狩獵場

来自Ashes of Creation Wiki
Lex讨论 | 贡献2020年5月3日 (日) 22:56的版本

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You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[1]

狩獵場 are open-world PvP corruption-enabled areas that encompass most of the map.[2]

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.[5]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.[4]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.[6]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[7]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[7]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[8][9] This content adapts to the node progression of the zone it is in.[7][10]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[11]

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small 隨機性 chance of dropping gear (completed items).[18][19]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[37]

玩家標記

野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[39]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[40]
  • 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。[41]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[11]

  • 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。[44]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。[11]
    • 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。[42]
    • 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。[45]
    • 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。[46]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[47]
    • 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。[42]
    • 玩家不能手動將自己標記成戰鬥員。[48]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[49]
    • 戰鬥員將不能登出遊戲。[50]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[39]
    • 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。[39]
    • 腐化值會隨着擊殺非戰鬥員增加。[11]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[42]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[51]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[50]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[52]

  • 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)。[53]

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.[53]Steven Sharif

標記系統不適用於戰爭商隊公會戰[54]

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.[55]Steven Sharif

玩家腐化

Alpha-1 預覽 — 腐化玩家[56]

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。[57]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)[39]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[58][11]
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。[59]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。[60]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[61] 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。[63]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。[65]Steven Sharif
  • 腐化效果將會顯示在角色身上。[66]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[42]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[58][39]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[67][51]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[67]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[68]

移除腐化

Tad Ehrlich 設計的墳場概念圖[69]

移除腐化的主要方法是死亡。要移除所有腐化效果,可能需要死亡數次。[70][42]

角色死亡

Alpha-1 — 於戶外地下城死亡[75]

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.[55]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[24][25][26][20] 任何玩家都可以即時拾取灰燼。[24] 拾取灰燼不會觸發玩家標記[47]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[26]
    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.[77]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[26]
  • 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品[58] 包括:[58][26]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[85]

  • 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.[85]

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)。[86]

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.[86]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[87]

玩家可能會遇溺而死。[88]

其他

引用

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