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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)。[3]
- 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。[6] – 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。[7] – Steven Sharif
- 腐化值伴随着腐化惩罚。[8] 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。[11] – 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。[13] – Steven Sharif
- 腐化效果将会显示在角色身上。[14]
- 非战斗员即使攻击腐化玩家,也不会被标记成战斗员。[15]
- 腐化玩家身处的位置将会显示在]的地图上。[4][3]
- 腐化玩家击杀赏金猎人时,将不会增加腐化值。[16][17]
- 与赏金猎人战斗时,腐化玩家将不受战斗惩罚影响。[16]
- 腐化玩家将无法进行交易、以及存放物品到公共仓库。[18]
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。[20][15]
- 死亡将移除大部分腐化值。[21]
- 获得经验值将也可以减少腐化值。[20]
- 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。[20] – 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。[22][21]
- 身处军战节点时能减少腐化时间。[24]
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.[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]
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。[33] 这些位置的准确性取决于玩家的赏金猎人等级。[30]
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。[34]
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.[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] |
腐化玩家击杀赏金猎人
NPC 守卫
玩家标记
- 野外 PvP 将不仅是单纯偷袭谋杀其他玩家。[39]
- 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。[40]
Ashes of Creation 的 野外 PvP 标记有三级。[5]
- 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。[42] – 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。[5]
- 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份。[15]
- 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。[43]
- 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。[44]
- 非战斗员不会因拾取玩家尸体而被标记。[45]
- 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。[15]
- 玩家不能手动将自己标记成战斗员。[46]
- 攻击非战斗员或其他战斗员时,玩家会被标记 90 秒。[47]
- 战斗员将不能登出游戏。[48]
- 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)。[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
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
- PvP in Ashes of Creation exists in both opt-in systems and events as well as open-world PvP with a flagging (and corruption) system.[53]
- 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
- Corruption score has a scaling impact on skill and stat dampening that will ultimately make them ineffective at PvP combat.[8][57][59][60][54][4][55][56][10][2][13][9][5]
- Working corruption off through XP grinding takes significantly longer than Lineage II.[54]
- There is also a bounty system that reveals corrupt player locations on the map.[54][55][20][15]
- Abilities with CC effects do not apply to non-combatants. This prevents players from opening attacks that stun unflagged players.[54]
- Players who heal, buff, or otherwise support corrupted players will flag as combatants.[59][61][62][43]
- 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
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。[64][65][9][66] 任何玩家都可以即时拾取灰烬。[64] 拾取灰烬不会触发玩家标记。[45]
- 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,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
满等角色死亡时将损失约 2-3% 总经验值 (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)。[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
复活背景故事
Characters entering into the world of Verra are empowered with the spark of life that comes from the Goddess of Creation. This spark houses a portion of what represents their mortal coil/soul and their conduit to The Essence.[82][81][64][83] When a character dies they disintegrate into ashes, in accordance with the mythology of the cycle of life, death, and rebirth that is associated with the celestial avatar of the Goddess of Creation, the phoenix.[81][64]
- The ash pile conveys the location of the body, so that the character may be selected for resurrection.[81]
- The ash pile is also interractible to allow players to loot any dropped items.[81][64]
- This effect applies to players and not mobs.[81]
The reason for why respawning occurs, as you guys know, the avatar of the Goddess of Creation is the phoenix; and the phoenix obviously has some very stable mythological lore to it with regards to the cycle of life and death and rebirth; and that type of thing. As you enter into the world of Verra you are in a way empowered with the spark of life that comes from the Goddess of Creation herself, and in that sense you're able to house a portion of what that represents in your soul and your... conduit to the essence.[64] – Steven Sharif
复活地点
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.[85]
- 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
引用
- ↑ 影片, 2020-05-31 (5:29).
- ↑ 2.0 2.1 Podcast, 2018-04-23 (51:31).
- ↑ 3.0 3.1 3.2 3.3 3.4
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 访谈, 2020-07-18 (41:54).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 MMOGames interview, January 2017
- ↑
- ↑ 直播, 2020-01-30 (1:40:48).
- ↑ 8.0 8.1 8.2
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 Podcast, 2017-05-05 (43:05).
