Highwayman system

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A highwayman system tracks a player's performance in caravan PvP.[1][2][3][4]

  • This records successful or failed defenses and attacks and provides rewards that scale up over time based on the player's history.[5][1][2][3][4]
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.[4]Steven Sharif
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[5]John Collins

Karawanen-PvP

Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[7]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[8][9]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[10][11]
  • Die Karawane bleibt für einen Zeitraum von 5 bis 10 Minuten in der Welt, sollte sich ihr Besitzer abmelden oder die Verbindung zum Server trennen.[12]

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[2][3] These will be tested and refined during the alpha and beta testing phases.[4]

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.[2]Steven Sharif
  • Other incentives and risks are social and are created (informally) between players.[2][4]

Zerstörung der Karawane

Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[10][17][18]

  • Es können auch Karawanen-Komponenten fallen gelassen werden, wenn die Karawane zerstört wird. Handelt es sich um höherwertige Komponenten, können diese vom Besitzer der Karawane, oder von anderen Spielern geborgen & wiederverwertet werden.[19]
  • Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[20][18]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[18]Steven Sharif

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[22][23][24]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[25][26][22][23]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[24]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[24]Steven Sharif

PvP seasons

Performance in various PvP systems (such as Karawanen, Arenen, Gildenkriege) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[13][14]

Siehe auch

Einzelnachweise