- Players can participate in open world PvP with one another without having to resort to murder.
- The penalties are intended to be severe enough to deter any type of spawn camping.
- Non-combatant (green)
- Combatant (purple)
- Non-combatants entering an open world battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.
- Players are flagged as combatants if they attack another player. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.
- Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.
- Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.
- Corrupt (red)
- If a combatant player kills a non-combatant player, they will be flagged as corrupt.
- Corruption multiplies death penalties and reveals a corrupt player's location to bounty hunters.
- A player’s corruption score increases with each non-combatant player killed.
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
- Corrupted players may kill bounty hunters without acquiring additional corruption score.
- Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).
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. – 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. – Steven Sharif
- Hunting grounds refer to killing monsters or NPCs in the open-world.
- This also refers to contesting resources.
One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area. – Steven Sharif
Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out. – Steven Sharif
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.
There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. 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. – Steven Sharif
When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed you know 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character. – Steven Sharif
- Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.
- Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.
- Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt. Je mehr Verderbnispunkte:
- Desto mehr werden Fähigkeiten und Statuspunkte gehemmt. (Weniger Lebenspunkte und Mana, niedrigere Fähigkeit im Umgang mit Ausrüstungsgegenständen), bis der verdorbene Spieler schliesslich nicht mehr effektiv kämpfen kann. Diese Hemmungseffekte beeinträchtigen nur PvP-Kämpfe.
- Desto höher die Chance darauf, getragene Ressourcen und Ausrüstungsgegenstände ( Waffen und Rüstung) fallenzulassen, wenn der verdorbene Spieler stirbt.
- Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.
- Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.
- Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.
- Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.
- Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.
The more corruption you gain, the less effective you become in PvP and there's going to be a certain period at which point you have gained enough corruption that you're going to be gearless and you're also going to have a massive reduction in your PvP efficacy. – Steven Sharif
You can't necessarily time perfectly you know the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well so that's another component that you know adds risk. – Steven Sharif
- Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.
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. – Steven Sharif
- A non-combatant (green player) who dies suffers normal penalties, which include:
- Experience debt (negative experience).
- Durability loss.
- Dropping a percentage of carried raw materials.
- A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.
- A corrupt (red player) suffers penalties at four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:
- Death penalties do not differ between PvP and PvE, but this is subject to change.
- Death by drowning is possible.
- The developers are testing methods for restricting non-registered combatants from entering the battlefield.
Players may choose to respawn at their HQ as long as they are registered.
Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.
- Liveübertragung, 2017-05-12 (24:52).
- MMOGames interview, January 2017
- Interview, 2017-04-27 (0:17).
- Liveübertragung, 2017-11-17 (29:45).
- Liveübertragung, 2018-10-31 (44:12).
- Interview, 2017-04-27 (1:18).
- Interview, 2020-07-08 (1:05:27).
- Podcast, 2018-04-23 (49:21).
- Liveübertragung, 2018-07-09 (44:56).
- Liveübertragung, 2017-11-17 (45:17).
- Liveübertragung, 2017-06-01 (35:42).
- Liveübertragung, 2017-05-19 (24:17).
- Interview, 2018-05-11 (58:07).
- Podcast, 2018-04-23 (51:31).
- Interview, 2020-07-18 (41:54).
- Podcast, 2017-05-05 (43:05).
- Interview, 2018-05-11 (5:05).
- Liveübertragung, 2017-11-17 (35:20).
- Interview, 2017-02-01 (39:33).
- Liveübertragung, 2017-05-22 (42:33).
- Liveübertragung, 2020-01-30 (1:40:48).
- Liveübertragung, 2018-07-09 (20:41).
- Interview, 2020-07-18 (44:35).
- Liveübertragung, 2020-03-28 (1:58:24).
- Liveübertragung, 2017-05-19 (13:37).
- Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- Liveübertragung, 2018-09-27 (47:46).
- Interview, 2020-07-18 (27:11).
- Interview, 2018-05-11 (15:41).
- Interview, 2017-04-27 (9:28).
- Interview, 2018-05-11 (3:43).
- Liveübertragung, 2017-05-15 (36:23).
- Liveübertragung, 2017-07-28 (50:22).
- Interview, 2020-07-08 (1:12:51).