開放世界戰場
战场是在开放世界进行的 PvP 战斗。[1] 游戏内有开放世界 PvP 区域,区域内的玩家会被标记成战斗员 (purple)。[2]
非战斗员 (绿色)玩家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。[8]
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)。[9]
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[10] – Steven Sharif
战争
节点战
节点战 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (阶段 3).[12] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[13]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[13]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
- Death penalties do not apply to objective-based events such as node sieges.[9]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![10] – Steven Sharif
- 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.[15]
攻城战
行会 participate in 攻城战 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[18]
- The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[22][23][24][25]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[14]
- There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[15]
- I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[26] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[27][28]
- Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[27] – Steven Sharif
- In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to 村庄 stage through questing.[27][28]
- The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[27][28]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[28][29]
- Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[30]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[31]
- There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[28] – Steven Sharif
商队 PvP
商队周边会形成一个开放式 PvP 区域,区域内的玩家会被标记成战斗员 (紫色)。[34]
- 在决定进攻或防守商队前,玩家将无法确切看到商队运输中的货物。但会有视觉提示显示车上的货物,例如金、银或铁。[33]
- 玩家将可以透过介面视窗决定攻击、防守或无视商队。[35][36][37]
- 距离商队多远视窗才会出现,将取决于玩家先前作为攻击方或防守方的表现。[35]
- 要成功击毁一个商队,将需要一个队伍。[38][39]
- 在商队拥有人登出或与伺服器连接中断 5 至 10 分钟后,商队才会消失。[40]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[35] – Steven Sharif
双方皆有诱因鼓励玩家加入,并将于 Alpha 及 Beta 阶段测试。[41]
- 大部分诱因都是社交性的,而且是由玩家之间非正式协议而成。[41]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[41] – Steven Sharif
Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[41] – Jeffrey Bard
Caravan PvP incentives and risks
There will be incentives and risks for both caravan attackers and defenders.[42][43] These will be tested and refined during the alpha and beta testing phases.[41]
- There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[42] – Steven Sharif
- A highwayman system tracks a player's performance in caravan PvP.[44][42][43][41]
- Death penalties (mostly) do not apply to objective-based events (such as caravans, guild wars, and node sieges).[42][43][9][47]
- Gear degradation applies on death during 商队 PvP.[42][43]
海上 PvP
船舶 moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[48][49][50] Corrupted (red) players will remain red while in the open sea.[51][52][53]
- Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[49] – Steven Sharif
- Players entering an open seas area will be notified by the UI ahead of time.[54]
- Death penalties for corrupt players apply to every zone in the game, including naval PvP zones.[51]
- Non-corrupt players will suffer reduced death penalties in naval PvP zones.[51]
- If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[51] – Steven Sharif
- Open sea zones have better resources in more abundance to compensate for the added level of risk.[55]
- We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[54] – Steven Sharif
Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[50]
- The result of events (such as guild wars or node wars) between the parties.[50]
- As the result of open-world PvP, utilizing the flagging and corruption system.[50]
公会战
公会战 are objective-based PvP events between guilds.[56][57]
- 公会战 can be declared at any time, but the objectives will only spawn during server prime-time.[58][59]
- Players can kill each other at any time during the war (not only during server prime-time).[58]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[56][60][61][59]
- Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[60][62]
- Guild wars operate outside the PvP flagging system.[63][42][43][9][62]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[63][42][43][9]
- Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
- A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[56] – Steven Sharif
节点战争
Node governments may declare war on another node and rally citizens to the cause.[65][66]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[67]
- 附庸节点 cannot declare a node war on their parent node or any of their vassals.[68]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[58]
- Players can kill each other at any time during the war (not only during server prime-time).[58]
- Node wars affect reputation between the nodes.[69][70]
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[71] – Steven Sharif
视觉效果
2024-02-02 2021-05-29 2021-05-29 2021-05-29 2020-03-28
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4 直播, 2017-05-05 (14:26).
- ↑ 直播, 2017-05-19 (45:14).
- ↑ 3.0 3.1 3.2 3.3 Podcast, 2021-04-11 (49:40).
