Corruption
Corruption in Ashes of Creation refers to:
- 玩家腐化 gained through the PvP flagging system.[2]
- Corruption tarnishes the character’s spiritual essence. Their ability to utilize the Verra’s magic found within them is diminished.[3] – Steven Sharif
- Corrupted Essence is the negative aspect of The Essence, spread by The Ancients during the Apocalypse (世界观).[4][5] This form of corruption is present in Corrupted areas/zones that evolve with node progression.[6][7][8]
- Corruption is a representation of The Ancients' magic: The Ancients hatred. The Ancients desire to strike back at the creation of what their the gods who banished them to the void have tried to accomplish on Verra. And so corruption is this influence of The Essence that permeates around locations in the world and tries to pervert what that creation really is.[9] – Steven Sharif
玩家腐化
战斗员 (紫色) 玩家进行 PvP 击杀非战斗员 (绿色) 玩家时,会被标记成腐化 (红色)。[2]
- 没有风险之下获得的奖励都是毫无意义的... 腐化一词只是用来代表风险。[14] – Steven Sharif
- 因为只有是队友才能看见对方的生命值,你将不能准确预测多少伤害会击杀目标玩家,这便是另一个增加风险的因素。[15] – Steven Sharif
- 腐化值伴随着腐化惩罚。[16] 腐化值愈高:
- 连续击杀十名玩家时,你或会开始感到技能的效果大大减弱。在能够实际测试这个设计和相关设定前,我不想提供任何实际数字或曲线,避免玩家进行推论演算。可是能力减弱背后的目的不是要限制玩家游戏的乐趣,而是将“互相让步”和“风险与回报”融入游戏:不断累积腐化的风险不仅是掉落装备和受到更严重的死亡惩罚,更是会渐渐失去进行 PvP 的能力。[19] – Steven Sharif
- 累积愈多腐化,PvP 能力减弱效果愈大,且最终将会失去所有装备,PvP 能力亦会大大减低。[21] – Steven Sharif
- 腐化效果将会显示在角色身上。[22]
- 非战斗员即使攻击腐化玩家,也不会被标记成战斗员。[23]
- 腐化玩家身处的位置将会显示在]的地图上。[12][2]
- 腐化玩家击杀赏金猎人时,将不会增加腐化值。[24][25]
- 与赏金猎人战斗时,腐化玩家将不受战斗惩罚影响。[24]
- 腐化玩家将无法进行交易、以及存放物品到公共仓库。[26]
玩家标记
- 野外 PvP 将不仅是单纯偷袭谋杀其他玩家。[27]
- 玩家无疑会进行偷袭,但 Ashes of Creation 的目的是不要让游戏只剩下偷袭。
- 腐化惩罚的严厉程度将能足以阻止一切死守复活点的行为。[28]
Ashes of Creation 的 野外 PvP 标记有三级。[13]
- 非战斗员 (绿色)
这个设计的重点是,除了你的队伍、同盟、公会或团队成员外,你都不能准确掌握对方的生命值。因此如果你想要阴险地攻击其他玩家至接近死亡,然后让怪物尾刀的话,你就有机会造成过量伤害,并变成腐化。[30] – Steven Sharif
- 战斗员 (紫色)
- 非战斗员进入开放世界战场时,会自动被标记成战斗员。标记在离开战场后仍会持续一定时间。[13]
- 强制攻击其他玩家时,会被标记成战斗员。被攻击的玩家还击时,也会被标记成战斗员,否则会维持非战斗员身分。[23]
- 非战斗员以补血、施加增益效果等方式与战斗员牵连时,会被标记成战斗员。[31]
- 非战斗员利用战斗宠物 (或其他由玩家操控的) 攻击其他玩家时,会被标记成战斗员。[32]
- 非战斗员不会因拾取玩家尸体而被标记。[33]
- 由于战斗员的死亡惩罚较低,击杀战斗员不会有后果,且鼓励玩家这样做。[23]
- 玩家不能手动将自己标记成战斗员。[34]
- 攻击非战斗员或其他战斗员时,玩家会被标记 90 秒。[35]
- 战斗员将不能登出游戏。[36]
- 腐化 (红色)
- 透过设定,玩家可以自行选择影响对象为友方或非友方的范围技能能否命中被标记的玩家。有勾选设定时,范围恢复或伤害技能将影响被标记的玩家。没有勾选设定时,范围技能将不影响被标记的玩家,让施法者不会一同被标记 (若尚未被标记)。[38]
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.[38] – 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.[40] – Steven Sharif
移除腐化
移除腐化的主要方法是死亡。要移除所有腐化效果,可能需要死亡数次。[42][23]
- 死亡将移除大部分腐化值。[43]
- 获得经验值将也可以减少腐化值。[42]
- 在你移除腐化时尝试捕捉你,这为赏金猎人带来一个有趣的体验。[42] – Steven Sharif
- 腐化玩家或可以透过任务来减少玩家击杀数,让此后可以累积较少腐化值。[44][43]
- 身处军战节点时能减少腐化时间。[46]
角色死亡
玩家死亡时会化为灰烬。灰烬中包含玩家因死亡惩罚而掉落的物品。[48][49][17][50] 任何玩家都可以即时拾取灰烬。[48] 拾取灰烬不会触发玩家标记。[33]
- 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[17]
- 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.[53] – Steven Sharif
满等角色死亡时将损失约 2-3% 总经验值 (未定)。[61]
- 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.[61]
死亡惩罚将不适用于存在特定目标的活动 (例如商队、公会战、节点战)。[62]
- 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.[62] – Steven Sharif
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[17]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[65][51]
- Skill and stat dampening, such as Lower health and mana.[65][66][67][68][11][21]
- Reduction in loot drop rates from mobs.[52]
- Durability loss.[53][54][17]
- 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.[53] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[65][69][70][50][49][17] Glint drops as stolen glint on death.[69]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[70]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[17]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[67][12]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[12][20][67][12][57][17]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[71] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[58] Non-corrupt players always respawn at the closest active respawn point (to their death).[59]
