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PvP background

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While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[1][2][3][4] 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.[1]

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.[1]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.[1]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.[2][5][6][7][8] Corruption penalties occur as the corruption is gained.[9]
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.[10]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[10][17]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[10][21]

Open-world PvP

Alpha-1开放世界商队 PvP[23]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[24]

PvP (玩家对战) 是 Ashes of Creation 产生改变的关键要素。[25]商队战斗以至在广阔的世界以国王和王后之名而战,皆旨在促成有意义的玩家对战。[26]

正因为玩家有不同的诱因,正因为玩家有不同的追求,冲突必不可避。不同玩家将会渴求不同的体验,因而产生的冲突将缔造更庞大、更好玩的体验。纷争过后,万物重生 — 是贯彻整个游戏的核心主题。[27]Jeffrey Bard

Ashes of Creation 有很多原因促使玩家参与野外 PvP[28]

我们的标记系统虽然会让 PvP 玩家进入腐化状态,但 PvP 仍会存在。游戏有大量原因促使玩家在开放世界参与 PvP:稀缺的资源、位于开玩世界的狩猎场、商队运输、攻城战、公会战等等。[28]Steven Sharif

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战攻城战)。[29]

Ashes of Creation inspiration

Ashes of Creation 的灵感源自数款 MMORPG。[4]

天堂II 很多系统的设计都围绕着现时 MMORPG 失去了的概念:风险与回报。“风险愈大,潜在回报愈大”这种想法完全是一个“典范转移”,是从每个人都是赢家、参与就有奖、恭喜你是游戏的一员这些无聊的想法转移。这些想法对营造玩家达成目标的渴望感,或失败时的挫折感都毫无用处,但渴望感和挫折感正是玩家玩游戏的动力。新游戏寿命短不是没有原因,它们总想与魔兽世界竞争。你不须成为“WoW 杀手”,你可以专注在设计哲学上的突破,而我认为这正是现今很多开发公司不愿意冒险做的事情。[30]Steven Sharif

对于前人的经验,我们正在探索哪个游戏有甚么做得最好,然后当作灵感。力求推动这个领域,推陈出新,然后带进二十一世纪。[4]Jeffrey Bard

设计概念

Ashes of Creation 的设计遵循五大概念支柱[31]

  1. 引人入胜、亲历其境的故事
  2. 动态世界
  3. 玩家互动
  4. 玩家主导
  5. 风险与回报

Ashes of Creation 每项设计都遵循五大支柱:引人入胜及亲历其境的故事、动态的世界、玩家互动、玩家主导及风险与回报。玩家在游戏里的所有活动都与这些概念有关联,公会所有的活动、伺服器整体的活动都能让世界变得有新鲜感、常变、以及最重要的是...刺激。[31]

其他

引用