PvP

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Alpha-1 open world caravan PvP.[2]

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.[3]

PvP (Spieler gegen Spieler Kämpfe) ist der Impuls für Wandel in Ashes of Creation.[4] PvP-Kämpfe sollen Bedeutung haben, von Schlachten um Karawanen bis hin zu riesigen Konflikten in der offenen Welt, welche für den Stolz von Könige und Königinnen ausgefochten werden.[5]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[6]Jeffrey Bard

Es gibt viele Gründe, sich in Ashes of Creation am PvP in der offenen Welt zu beteiligen.[7]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[7]Steven Sharif

Zielorientierte Events (z.B. Karawanen, Gildenkriege und Node-Belagerungen) sind von den Bestrafungen für den Tod ausgenommen.[8]

Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[9]Steven Sharif

Background

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[10][11][12][13] 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.[10]

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.[10]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.[10]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.[11][14][15][16][17] Corruption penalties occur as the corruption is gained.[18]

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.[19]Steven Sharif

  • Non-combatants can attack corrupted players without flagging themselves as combatants.[19][21]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[19][30]

Objective-based PvP battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[31]

The majority of players will experience PvP through opt-in objective-based battlegrounds. These are high risk and high reward encounters that do not utilize the corruption system.[25][32][33]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[25]Steven Sharif
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[6]Steven Sharif

Karawanen-PvP

Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[43]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[44][45]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[46][47]
  • 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.[48]

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Belagerungen

Burgbelagerungen

Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[3]

Gilden participate in Burgbelagerungen in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[49]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[53]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[54]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[55]

A guild that captures a castle will own that castle for a month before it is sieged again.[59][60]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[59]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Dorf stage through questing.[59][60]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[60][61]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[59][60]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[60][61]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[62]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[63]
There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[60]Steven Sharif

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Node-Belagerungen

Node-Belagerungen ermöglichen es Spielern, eine Node zu zerstören.[65] Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Nodes. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[66]

Angriffe auf Nodes werden für die Angreifer eine Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [66]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif

Der Großteil (~80%) der Inhalte in Ashes of Creation sind open-world, möglicherweise kann es jedoch instanziierte Kämpfe innerhalb von Burg- und Node-Belagerungen geben, bei denen bestimmte Gruppen an kleinen, kurzzeitigen zielbasierten Kämpfen um bestimmte Zwischenziele teilnehmen können.[55]

Bestrafungen für den Tod gelten nicht für zielbasierte Events (wie Karawanen, Gildenkriege, und Node-Belagerungen).[8]

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Gildenkriege

Gildenkrieg-Mechaniken beinhalten:[67]

  • Einen Kriegserklärungszeitraum.[67]
  • Zielorientierte Bestandteile.[67]
  • Sieg- und Kapitulationsvereinbarungen.[68]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[68]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[68]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[69]Steven Sharif

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Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[38]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[37]Steven Sharif
  • When the ships move into an open sea (open waters/deep ocean) area. This will automatically flag players as Combatants (purple).[25][37][38]
    • Players entering an open seas area will be notified by the UI ahead of time.[70]
    • Open sea zones have better resources in more abundance to compensate for the added level of risk.[71]
We have a very intuitive UI that that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[70]Steven Sharif

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Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[51][52][72]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[73]

Open-world PvP

PvP-Statuseffekte

Das Open-World PvP Flagging-System soll Spieler davon abhalten, anderen Spielern den Spielspaß zu verderben (Griefing).[74]

  • Spieler haben die Möglichkeit, am Open-World PvP teilzunehmen, ohne zu morden (siehe Schlachtfelder).[75]
  • Die Strafen für das Töten von anderen Spielern sollen streng genug sein, um Spawn-Camping zu unterbinden.[76]
  • Beschwörungen verwenden das gleiche Flagging-System und teilen den Flagging-Status des Spielers.[77][78]

pvp flagging diagram DE.png

Das Open-World PvP Flagging-System in Ashes of Creation ist in drei Stufen unterteilt.[17]