- Corruption penalties occur as the corruption is gained (not just at death).[16]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[72]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[73][74][75][62]
- 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.[62] – Steven Sharif
- Gear degradation applies on death during 商队 PvP.[74][75]
- Previously it was stated that death penalties do not differ between PvP and PvE.[63]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[72]
- These penalties will be less than those for a green player.[76]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[65] – Steven Sharif
- Reduction in gear proficiency.[17]
赏金猎人地图
腐化值高的玩家将会显示在世界及小地图。这些玩家的位置会由阶段 4 (市镇) 或以上的军事节点 NPC 标记,然后提供给拥有赏金猎人称号的玩家。[77] 这些位置的准确性取决于玩家的赏金猎人等级。[78]
酒馆是发布悬赏令的地方之一。随着玩家腐化值增加,酒馆会发布悬赏令,缉拿或指示在特定地区扫荡腐化玩家,从而在世界地图上建立兴趣点。[79]
赏金猎人寻路技能
Skill | Icon | Origin | Description |
---|---|---|---|
Pathfinding | Bounty hunter | Reveals corrupted player locations on the bounty hunter's map.[80][81] 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.[80] The pathfinding ability can be toggled on or off.[80][82] |
Corrupted Essence
Corrupted Essence (commonly referred to simply as Corruption) is a negative aspect of The Essence that was spread by The Ancients during the Apocalypse.[4][5]
- Corruption is a representation of The Ancients' magic: The Ancients hatred. The Ancients desire to strike back at the creation of what their the gods who banished them to the void have tried to accomplish on Verra. And so corruption is this influence of The Essence that permeates around locations in the world and tries to pervert what that creation really is.[9] – Steven Sharif
- Corruption was brought to Verra by the Harbingers, which are comet-like celestial bodies powered by a very strong source of magic.[84][85]
- Corruption in the world manifests as a result of player activity.[6]
- Events and story arcs can lead to the spreading of corruption that players will have to fight back against.[6][7][8][86]
- Corruption is present in corrupted areas/zones that evolve with node progression and story arcs.[6][87][7][88][89][84][8][90]
- Corrupted areas do not confer corruption onto a player. Only PvP related activities lead to player corruption (in the flagging system).[9][91]
- Corrupted resources are variations of resources that are only available in corrupted areas or during certain story arcs.[6][92][93][94]
- What does corruption do as it seeps in through the world? It seeps in a way that's responsive to player progression. So as the nodes develop, as the world becomes more civilized by society, going out and standing up these cities and these nodes and whatnot, corruption responds to that. It is an equal pushback that it's trying to achieve. And it's up to players to thwart the advancement of that corruption through achieving certain story arc quest lines, through killing certain bosses, through, participating in content that relates to that corruption seeping into the world. But corruption is not all bad, because corruption changes spawners and it changes populations and it changes resources that become available- unique resources... So there is a relevance- meaningful component of why that corruption would want to be interacted with from the player's perspective. But it's a push and pull situation. That's really what corruption is intended to provide, push and pull between the advancement of society and what was there that's more feral.[6] – Steven Sharif
- Corruption is intended to spread through wilderness areas in the world. It will not impact the freehold system.[95]
Corrupted areas/zones
Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[97][6][87][89][88][98][8]
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[86]
- These are sources of NPC events that players need to address before they grow out of hand.[97][99][98]
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[97][86]