- ↑ 10.0 10.1 访谈, 2018-05-11 (5:05).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑ 12.0 12.1 直播, 2017-11-17 (35:20).
- ↑ 13.0 13.1 直播, 2017-05-22 (42:33).
- ↑ 访谈, 2017-02-01 (39:33).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 访谈, 2017-04-27 (0:17).
- ↑ 16.0 16.1 16.2 16.3
- ↑ 17.0 17.1 17.2 访谈, 2017-04-27 (1:18).
- ↑ 18.0 18.1 直播, 2021-04-30 (1:14:49).
- ↑ 直播, 2018-07-09 (20:41).
- ↑ 20.0 20.1 20.2 20.3 访谈, 2020-07-18 (44:35).
- ↑ 21.0 21.1 访谈, 2020-07-19 (30:51).
- ↑
- ↑ 直播, 2018-06-04 (2:18).
- ↑
- ↑ 直播, 2020-06-26 (1:50:24).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5
- ↑ 27.0 27.1 27.2 访谈, 2017-04-27 (9:28).
- ↑ 28.0 28.1
- ↑
- ↑ 30.0 30.1 直播, 2017-05-24 (48:00).
- ↑ 直播, 2019-07-26 (1:20:48).
- ↑ 直播, 2021-06-25 (1:06:22).
- ↑ 访谈, 2017-01-20 (06:12).
- ↑ The mighty beard!
- ↑ 访谈, 2017-04-27 (9:28).
- ↑ 访谈, 2018-10-20 (15:51).
- ↑
- ↑ 直播, 2020-02-28 (1:14:38).
- ↑ 直播, 2017-05-12 (24:52).
- ↑
- ↑
- ↑ 42.0 42.1 直播, 2021-07-30 (1:10:34).
- ↑ 43.0 43.1 直播, 2017-11-17 (29:45).
- ↑ 直播, 2018-10-31 (44:12).
- ↑ 45.0 45.1 45.2 Podcast, 2021-04-11 (34:41).
- ↑ 直播, 2020-11-30 (1:05:22).
- ↑
- ↑ 48.0 48.1 48.2
- ↑
- ↑ 50.0 50.1 访谈, 2020-07-08 (1:05:27).
- ↑
- ↑ 52.0 52.1 Podcast, 2018-04-23 (49:21).
- ↑ 53.0 53.1 53.2 53.3 53.4
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5
- ↑ 55.0 55.1 55.2
- ↑ 56.0 56.1 访谈, 2018-08-24 (8:35).
- ↑ 57.0 57.1
- ↑
- ↑ 59.0 59.1 59.2 59.3 59.4 直播, 2022-10-28 (26:48).
- ↑ 直播, 2022-10-28 (24:28).
- ↑
- ↑ 访谈, 2019-04-22 (54:40).
- ↑ 直播, 2020-03-28 (1:58:24).
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6 直播, 2021-03-26 (1:07:33).
- ↑ 65.0 65.1
- ↑ 66.0 66.1 访谈, 2020-07-18 (27:11).
- ↑ 直播, 2017-05-19 (13:37).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 69.0 69.1 访谈, 2021-02-07 (13:14).
- ↑ 访谈, 2020-07-29 (16:46).
- ↑ 71.0 71.1 直播, 2021-01-29 (1:24:27).
- ↑ 直播, 2018-09-27 (47:46).
- ↑ 访谈, 2018-05-11 (15:41).
- ↑ 74.0 74.1 74.2 74.3 直播, 2021-06-25 (1:15:37).
- ↑ 访谈, 2018-05-11 (3:43).
- ↑ 76.0 76.1 直播, 2021-05-28 (1:50:50).
- ↑ 77.0 77.1 直播, 2020-12-22 (1:13:51).
- ↑ 直播, 2017-05-15 (36:23).
- ↑ 直播, 2017-07-28 (50:22).
- ↑ 影片, 2023-08-31 (4:01).
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 直播, 2021-09-24 (51:20).
- ↑ 直播, 2023-04-28 (1:19:56).
- ↑ Podcast, 2018-05-11 (51:39).
- ↑ 影片, 2022-12-02 (16:29).
- ↑ 直播, 2023-05-31 (1:08:39).