statement.[175]

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.[177]Steven Sharif

Choice of profession does not affect a player's stats.[178]

Gear has approximately a 40-50% influence on a players overall power in the game.[179]

Equalized PvP

There will not be equalized PvP in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[180]

赏金猎人

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.[181][38]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[182][137]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[182]
    • The pathfinding ability can be toggled on or off.[182][183]
    • 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.[184]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[185]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[118][101]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[118]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[186]

Bounty hunter maps

Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[187] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[185]

Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[188]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[182][137] 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.[182] The pathfinding ability can be toggled on or off.[182][183] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[185] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[185]

Corrupt players killing bounty hunters

Corrupted players potentially gain rewards for killing bounty hunters.[189]

PvP/PvE gear

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.[190]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.[114]Steven Sharif

创造的灰烬 is a PvX game. Players will naturally encounter both PvP and PvE elements.[114][91][191] It is unlikely that a player could purely focus on just PvP or just PvE.[191]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[194]Steven Sharif

PvP/PvE servers

Artwork

Community guides

See also

引用

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