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玩家標記
- 野外 PvP 将不仅是单纯偷袭谋杀其他玩家。[2]
- 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。[3]
Ashes of Creation 的 野外 PvP 标记有三级。[4]
- 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。[7] – 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。[4]
- 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。[5]
- 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。[8]
- 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。[9]
- 非战斗员不会因拾取玩家尸体而被标记。[10]
- 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。[5]
- 玩家不能手动将自己标记成战斗员。[11]
- 攻击非战斗员或其他战斗员时,玩家会被标记 90 秒。[12]
- 战斗员将不能登出游戏。[13]
- 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)。[16]
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.[16] – 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.[18] – 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.[19][20][21][22] 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.[19]
- 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.[19] – 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.[19]
- 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.[19] – 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.[20][23][24][25][4] Corruption penalties occur as the corruption is gained.[26]
- 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.[27] – Steven Sharif
- Corruption score has a scaling impact on skill and stat dampening that will ultimately make them ineffective at PvP combat.[26][23][27][28][20][24][21][22][29][30][31][32][4]
- Working corruption off through XP grinding takes significantly longer than Lineage II.[20]
- There is also a bounty system that reveals corrupt player locations on the map.[20][21][33][5]
- Abilities with CC effects do not apply to non-combatants. This prevents players from opening attacks that stun unflagged players.[20]
- Players who heal, buff, or otherwise support corrupted players will flag as combatants.[27][34][35][8]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[27][13]
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)。[1]
- 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。[37] – 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。[38] – Steven Sharif
- 腐化值伴随着腐化惩罚。[26] 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。[39] – 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。[31] – Steven Sharif
- 腐化效果将会显示在角色身上。[41]
- 非战斗员即使攻击腐化玩家,也不会被标记成战斗员。[5]
- 腐化玩家身处的位置将会显示在]的地图上。[24][1]
- 腐化玩家击杀赏金猎人时,将不会增加腐化值。[42][14]
- 与赏金猎人战斗时,腐化玩家将不受战斗惩罚影响。[42]
- 腐化玩家将无法进行交易、以及存放物品到公共仓库。[43]
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。[33][5]
- 死亡将移除大部分腐化值。[45]
- 获得经验值将也可以减少腐化值。[33]
- 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。[33] – 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。[46][45]
- 身处军战节点时能减少腐化时间。[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。[50][51][32][52] 任何玩家都可以即时拾取灰烬。[50] 拾取灰烬不会触发玩家标记。[10]
- 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[32]
- 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.[55] – Steven Sharif
满等角色死亡时将损失约 2-3% 总经验值 (未定)。[63]
- 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.[63]
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)。[64]
- 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.[64] – Steven Sharif
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[32]
- 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).[67][53]
- Skill and stat dampening, such as Lower health and mana.[67][27][28][20][30][31]
- Reduction in loot drop rates from mobs.[54]
- Durability loss.[55][56][32]
- 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.[55] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[67][68][69][52][51][32] Glint drops as stolen glint on death.[68]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[69]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[32]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[28][24]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[24][40][28][24][59][32]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[70] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[60] Non-corrupt players always respawn at the closest active respawn point (to their death).[61]
- Corruption penalties occur as the corruption is gained (not just at death).[26]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[71]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[72][73][74][64]
- 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.[64] – Steven Sharif
- Gear degradation applies on death during 商队 PvP.[73][74]
- Previously it was stated that death penalties do not differ between PvP and PvE.[65]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[71]
- These penalties will be less than those for a green player.[75]
- 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.[67] – Steven Sharif
- Reduction in gear proficiency.[32]
Experience debt
Experience debt (negative experience) is a death penalty that scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[67] This was previously stated to be 2 or 3 percent of the total XP for a max level player.[76][63][18][53]
- 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.[18] – Steven Sharif
- Characters accumulate experience debt on death. This does not delevel characters, but does have detrimental effects until the debt is paid off.[18]
- Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice.[76] – Steven Sharif
- Resurrection skills allow greater recovery of experience debt than resurrection scrolls.[67][77][78]
- When we are talking about... 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.[67] – Steven Sharif
- Maxing out experience debt for a level can result in roughly 20% stat dampening for that character. This percentage is expected to be highly variable.[67]
- Experience debt is paid down by the player gaining experience. This applies even to max-level players. Rested experience will increase the rate that the debt is paid back.[80]
- Q: Does experience debt at max level interact with rested experience? So, let's say I have experience at max level, will I be able to use rested experience to gain the experience back?
- A: Yes. Rested experience is a modifier that occurs when you first receive the experience and then after that modifier happens where that experience goes to buy down the debt is what happens. So, if you have rested experience and you have experience debt and you go out to collect experience, you will be working that debt off faster because of the rested experience.[80] – Steven Sharif
背景
An affiliation tree determines how entities are flagged against other entities within its hierarchy.[81][82][83]
- Corrupted players can be attacked (or killed) regardless of other affiliations. This is something that will be tested during Alpha-2.[81]
- Node citizenship.[81][82][83]
- 同盟.[81][82][83]
- 行会.[81][82][83]
- Parties.[81][82][83]
- 大型副本.[81][82][83]
- Family.[82]
- Religion.[83]
- Society.[83]
There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[82] – Steven Sharif
All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[83] – Steven Sharif
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4
- ↑ 直播, 2017-05-12 (24:52).