- If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[100]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[100] – Steven Sharif
- Corrupted areas do not confer corruption onto a player. Only PvP related activities lead to player corruption (in the flagging system).[9][91]
- To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[9] – Steven Sharif
- When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[101] – Steven Sharif
- Corrupted areas will spawn variations of mobs and resources.[97]
- Corrupted resources are only available in corrupted areas or during certain story arcs.[97][6][92][93][94]
Blood magic
Blood magic is a school of magic that creates a certain amount of corruption in the caster. This corruption can bleed over into the environment and other things that the caster draw Essence from in order to cast these spells.[103][104]
- The curse of Carphin was born from blood magic.[105] This began with the blood sacrifice of Veric Pulsifer by Laria Lemonte, which started a ritual that led to the mass killing of the residents of Carphin, turning them undead.[106]
- The ability to wield blood magic might be considered "illegal" by certain lawful citizens and nations of Verra. There may be ramifications when players discover and experience blood magic in the world.[103]
- When we say that blood magic is "illegal", we're talking about in the context of a normal everyday player who's a citizen of Verra having come from Sanctus. You are adhering to the local laws and guidance from nation governments and/or node governments to be a good upstanding citizen of Verra. You adhere to these laws. The ability to wield blood magic might be seen in some storylines we'll see. That is left to the players to experience and discover. Those types of choices might have ramifications on your character and or ramifications within story lines... Whether players will be able to wield blood magic is up to the different story lines you all explore.[103] – Steven Sharif
- The developers adhere to a style guide for blood magic, along with other schools of magic.[103]
- When we talk about how do we create a blood corruption setting, well what is the associated colors, what's the shape language of blood magic. This flowing river- you saw some of them in the VFX of the zone and Carphin- you saw the mist in the deep red saturation. Each of the environments and the magics and what we create has an associated style guide that includes color wheels and palettes across different influences.[103] – Steven Sharif
视觉效果
2018-09-28 2018-04-29
其他
引用
- ↑ A world with consequences.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5
- ↑
- ↑ 4.0 4.1 直播, 2020-11-08 (9:51).
- ↑ 5.0 5.1 Ashes of Creation - A world with consequences.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 访谈, 2023-07-09 (47:05).
- ↑ 7.0 7.1 7.2 直播, 2023-03-31 (53:30).
- ↑ 8.0 8.1 8.2 8.3 直播, 2021-03-26 (22:53).
- ↑ 9.0 9.1 9.2 9.3 9.4 直播, 2023-03-31 (54:22).
- ↑ 影片, 2020-05-31 (5:29).
- ↑ 11.0 11.1 Podcast, 2018-04-23 (51:31).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 访谈, 2020-07-18 (41:54).
- ↑ 13.0 13.1 13.2 13.3 13.4 MMOGames interview, January 2017
- ↑
- ↑ 直播, 2020-01-30 (1:40:48).
- ↑ 16.0 16.1
- ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 Podcast, 2017-05-05 (43:05).
- ↑ 访谈, 2018-05-11 (5:05).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑ 20.0 20.1 20.2 直播, 2017-11-17 (35:20).
- ↑ 21.0 21.1 直播, 2017-05-22 (42:33).
- ↑ 访谈, 2017-02-01 (39:33).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 访谈, 2017-04-27 (0:17).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 访谈, 2017-04-27 (1:18).
- ↑ 26.0 26.1 直播, 2021-04-30 (1:14:49).
- ↑ 直播, 2017-05-12 (24:52).
- ↑
- ↑
- ↑ 30.0 30.1 直播, 2021-07-30 (1:10:34).
- ↑ 直播, 2017-11-17 (29:45).
- ↑ 直播, 2018-10-31 (44:12).
- ↑ 33.0 33.1 Podcast, 2021-04-11 (34:41).
- ↑ 直播, 2020-11-30 (1:05:22).
- ↑
- ↑ 36.0 36.1
- ↑
- ↑ 38.0 38.1 访谈, 2020-07-08 (1:05:27).
