玩家腐化

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Alpha-1 預覽 — 腐化玩家[1]

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。[2]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)[3]

  • 擊殺愈多非戰鬥員玩家,腐化值愈高。[4][5]
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。[6]Steven Sharif
  • 雙方等級差距愈大,腐化值增加得愈多。[4][5]
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。[7]Steven Sharif
  • 腐化值伴隨着腐化懲罰。[8] 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。[11]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。[13]Steven Sharif
  • 腐化效果將會顯示在角色身上。[14]
  • 非戰鬥員即使攻擊腐化玩家,也不會被標記成戰鬥員。[15]
  • 腐化玩家身處的位置將會顯示在]的地圖上。[4][3]
  • 腐化玩家擊殺賞金獵人時,將不會增加腐化值。[16][17]
    • 與賞金獵人戰鬥時,腐化玩家將不受戰鬥懲罰影響。[16]
  • 腐化玩家將無法進行交易、以及存放物品到公共倉庫[18]

移除腐化

Tad Ehrlich 設計的墳場概念圖[19]

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。[20][15]

賞金獵人

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.[25][5]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[26][27]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[26]
    • The pathfinding ability can be toggled on or off.[26][28]
    • 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.[29]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[30]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[16][17]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[16]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[31]
  • 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.[32]

賞金獵人地圖

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。[33] 這些位置的準確性取決於玩家的賞金獵人等級[30]

酒館是發布懸賞令的地方之一。隨着玩家腐化值增加,酒館會發布懸賞令,緝拿或指示在特定地區掃蕩腐化玩家,從而在世界地圖上建立興趣點。[34]

賞金獵人尋路技能

Skill Icon Base skill
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[26][35] 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.[26] The pathfinding ability can be toggled on or off.[26][28]

腐化玩家擊殺賞金獵人

腐化玩家擊殺賞金獵人或會獲得獎勵。[36]

NPC 守衛

守衛制服。[37]

NPC 守衛將會擊殺視線範圍內的腐化玩家[38]

玩家標記

野外 PvP 標記系統旨在阻止玩家惡意騷擾他人。[3]

  • 野外 PvP 將不僅是單純偷襲謀殺其他玩家。[39]
  • 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。[40]

pvp flagging diagram.png

Ashes of Creation野外 PvP 標記有三級。[5]

  • 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。[42]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。[5]
    • 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。[15]
    • 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。[43]
    • 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。[44]
    • 非戰鬥員不會因拾取玩家屍體而被標記。[45]
    • 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。[15]
    • 玩家不能手動將自己標記成戰鬥員。[46]
    • 攻擊非戰鬥員或其他戰鬥員時,玩家會被標記 90 秒。[47]
    • 戰鬥員將不能登出遊戲。[48]
  • 腐化 (紅色)
    • 戰鬥員擊殺非戰鬥員時,會被標記成腐化[3]
    • 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。[3]
    • 腐化值會隨着擊殺非戰鬥員增加。[5]
    • 非戰鬥員攻擊腐化玩家時,不會被標記成戰鬥員。[15]
    • 腐化玩家擊殺賞金獵人時,腐化值不會增加。[17]
    • 腐化玩家登出遊戲的所需時間為 60 秒。[48]

玩家不能攻擊同一隊伍團隊公會同盟的成員。[49]

  • 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)。[50]

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.[50]Steven Sharif

標記系統不適用於戰爭商隊公會戰[51]

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.[52]Steven Sharif

Differences from other games

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[53][54][55][56] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[53]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[53]Steven Sharif
In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[53]Steven Sharif
  • Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[54][57][4][58][5] Corruption penalties occur as the corruption is gained.[8]
These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[59]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[59][15]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[59][48]

角色死亡

Alpha-1 — 於戶外地下城死亡[63]

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.[52]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[64][65][9][66] 任何玩家都可以即時拾取灰燼。[64] 拾取灰燼不會觸發玩家標記[45]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[9]
    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.[69]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[9]
  • 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[4] 包括:[4][9]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[76]

  • 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.[76]

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)。[77]

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.[77]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[78]

玩家可能會遇溺而死。[79]

Death penalties

角色死亡 in an open world dungeon in Alpha-1.[63]

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.[52]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[83][84][85][77]

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.[77]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[82]

  • These penalties will be less than those for a green player.[86]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Skill and stat dampening

Skill and stat dampening penalties are applied when a player dies or when they gain corruption. This causes negative effects, such as a reduction of health and mana.[59][60][54][2][13]

復活地點

Non-corrupt players always respawn at the closest active respawn point (to their death).[74]

  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[27]
  • There will not be custom respawn points that can be placed in the world.[88]
  • Events in progress may disable certain respawn points in proximity to those events, which might cause players to respawn further away.[74]
That has to do with the lore behind death and resurrection and what it means to have your soul connected as a conduit of that spark of life given from the Goddess of Creation, being that phoenix type of avatar; and if corruption has moved into an area and an event has started, the access to those ley line oriented respawn points may be obscured- might not be accessible. So that could create some additional distance that needs to be traveled as part of these types of events.[74]Steven Sharif

其他

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