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Das Open-World PvP Flagging-System soll Spieler davon abhalten, anderen Spielern den Spielspaß zu verderben (Griefing).[1]

  • Spieler haben die Möglichkeit, am Open-World PvP teilzunehmen, ohne zu morden (siehe Schlachtfelder).[2]
  • Die Strafen für das Töten von anderen Spielern sollen streng genug sein, um Spawn-Camping zu unterbinden.[3]
  • Beschwörungen verwenden das gleiche Flagging-System und teilen den Flagging-Status des Spielers.[4][5]

pvp flagging diagram DE.png

Das Open-World PvP Flagging-System in Ashes of Creation ist in drei Stufen unterteilt.[6]

  • Unbeteiligte (grün)
    • Alle Spieler starten als Unbeteiligte.[7]
    • Nicht-erzwungene Angriffe (zum Beispiel AoE) treffen keine Unbeteiligten.[8]
    • Unbeteiligte, welche von Mobs getötet werden (der Mob setzt den tödlichen letzten Treffer), beeinflussen nicht den Flagging-Status des angreifenden Spielers. Da jedoch die exakte Gesundheit eines Spielers für andere Spieler nicht sichtbar ist (außer sie befinden sich in der selben Gruppe, Raid, Allianz, oder Gilde), besteht für den Angreifer das Risiko, den Spieler ungewollt zu töten und so verdorben zu werden.[9]
    • Das Plündern von Spieler-Leichen beeinflusst den Flagging-Status nicht.[10]

It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[9]Steven Sharif

  • Kämpfer (lila)
    • Spieler werden als Kämpfer markiert, wenn sie oder ihre Beschwörung andere nicht-verdorbene Spieler mit einer erzwungenen Attacke angreifen. Sollte der angegriffene Spieler zurückschlagen, wird er ebenfalls als Kämpfer markiert, anderenfalls bleibt er ein Unbeteiligter.[4][11][7]
    • Unbeteiligte, welche ein Open-World Schlachtfeld (PvP-Event) betreten, werden automatisch als Kämpfer markiert und behalten diesen Status auch nach dem Verlassen des Schlachtfelds für eine gewisse Zeit bei.[6]
      • Dies betrifft auch Angriffe von Kampfbegleitern (oder andere von Spielern kontrollierten Wesen).[12]
    • Unbeteiligte, welche andere Kämpfer oder Verdorbene heilen, verstärken, oder anderweitig mit ihnen (positiv) interagieren, werden als Kämpfer markiert.[13][14]
    • Spieler können Kämpfer ohne Konsequenzen töten, und werden dazu auch ermutigt, da Kämpfer geringere Bestrafungen für den Tod haben.[7]
    • Spieler können ihren Flagging-Status nicht manuell zu "Kämpfer" setzen.[11]
    • Nach der letzten Attacke auf einen Unbeteiligten oder anderen Kämpfer bleiben Spieler für 90 Sekunden als Kämpfer markiert.[15]
    • Spieler können sich nicht aus dem Spiel abmelden, solange sie als Kämpfer markiert sind.[16]
  • Verdorbene (rot)
    • Wenn ein Spieler, oder seine Beschwörung, einen Unbeteiligten tötet, wird er verdorben.[4][1]
    • Verderbnis multipliziert die Bestrafungen für den Tod und enthüllt die Position des verdorbenen Spielers für Kopfgeldjäger.[1]
    • Die Menge der angesammelten Verderbnis erhöht sich mit jedem getötetem Unbeteiligten.[6]
    • Unbeteiligte, welche einen Verdorbenen angreifen, werden nicht als Kämpfer markiert.[7]
    • Verdorbene Spieler können Kopfgeldjäger angreifen und töten, ohne zusätzliche Verderbnis zu erhalten.[17]
    • Verdorbene Spieler haben einen 60-Sekunden-Timer, bevor sie sich aus dem Spiel abmelden können.[16]

Spieler können (über ein Kontrollkästchen) festlegen, ob ihre AoEs andere markierte Spieler treffen sollen. Ist das Kästchen aktiviert, beeinflusst Flächen-Heilung und -Schaden andere Spieler. Ist das Kästchen deaktiviert treffen AOE-Effekte keine anderen Spieler, und somit wird der ausführende Spieler nicht als Kämpfer markiert.[18]

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.[18]Steven Sharif

Spieler können keine Mitglieder aus der selben Gruppe, Raid, Gilde oder Allianz angreifen, um sich so als Kämpfer zu markieren.[19]

Belagerungen, Karawanen und Gildenkriege sind vom Flagging-System ausgenommen.[20]

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.[21]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.[22][23][24][25] 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.[22]

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.[22]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.[22]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.[23][26][27][28][6] Corruption penalties occur as the corruption is gained.[29]

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.[30]Steven Sharif

  • Non-combatants can attack corrupted players without flagging themselves as combatants.[30][7]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[30][16]


Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[38]

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.[38]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.[34]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.[27][6]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[27][6]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[29] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[40]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[7]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[27][1]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[41][17]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[41]

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.[35]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[42]Steven Sharif

You can't necessarily time perfectly 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 adds risk..[43]Steven Sharif

Verderbnis entfernen

Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[31][7]

  • Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[31]
    Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[31]Steven Sharif

Player death

Player death in an open world dungeon in Alpha-1.[46]