  • Unbeteiligte (grün)
    • Alle Spieler starten als Unbeteiligte.[21]
    • Nicht-erzwungene Angriffe (zum Beispiel AoE) treffen keine Unbeteiligten.[79]
    • 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.[80]
    • Das Plündern von Spieler-Leichen beeinflusst den Flagging-Status nicht.[81]

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.[80]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.[77][82][21]
    • 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.[17]
      • Dies betrifft auch Angriffe von Kampfbegleitern (oder andere von Spielern kontrollierten Wesen).[83]
    • Unbeteiligte, welche andere Kämpfer oder Verdorbene heilen, verstärken, oder anderweitig mit ihnen (positiv) interagieren, werden als Kämpfer markiert.[23][24]
    • Spieler können Kämpfer ohne Konsequenzen töten, und werden dazu auch ermutigt, da Kämpfer geringere Bestrafungen für den Tod haben.[21]
    • Spieler können ihren Flagging-Status nicht manuell zu "Kämpfer" setzen.[82]
    • Nach der letzten Attacke auf einen Unbeteiligten oder anderen Kämpfer bleiben Spieler für 90 Sekunden als Kämpfer markiert.[84]
    • Spieler können sich nicht aus dem Spiel abmelden, solange sie als Kämpfer markiert sind.[30]
  • Verdorbene (rot)
    • Wenn ein Spieler, oder seine Beschwörung, einen Unbeteiligten tötet, wird er verdorben.[77][74]
    • Verderbnis multipliziert die Bestrafungen für den Tod und enthüllt die Position des verdorbenen Spielers für Kopfgeldjäger.[74]
    • Die Menge der angesammelten Verderbnis erhöht sich mit jedem getötetem Unbeteiligten.[17]
    • Unbeteiligte, welche einen Verdorbenen angreifen, werden nicht als Kämpfer markiert.[21]
    • Verdorbene Spieler können Kopfgeldjäger angreifen und töten, ohne zusätzliche Verderbnis zu erhalten.[85]
    • Verdorbene Spieler haben einen 60-Sekunden-Timer, bevor sie sich aus dem Spiel abmelden können.[30]

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.[86]

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.[86]Steven Sharif

Spieler können keine Mitglieder aus der selben Gruppe, Raid, Gilde oder Allianz angreifen, um sich so als Kämpfer zu markieren.[87]

Belagerungen, Karawanen und Gildenkriege sind vom Flagging-System ausgenommen.[88]

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.[89]Steven Sharif

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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.[26]Steven Sharif


Wenn ein Kampfteilnehmer (violett) einen Nicht-Kampfteilnehmer (grün) in PvP tötet, wird er als verdorben markiert (rot).[74]

  • Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.[15][17]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[15][17]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[18] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[91]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[21]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[15][74]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[92][85]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[92]

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.[27]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[93]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..[94]Steven Sharif

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Jagdgebiete

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[95]

Jagdgebiete are open-world PvP corruption-enabled areas that encompass most of the map.[96]

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.[99]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.[98]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.[100]

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Arenen

Arenen sind instanzierte PvP-Szenarien und somit kein Teil des Open World PvPs.[102]

Arena-Stufen

Es wird verschiedene Arena-Stufen (Ranglistensystem) geben.[103]

  • Belohnungen für das Erreichen der Arena-Stufen werden zu einem späteren Zeitpunkt enthüllt.[105]
  • Titel können durch das Voranschreiten in der Arena freigeschaltet werden.[106]
  • Arenapunkte, mit denen man Ausrüstung kaufen kann, sind aktuell nicht in der Entwicklung.[106]

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Fraktionen

Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[110]

Da wir nicht-fraktionsbasiert sind, möchten wir dem Spieler die Möglichkeit geben, entweder Dinge zu tun die "böse" oder "gut" sind, so dass es auf der bösen Seite eine Fülle von Möglichkeiten geben muss, an denen er teilnehmen kann.[111]Steven Sharif