- ↑
- ↑ 40.0 40.1 40.2 Podcast, 2018-04-23 (49:21).
- ↑ 直播, 2018-07-09 (20:41).
- ↑ 42.0 42.1 42.2 访谈, 2020-07-18 (44:35).
- ↑ 43.0 43.1 访谈, 2020-07-19 (30:51).
- ↑
- ↑ 直播, 2018-06-04 (2:18).
- ↑
- ↑ 47.0 47.1 直播, 2020-03-28 (1:58:24).
- ↑ 48.0 48.1 直播, 2021-03-26 (1:07:33).
- ↑ 49.0 49.1 49.2
- ↑ 50.0 50.1 50.2 访谈, 2020-07-18 (27:11).
- ↑ 51.0 51.1 直播, 2017-05-19 (13:37).
- ↑ 52.0 52.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 53.0 53.1 53.2 53.3 访谈, 2021-02-07 (13:14).
- ↑ 54.0 54.1 访谈, 2020-07-29 (16:46).
- ↑ 55.0 55.1 直播, 2021-01-29 (1:24:27).
- ↑ 直播, 2018-09-27 (47:46).
- ↑ 57.0 57.1 访谈, 2018-05-11 (15:41).
- ↑ 58.0 58.1 访谈, 2017-04-27 (9:28).
- ↑ 59.0 59.1 直播, 2021-06-25 (1:15:37).
- ↑ 访谈, 2018-05-11 (3:43).
- ↑ 61.0 61.1 直播, 2021-05-28 (1:50:50).
- ↑ 62.0 62.1 62.2 62.3 直播, 2020-12-22 (1:13:51).
- ↑ 63.0 63.1 直播, 2017-05-15 (36:23).
- ↑ 直播, 2017-07-28 (50:22).
- ↑ 65.0 65.1 65.2 65.3 直播, 2024-03-29 (3:21).
- ↑ 直播, 2022-10-28 (26:48).
- ↑ 67.0 67.1 67.2 直播, 2022-10-28 (24:28).
- ↑
- ↑ 69.0 69.1 访谈, 2023-09-10 (53:47).
- ↑ 70.0 70.1 直播, 2022-12-02 (1:26:02).
- ↑
- ↑ 72.0 72.1 访谈, 2023-07-09 (36:56).
- ↑ 直播, 2023-02-24 (1:29:45).
- ↑ 74.0 74.1 直播, 2022-06-30 (1:14:52).
- ↑ 75.0 75.1 直播, 2021-08-27 (1:22:56).
- ↑ 访谈, 2023-07-09 (38:03).
- ↑ 访谈, 2017-01-20 (06:12).
- ↑ 直播, 2017-05-24 (48:00).
- ↑ The mighty beard!
- ↑ 80.0 80.1 80.2
- ↑ 访谈, 2017-04-27 (9:28).
- ↑
- ↑ 影片, 2023-03-31 (9:32).
- ↑ 84.0 84.1 Week 1, entry 1.
- ↑ 直播, 2020-11-08 (0:00:00).
- ↑ 86.0 86.1 86.2 直播, 2020-11-08 (12:47).
- ↑ 87.0 87.1
- ↑ 88.0 88.1 影片, 2023-03-31 (3:32).
- ↑ 89.0 89.1 影片, 2023-03-31 (1:22).
- ↑ 影片, 2018-04-05 (35:01).
- ↑ 91.0 91.1 直播, 2021-06-25 (1:32:24).
- ↑ 92.0 92.1 直播, 2023-03-31 (59:10).
- ↑ 93.0 93.1 影片, 2023-03-31 (16:42).
- ↑ 94.0 94.1
- ↑ 访谈, 2023-07-09 (49:48).
- ↑ 影片, 2023-11-30 (29:26).
- ↑ 97.0 97.1 97.2 97.3 97.4 97.5 影片, 2023-11-30 (32:36).
- ↑ 98.0 98.1 直播, 2021-03-26 (50:03).
- ↑ 直播, 2021-06-25 (1:13:30).
- ↑ 100.0 100.1 直播, 2022-01-28 (1:17:12).
- ↑ 101.0 101.1 直播, 2023-03-31 (58:27).
- ↑ 影片, 2023-03-31 (13:13).
- ↑ 103.0 103.1 103.2 103.3 103.4 直播, 2023-04-07 (1:11:14).
- ↑ 影片, 2023-03-31 (10:51).
- ↑
- ↑ 成绩单, 2022-11-05 (23:24:07).