- ↑
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 MMOGames interview, January 2017
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 访谈, 2017-04-27 (0:17).
- ↑
- ↑ 7.0 7.1 直播, 2021-07-30 (1:10:34).
- ↑ 8.0 8.1 直播, 2017-11-17 (29:45).
- ↑ 直播, 2018-10-31 (44:12).
- ↑ 10.0 10.1 Podcast, 2021-04-11 (34:41).
- ↑ 直播, 2020-11-30 (1:05:22).
- ↑
- ↑ 13.0 13.1 13.2
- ↑ 14.0 14.1 访谈, 2017-04-27 (1:18).
- ↑
- ↑ 16.0 16.1 访谈, 2020-07-08 (1:05:27).
- ↑
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 Podcast, 2018-04-23 (49:21).
- ↑ 19.0 19.1 19.2 19.3 19.4
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6
- ↑ 21.0 21.1 21.2
- ↑ 22.0 22.1 访谈, 2018-08-24 (8:35).
- ↑ 23.0 23.1
- ↑ 24.00 24.01 24.02 24.03 24.04 24.05 24.06 24.07 24.08 24.09 24.10 24.11 访谈, 2020-07-18 (41:54).
- ↑
- ↑ 26.0 26.1 26.2 26.3
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 直播, 2022-10-28 (26:48).
- ↑ 28.0 28.1 28.2 28.3 直播, 2022-10-28 (24:28).
- ↑ 29.0 29.1 访谈, 2018-05-11 (5:05).
- ↑ 30.0 30.1 30.2 Podcast, 2018-04-23 (51:31).
- ↑ 31.0 31.1 31.2 直播, 2017-05-22 (42:33).
- ↑ 32.00 32.01 32.02 32.03 32.04 32.05 32.06 32.07 32.08 32.09 32.10 32.11 32.12 32.13 32.14 32.15 32.16 Podcast, 2017-05-05 (43:05).
- ↑ 33.0 33.1 33.2 33.3 访谈, 2020-07-18 (44:35).
- ↑
- ↑ 访谈, 2019-04-22 (54:40).
- ↑ 影片, 2020-05-31 (5:29).
- ↑
- ↑ 直播, 2020-01-30 (1:40:48).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑ 40.0 40.1 40.2 直播, 2017-11-17 (35:20).
- ↑ 访谈, 2017-02-01 (39:33).
- ↑ 42.0 42.1
- ↑ 43.0 43.1 直播, 2021-04-30 (1:14:49).
- ↑ 直播, 2018-07-09 (20:41).
- ↑ 45.0 45.1 访谈, 2020-07-19 (30:51).
- ↑
- ↑ 直播, 2018-06-04 (2:18).
- ↑
- ↑ 49.0 49.1 直播, 2020-03-28 (1:58:24).
- ↑ 50.0 50.1 直播, 2021-03-26 (1:07:33).
- ↑ 51.0 51.1 51.2
- ↑ 52.0 52.1 52.2 访谈, 2020-07-18 (27:11).
- ↑ 53.0 53.1 53.2 直播, 2017-05-19 (13:37).
- ↑ 54.0 54.1 54.2 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 55.0 55.1 55.2 55.3 访谈, 2021-02-07 (13:14).
- ↑ 56.0 56.1 访谈, 2020-07-29 (16:46).
- ↑ 57.0 57.1 直播, 2021-01-29 (1:24:27).
- ↑ 直播, 2018-09-27 (47:46).
- ↑ 59.0 59.1 访谈, 2018-05-11 (15:41).
- ↑ 60.0 60.1 访谈, 2017-04-27 (9:28).
- ↑ 61.0 61.1 直播, 2021-06-25 (1:15:37).
- ↑ 访谈, 2018-05-11 (3:43).
- ↑ 63.0 63.1 63.2 直播, 2021-05-28 (1:50:50).
- ↑ 64.0 64.1 64.2 64.3 直播, 2020-12-22 (1:13:51).
- ↑ 65.0 65.1 直播, 2017-05-15 (36:23).
- ↑ 直播, 2017-07-28 (50:22).
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 67.6 67.7 直播, 2024-03-29 (3:21).
- ↑ 68.0 68.1 访谈, 2023-09-10 (53:47).
- ↑ 69.0 69.1 直播, 2022-12-02 (1:26:02).
- ↑
- ↑ 71.0 71.1 访谈, 2023-07-09 (36:56).
- ↑ 直播, 2023-02-24 (1:29:45).
- ↑ 73.0 73.1 直播, 2022-06-30 (1:14:52).
- ↑ 74.0 74.1 直播, 2021-08-27 (1:22:56).
- ↑ 访谈, 2023-07-09 (38:03).
- ↑ 76.0 76.1 直播, 2023-04-07 (40:30).
- ↑ 直播, 2023-07-28 (1:01:30).
- ↑ 直播, 2023-04-28 (1:22:57).
- ↑ 直播, 2023-07-28 (1:03:27).
- ↑ 80.0 80.1 直播, 2023-09-29 (1:18:04).
- ↑ 81.0 81.1 81.2 81.3 81.4 81.5 81.6 直播, 2022-07-29 (1:07:20).
- ↑ 82.0 82.1 82.2 82.3 82.4 82.5 82.6 82.7 直播, 2019-03-29 (17:10).
- ↑ 83.0 83.1 83.2 83.3 83.4 83.5 83.6 83.7 83.8 访谈, 2018-05-11 (58:07).