Zugehörigkeiten

Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[112]

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.[112]Steven Sharif

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Threat assessment

You decide to gank the player, but find out that you have been ambushed![113]

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[114][115][116]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[117]Steven Sharif
  • The border will indicate the level and quality of the tier set.[114][115][118]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[120]
When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[116]Steven Sharif

Player health

Gesundheit is a stat in Ashes of Creation.[121][94]

With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[94]Steven Sharif

Namensschild eines Charakters

Das Namensschild eines Charakters wird über dessen Kopf angezeigt.[123]

  • Dies kann der Vor-, sowie optional der Nachname sein.[123]
  • Der Gildenname des Charakters wird neben seinem Namen angezeigt.[124]
  • Das Namensschild des Charakters verändert sich, um als Indikator zu dienen, wie viel Schaden der Charakter genommen hat.[121][94][122]
  • Ein Icon wird die Class des Charakters anzeigen.[114]
  • Mit der Maus über das Namensschild eines Charakters zu fahren, zeigt sein Stufe, seinen Klassennamen, sowie seine Archetypen-Kombination.[114]
  • Ein Buff-Icon zeigt die Ausrüstung des Charakters.[114][115][116]

Die Art der von Beschwörern beschworenen Kreaturen wird in dem Nameplates über der Kreatur angezeigt. Dies kann von einem Spieler nicht geändert werden.[125]

Player death

Player death in an open world dungeon in Alpha-1.[126]

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.[89]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[127][128][129][28][130] These ash piles are immediately lootable by any player.[128] PvP-Statuseffekte is not triggered by looting.[81]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[28]
    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.[133]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[129][28]
      • This also includes a percentage of the certificates a player is carrying.[130]
      • 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.[135]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[135][136]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[28]
  • 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.[25][15] This includes:[15][28]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[137]Steven Sharif
    • These dropped items may be looted by other players.[138]
    • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[139]
      • Non-corrupt players always respawn at the closest active respawn point (to their death).[140]
    • Corruption penalties occur as the corruption is gained (not just at death).[18]
  • 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.[141]
  • Death penalties (mostly) do not apply to objective-based PvP.[39][40][8]
    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.[8]Steven Sharif
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[142]

Death by falling is possible.[143]

  • 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.[143]

Death by drowning is possible.[144][145]

  • Players that drown will respawn on shore.[144]

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.[135]

Players do not lose gold upon death, no matter their corruption level.[146]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[146]Cody Peterson

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[147]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[147]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[148][149][150]

The revamped combat system will feature split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[147][155][156]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[147]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[156] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[157]

  • Changes that allow templated abilities to apply to 3D positions in the air or water will be prototyped and may be included in Alpha-2.[158]

Safe zones

Read more...

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.[163][164]

Metriken

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[165]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[165]Steven Sharif

Bestenlisten

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

There will be dungeon and raid leader boards.[167]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[169][170]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[170]Steven Sharif

Duelle

Es wird eine Duell-Mechanik geben.[171]

  • Es wird möglich sein, Duell-Einladungen automatisch abzulehnen.[171]

Time to kill

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[172]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[174]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[175]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[175]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[175]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[175]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[175]Steven Sharif

Kopfschuss-Mechanik

There are no headshot mechanics in the Ashes of Creation MMORPG.[175][176][177]

Werte-Zuwachs

Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[181]

  1. Die Rasse setzt die Basiswerte eines Spielers.
  2. Der primäre Archetyp erhöht die Basiswerte.
  3. Der sekundäre Archetyp (Klasse) erhöht die Werte zusätzlich.

Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any kind of meta for what classes are best used with different races.[182]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[183]

Gleichberechtigtes PvP

Es wird kein gleichberechtigtes PvP in der Open World geben. In gewissen Arena-Schlachtfeldern kann es unter bestimmten Umständen gleichberechtigtes PvP geben.[184]

Gameplay Videos

Kunstwerke

Community guides

Siehe auch

Einzelnachweise

  1. 1.0 1.1 Video, 2021-05-28 (25:44).
  2. Video, 2020-05-31 (1:09:50).
  3. 3.0 3.1 About Ashes of Creation.
  4. pvp catalyst.png
  5. Ashes of Creation FAQ.
  6. 6.0 6.1 6.2 Video, 2017-04-30 (5:31).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 pvp meaningful.png
  8. 8.0 8.1 8.2 8.3 8.4 Liveübertragung, 2020-12-22 (1:13:51).
  9. Liveübertragung, 2022-03-31 (1:12:27).
  10. 10.0 10.1 10.2 10.3 10.4 steven-asmon-open-world-pvp.png
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 CC effects do notapply to non-combatants.png
  12. 12.0 12.1 12.2 steven-l2.png
  13. 13.0 13.1 Interview, 2018-08-24 (8:35).
  14. 14.0 14.1 steven-corruption-value.png
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 Interview, 2020-07-18 (41:54).
  16. 16.0 16.1 steven-corruption-score.png
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 MMOGames interview, January 2017
  18. 18.0 18.1 18.2 corruption.jpg
  19. 19.0 19.1 19.2 19.3 19.4 Liveübertragung, 2022-10-28 (26:48).
  20. Interview, 2020-07-18 (44:35).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Interview, 2017-04-27 (0:17).
  22. steven-healing-corrupt.png
  23. 23.0 23.1 Interview, 2019-04-22 (54:40).
  24. 24.0 24.1 Liveübertragung, 2017-11-17 (29:45).
  25. 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 Liveübertragung, 2022-10-28 (24:28).
  26. 26.0 26.1 Podcast, 2018-04-23 (51:31).
  27. 27.0 27.1 Liveübertragung, 2017-05-22 (42:33).
  28. 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 28.11 Podcast, 2017-05-05 (43:05).
  29. 29.0 29.1 Interview, 2018-05-11 (5:05).
  30. 30.0 30.1 30.2 steven-flagging-logout.png
  31. 31.0 31.1 Types of Events on Verra.
  32. 32.0 32.1 32.2 Liveübertragung, 2022-04-29 (41:27).
  33. 33.0 33.1 33.2 33.3 33.4 Liveübertragung, 2017-05-05 (14:26).
  34. Liveübertragung, 2017-05-19 (45:14).
  35. 35.0 35.1 35.2 Podcast, 2021-04-11 (49:40).
  36. Liveübertragung, 2017-11-17 (45:19).
  37. 37.0 37.1 37.2 Liveübertragung, 2022-08-26 (1:00:14).
  38. 38.0 38.1 38.2 38.3 38.4 Liveübertragung, 2021-04-30 (1:06:41).
  39. 39.0 39.1 39.2 39.3 Liveübertragung, 2022-06-30 (1:14:52).
  40. 40.0 40.1 40.2 40.3 Liveübertragung, 2021-08-27 (1:22:56).
  41. Twitch Bustin - PvP Spectating.
  42. Liveübertragung, 2020-03-28 (1:27:28).
  43. caravan zone.png
  44. caravan UI.png
  45. Liveübertragung, 2017-05-22 (40:40).
  46. Liveübertragung, 2017-05-15 (45:20).
  47. Liveübertragung, 2017-05-22 (40:41).
  48. Liveübertragung, 2020-07-25 (55:32).
  49. 49.0 49.1 castle nodes.png
