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PvP-Statuseffekte

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Das Open World PvP Statussystem ist designed um Spielenden vom Kummer bereiten anderer Spielenden abzuschrecken. [1]

  • Spielende können an open world PvP teilnehmen ohne Mord zu begehen. [2]
  • Die Strafen sollen wesentlich genug sein um Spielenden vom Spawncamping abzuschrecken. [3]

pvp flagging diagram.png

Es gibt drei verschiedene Stadien des PvP Statuses in Ashes of Creation.[4]

  • Kämpfende(violett)
    • Nicht-Kämpfende die ein Open-world Schlachtfeld betreten werden automatisch zu Kämpfenden und behalten diesen Status für eine gewisse Zeit nachdem sie das Schlachtfeld verlassen haben. [4]
    • Spielende werden zu Kämpfenden wenn sie einen anderen Spielende erzwungen angreifen. Wenn der/die angegriffene Spielende sich wehrt wird er/sie auch zu einem/einer Kämpfenden, sonst bleibt der/die Spielende ein/eine Nicht-Kämpfende. [5]
    • Nicht-Kämpfende die Kämpfende heilen, stärken oder anderweitig mit ihnen interagieren werden zu Kämpfenden. [7]
    • Nicht-Kämpfende die Spielende mit Combat pets (oder anderen spielende-kontrollierte Entitäten) angreifen werden zu Kämpfenden.[8]
    • Nicht-Kämpfende werden nicht zu Kämpfenden durch das looten von Leichen.[9]
    • Spielende können Kämpfende ohne Rückwirkungen angreifen, und sind dazu ermuntert, da als Kämpfende/-r sterben verringerte Todesnachteile.[5]
    • Spielende können sich nicht manuell zu Kämpfenden schalten. [10]
    • Spielende bleiben Kämpfende bis 90 Sekunden vergangen sind, seit sie eine/-n Nicht-Kämpfende/-n oder Kämpfende/-n angegriffen haben.[11]
    • Kämpfende können sich nicht ausloggen.[12]
  • Verdorbene(rot)
    • Wenn Kämpfende eine/einen Kämpfende/-n tötet wird sie verdorben.[1]
    • Verderbnis multipliziert Todesnachteile und offenbart den Standort der Verdorbenen Kopfgeldjägern.[1]
    • Der Verderbniswert von Spielenden erhöht sich mit jeder/jedem getöteteten Nicht-Kämpfenden. [4]
    • Wenn Nicht-Kämpfende verdorbene Spielende angreifen werden diese nicht zu Kämpfenden. [5]
    • Verdorbene Spielende können Kopfegeldjäger töten ohne mehr Verderbnis aufzubauen. [13]
    • Ausloggen dauert als Verdorbene 60 Sekunden. [12]

Spielende können Mitglieder der selben Gruppe, des selben Schlachtzüge, der selben Gilde oder Allianz nicht erzwungen angreifen.[14]

  • Spielende können mit einer Checkbox wählen, ob ihre Flächeneffekte Kämpfende und Verdorbene treffen sollen. Wenn sie ausgewählt ist, treffen Flächenheilung und Flächenschaden Kämpfende und Verdorbene. Wenn sie nicht ausgewählt ist, treffen die Flächeneffekte diese nicht und macht sie nicht zu Kämpfenden (wenn sie es nicht bereits sind). [15]

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.[15]Steven Sharif

Belagerungen, Karawanen und Gildenkriege nutzen das Player flagging System nicht.[16]

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.[17]Steven Sharif

Hunting grounds

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[18]

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.[21]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.[20]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.[22]

Zugehörigkeiten

Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[23]

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.[23]Steven Sharif

Spieler Verderbnis

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.[24]Steven Sharif


Wenn ein Kampfteilnehmer (violett) einen Nicht-Kampfteilnehmer (grün) in PvP tötet, wird er als verdorben markiert (rot).[1]

  • Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.[25][4]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[25][4]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[26] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[30]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[5]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[25][1]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[31][13]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[31]

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.[32]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[33]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.[34]Steven Sharif

Verderbnis entfernen

Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[36][5]

  • Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[36]
    Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[36]Steven Sharif

Player death

Player death in an open world dungeon in Alpha-1.[38]