- ↑ 4.0 4.1
- ↑ 5.0 5.1 直播, 2021-04-30 (41:18).
- ↑ 6.0 6.1 Blog: Creative Director's Letter, April 14 2021
- ↑ 直播, 2017-11-17 (45:19).
- ↑ MMOGames interview, January 2017
- ↑ 9.0 9.1 9.2 9.3 9.4 直播, 2020-12-22 (1:13:51).
- ↑ 10.0 10.1 影片, 2017-04-30 (5:31).
- ↑ 影片, 2016-12-04 (0:02).
- ↑ 12.0 12.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 13.0 13.1 A reactive world - Nodes.
- ↑ 14.0 14.1 Twitch Bustin - Practice Sieges?
- ↑ 15.0 15.1 直播, 2022-01-28 (17:50).
- ↑ 影片, 2021-05-28 (25:44).
- ↑ About Ashes of Creation.
- ↑ 18.0 18.1
- ↑ 直播, 2022-07-29 (1:12:14).
- ↑ 访谈, 2020-07-29 (31:05).
- ↑ 访谈, 2020-07-18 (13:13).
- ↑ 直播, 2021-09-24 (52:48).
- ↑ 访谈, 2021-07-08 (57:19).
- ↑ 访谈, 2020-07-19 (44:28).
- ↑
- ↑ 访谈, 2023-09-10 (25:14).
- ↑ 27.0 27.1 27.2 27.3 直播, 2020-08-28 (1:43:03).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 Podcast, 2018-04-23 (21:55).
- ↑ 29.0 29.1 直播, 2017-08-23 (23:00).
- ↑ Podcast, 2018-04-23 (15:14).
- ↑
- ↑ 直播, 2020-03-28 (1:27:28).
- ↑ 33.0 33.1 33.2 直播, 2021-01-29 (1:25:14).
- ↑
- ↑ 35.0 35.1 35.2 访谈, 2020-03-27 (16:19).
- ↑
- ↑ 直播, 2017-05-22 (40:40).
- ↑ 直播, 2017-05-15 (45:20).
- ↑ 直播, 2017-05-22 (40:41).
- ↑ 直播, 2020-07-25 (55:32).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 直播, 2021-02-26 (1:16:21).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 直播, 2022-06-30 (1:14:52).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 43.6 直播, 2021-08-27 (1:22:56).
- ↑ 44.0 44.1 直播, 2023-10-31 (1:11:26).
- ↑ 直播, 2021-09-24 (1:22:46).
- ↑ 访谈, 2020-07-18 (16:34).
- ↑
- ↑ 直播, 2022-10-28 (24:28).
- ↑ 49.0 49.1 直播, 2022-08-26 (1:00:14).
- ↑ 50.0 50.1 50.2 50.3 直播, 2021-04-30 (1:06:41).
- ↑ 51.0 51.1 51.2 51.3 访谈, 2023-07-09 (36:56).
- ↑
- ↑ 54.0 54.1 直播, 2022-08-26 (1:03:43).
- ↑ 直播, 2022-10-28 (1:41:55).
- ↑ 56.0 56.1 56.2 访谈, 2023-09-10 (18:10).
- ↑ Podcast, 2018-08-04 (1:54:15).
- ↑ 58.0 58.1 58.2 58.3
- ↑ 59.0 59.1 直播, 2017-05-22 (52:01).
- ↑ 60.0 60.1 直播, 2020-12-22 (1:08:41).
- ↑ Podcast, 2018-08-18 (1:12:34).
- ↑ 62.0 62.1 62.2 直播, 2017-05-15 (17:20).
- ↑ 63.0 63.1 直播, 2023-02-24 (1:29:45).
- ↑ 直播, 2023-03-31 (1:24:21).
- ↑ 直播, 2022-04-29 (27:42).
- ↑ City hall.
- ↑ 67.0 67.1 访谈, 2020-07-19 (24:34).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Blog: Development Update with Village Node.
- ↑ 直播, 2023-08-31 (44:21).
- ↑ 影片, 2018-04-05 (41:48).