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.[21]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[47][48][49][36][50] These ash piles are immediately lootable by any player.[48] PvP-Statuseffekte is not triggered by looting.[10]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[36]
    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.[53]Steven Sharif
    • Dropping a percentage of carried gatherables and materials that are used in the generation of something else.[55][49][36]
      • Items made for final consumption are not dropped, such as consumable items created by the Kochen and Alchemy professions.[55]
      • A percentage of the certificates a player is carrying are also dropped.[50]
      • 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.[56]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[56][57]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[36]
  • A corrupt (red player) suffers penalties at four times the rate of a non-combatant, and has a chance to drop any equipped items based on their current corruption score.[33][27] This includes:[27][36]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[58]Steven Sharif
    • These dropped items may be looted by other players.[59]
    • 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).[29]
  • 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.[62]
  • Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[63][64][65][66]
    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.[66]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[67]

Death by falling is possible.[68]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[68]

Death by drowning is possible.[69][70]

  • Players that drown will respawn on shore.[69]

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.[56]

Players do not lose gold upon death, no matter their corruption level.[71]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[71]Cody Peterson

Siehe auch


  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 steven-summons-pvp-1.png
  5. steven-summons-pvp-2.png
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 MMOGames interview, January 2017
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Interview, 2017-04-27 (0:17).
  8. PvP.jpg
  9. 9.0 9.1 Liveübertragung, 2021-07-30 (1:10:34).
  10. 10.0 10.1 Podcast, 2021-04-11 (34:41).
  11. 11.0 11.1 Liveübertragung, 2020-11-30 (1:09:06).
  12. Liveübertragung, 2018-10-31 (44:12).
  13. 13.0 13.1 Interview, 2019-04-22 (54:40).
  14. 14.0 14.1 Liveübertragung, 2017-11-17 (29:45).
  15. steven-flagging-duration.png
  16. 16.0 16.1 16.2 steven-flagging-logout.png
  17. 17.0 17.1 Interview, 2017-04-27 (1:18).
  18. 18.0 18.1 Interview, 2020-07-08 (1:05:27).
  19. pvp flagging lockouts.png
  20. flagging.jpg
  21. 21.0 21.1 Podcast, 2018-04-23 (49:21).
  22. 22.0 22.1 22.2 22.3 22.4 steven-asmon-open-world-pvp.png
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 CC effects do notapply to non-combatants.png
  24. 24.0 24.1 24.2 steven-l2.png
  25. 25.0 25.1 Interview, 2018-08-24 (8:35).
  26. 26.0 26.1 steven-corruption-value.png
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 27.8 Interview, 2020-07-18 (41:54).
  28. 28.0 28.1 steven-corruption-score.png
  29. 29.0 29.1 29.2 corruption.jpg
  30. 30.0 30.1 30.2 30.3 30.4 Liveübertragung, 2022-10-28 (26:48).
  31. 31.0 31.1 31.2 31.3 Interview, 2020-07-18 (44:35).
  32. steven-healing-corrupt.png
  33. 33.0 33.1 Liveübertragung, 2022-10-28 (24:28).
  34. 34.0 34.1 Podcast, 2018-04-23 (51:31).
  35. 35.0 35.1 Liveübertragung, 2017-05-22 (42:33).
  36. 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 Podcast, 2017-05-05 (43:05).
  37. 37.0 37.1 Interview, 2018-05-11 (5:05).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 38.8 Interview, 2018-05-11 (58:07).
  39. 39.0 39.1 Liveübertragung, 2017-11-17 (35:20).
  40. Interview, 2017-02-01 (39:33).
  41. 41.0 41.1 steven-bounty-hunters-1.png
  42. corruption2.jpg
  43. Liveübertragung, 2020-01-30 (1:40:48).
  44. Liveübertragung, 2018-07-09 (20:41).
  45. pvp corruption duration.png
  46. Liveübertragung, 2020-03-28 (1:58:24).
  47. Liveübertragung, 2021-09-24 (51:20).
  48. 48.0 48.1 Liveübertragung, 2021-03-26 (1:07:33).
  49. 49.0 49.1 a419c5398b542a713545e4f393d67215.png
  50. 50.0 50.1 Interview, 2020-07-18 (27:11).
  51. Liveübertragung, 2017-05-19 (13:37).
  52. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  53. 53.0 53.1 Interview, 2021-02-07 (13:14).
  54. Interview, 2020-07-29 (16:46).
  55. 55.0 55.1 Liveübertragung, 2022-12-02 (1:26:02).
  56. 56.0 56.1 56.2 56.3 Liveübertragung, 2021-01-29 (1:24:27).
  57. 57.0 57.1 Liveübertragung, 2018-09-27 (47:46).
  58. steven-corruption-gear-drop.png
  59. Interview, 2018-05-11 (15:41).
  60. Interview, 2017-04-27 (9:28).
  61. Liveübertragung, 2021-06-25 (1:15:37).
  62. Liveübertragung, 2021-05-28 (1:50:50).
  63. Liveübertragung, 2023-02-24 (1:29:45).
  64. 64.0 64.1 Liveübertragung, 2022-06-30 (1:14:52).
  65. 65.0 65.1 Liveübertragung, 2021-08-27 (1:22:56).
  66. 66.0 66.1 Liveübertragung, 2020-12-22 (1:13:51).
  67. Liveübertragung, 2017-05-15 (36:23).
  68. 68.0 68.1 Liveübertragung, 2022-02-25 (1:06:45).
  69. 69.0 69.1 Liveübertragung, 2022-04-29 (1:08:27).
  70. Liveübertragung, 2017-07-28 (50:22).
  71. 71.0 71.1 vaknar-gold.png