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.[17]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[39][40][27][41] These ash piles are immediately lootable by any player.[39] Player flagging is not triggered by looting.[9]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[27]
    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 sync and a material sync. 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.[44]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[40][27]
      • This also includes a percentage of the certificates a player is carrying.[41]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[46]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[46][47]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[27]
  • A corrupt (red player) suffers penalties at four times[25] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[25][27]

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[52]

  • 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.[52]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[53]

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.[53]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[54]

Death by drowning is possible.[55]

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[56]

  • Players may choose to respawn at their HQ as long as they are registered.[59][62]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[59]

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.[64]

Siehe auch

Einzelnachweise

  1. 1.0 1.1 1.2 1.3 1.4 pvp flagging.png
  2. Liveübertragung, 2017-05-12 (24:52).
  3. pvp camping.png
  4. 4.0 4.1 4.2 4.3 4.4 MMOGames interview, January 2017
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Interview, 2017-04-27 (0:17).
  6. PvP.jpg
  7. Liveübertragung, 2017-11-17 (29:45).
  8. Liveübertragung, 2018-10-31 (44:12).
  9. 9.0 9.1 Podcast, 2021-04-11 (34:41).
  10. Liveübertragung, 2020-11-30 (1:05:22).
  11. steven-flagging-duration.png
  12. 12.0 12.1 steven-flagging-logout.png
  13. 13.0 13.1 Interview, 2017-04-27 (1:18).
  14. pvp flagging lockouts.png
  15. 15.0 15.1 Interview, 2020-07-08 (1:05:27).
  16. flagging.jpg
  17. 17.0 17.1 Podcast, 2018-04-23 (49:21).
  18. 18.0 18.1 Liveübertragung, 2018-07-09 (44:56).
  19. Liveübertragung, 2017-11-17 (45:17).
  20. 20.0 20.1 Liveübertragung, 2017-06-01 (35:42).
  21. Liveübertragung, 2017-05-19 (24:17).
  22. pvp about.png
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 23.8 Interview, 2018-05-11 (58:07).
  24. Podcast, 2018-04-23 (51:31).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 Interview, 2020-07-18 (41:54).
  26. corruption.jpg
  27. 27.00 27.01 27.02 27.03 27.04 27.05 27.06 27.07 27.08 27.09 27.10 Podcast, 2017-05-05 (43:05).
  28. Interview, 2018-05-11 (5:05).
  29. 29.0 29.1 Liveübertragung, 2017-11-17 (35:20).
  30. Interview, 2017-02-01 (39:33).
  31. 31.0 31.1 steven-bounty-hunters-1.png
  32. Liveübertragung, 2017-05-22 (42:33).
  33. corruption2.jpg
  34. Liveübertragung, 2020-01-30 (1:40:48).
  35. Liveübertragung, 2018-07-09 (20:41).
  36. 36.0 36.1 36.2 Interview, 2020-07-18 (44:35).
  37. pvp corruption duration.png
  38. Liveübertragung, 2020-03-28 (1:58:24).
  39. 39.0 39.1 Liveübertragung, 2021-03-26 (1:07:33).
  40. 40.0 40.1 a419c5398b542a713545e4f393d67215.png
  41. 41.0 41.1 Interview, 2020-07-18 (27:11).
  42. Liveübertragung, 2017-05-19 (13:37).
  43. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  44. 44.0 44.1 Interview, 2021-02-07 (13:14).
  45. Interview, 2020-07-29 (16:46).
  46. 46.0 46.1 Liveübertragung, 2021-01-29 (1:24:27).
  47. Liveübertragung, 2018-09-27 (47:46).
  48. Interview, 2018-05-11 (15:41).
  49. Interview, 2017-04-27 (9:28).
  50. Liveübertragung, 2021-06-25 (1:15:37).
  51. Interview, 2018-05-11 (3:43).
  52. 52.0 52.1 Liveübertragung, 2021-05-28 (1:50:50).
  53. 53.0 53.1 Liveübertragung, 2020-12-22 (1:13:51).
  54. Liveübertragung, 2017-05-15 (36:23).
  55. Liveübertragung, 2017-07-28 (50:22).
  56. siege-combatants.png
  57. steven-siege-zone.png
  58. Liveübertragung, 2021-04-30 (41:18).
  59. 59.0 59.1 59.2 59.3 Podcast, 2021-04-11 (49:40).
  60. Blog: Creative Director's Letter, April 14 2021
  61. siege-barrier.png
  62. siege-respawn.png
  63. siege-stragglers.png
  64. Interview, 2020-07-08 (1:12:51).