  50. Liveübertragung, 2022-07-29 (1:12:14).
  51. 51.0 51.1 Interview, 2020-07-29 (31:05).
  52. 52.0 52.1 Interview, 2020-07-18 (13:13).
  53. castle-siege-scale.png
  54. Twitch Bustin - Practice Sieges?
  55. 55.0 55.1 Liveübertragung, 2022-01-28 (17:50).
  56. steven-siege-zone.png
  57. Liveübertragung, 2021-04-30 (41:18).
  58. Blog: Creative Director's Letter, April 14 2021
  59. 59.0 59.1 59.2 59.3 Liveübertragung, 2020-08-28 (1:43:03).
  60. 60.0 60.1 60.2 60.3 60.4 60.5 Podcast, 2018-04-23 (21:55).
  61. 61.0 61.1 Liveübertragung, 2017-08-23 (23:00).
  62. Podcast, 2018-04-23 (15:14).
  63. castle-taxes5.png
  64. Video, 2016-12-04 (0:02).
  65. Blog - Know Your Nodes - Advance and Destroy.
  66. 66.0 66.1 A reactive world - Nodes.
  67. 67.0 67.1 67.2 Liveübertragung, 22. Mai 2017 (52:01).
  68. 68.0 68.1 68.2 Liveübertragung, 15. Mai 2017 (17:20).
  69. Liveübertragung, 2022-06-01 (35:42).
  70. 70.0 70.1 Liveübertragung, 2022-08-26 (1:03:43).
  71. Liveübertragung, 2022-10-28 (1:41:55).
  72. Interview, 2020-07-08 (22:37).
  73. steven-wars-prime-time.png
  74. 74.0 74.1 74.2 74.3 74.4 pvp flagging.png
  75. Liveübertragung, 2017-05-12 (24:52).
  76. pvp camping.png
  77. 77.0 77.1 77.2 steven-summons-pvp-1.png
  78. steven-summons-pvp-2.png
  79. PvP.jpg
  80. 80.0 80.1 80.2 80.3 Liveübertragung, 2021-07-30 (1:10:34).
  81. 81.0 81.1 Podcast, 2021-04-11 (34:41).
  82. 82.0 82.1 Liveübertragung, 2020-11-30 (1:09:06).
  83. Liveübertragung, 2018-10-31 (44:12).
  84. steven-flagging-duration.png
  85. 85.0 85.1 Interview, 2017-04-27 (1:18).
  86. 86.0 86.1 Interview, 2020-07-08 (1:05:27).
  87. pvp flagging lockouts.png
  88. flagging.jpg
  89. 89.0 89.1 Podcast, 2018-04-23 (49:21).
  90. 90.0 90.1 Liveübertragung, 2017-11-17 (35:20).
  91. Interview, 2017-02-01 (39:33).
  92. 92.0 92.1 steven-bounty-hunters-1.png
  93. corruption2.jpg
  94. 94.0 94.1 94.2 94.3 94.4 94.5 Liveübertragung, 2020-01-30 (1:40:48).
  95. Twitter - What a glorious day for ganking!
  96. 96.0 96.1 Liveübertragung, 2018-07-09 (44:56).
  97. Liveübertragung, 2017-11-17 (45:17).
  98. 98.0 98.1 Liveübertragung, 2017-06-01 (35:42).
  99. Liveübertragung, 2017-05-19 (24:17).
  100. pvp about.png
  101. Liveübertragung, 2017-08-23 (16:44).
  102. Liveübertragung, 2017-05-05 (16:53).
  103. 103.0 103.1 103.2 partysize.png
  104. Liveübertragung, 2017-05-26 (48:12).
  105. 105.0 105.1 arena rewards.png
  106. 106.0 106.1 106.2 106.3 106.4 Podcast, 2018-05-11 (52:20).
  107. gladiators.jpg
  108. Liveübertragung, 2017-05-26 (29:13).
  109. Interview, 2020-03-27 (11:04).
  110. Liveübertragung, 2017-05-26 (39:36).
  111. Liveübertragung, 2018-04-8 (PM) (11:27).
  112. 112.0 112.1 112.2 112.3 112.4 112.5 112.6 112.7 112.8 Interview, 2018-05-11 (58:07).
  113. Twitter - Better luck next time.
  114. 114.0 114.1 114.2 114.3 114.4 Liveübertragung, 2020-08-28 (2:07:26).
  115. 115.0 115.1 115.2 115.3 115.4 Liveübertragung, 2020-07-25 (53:08).
  116. 116.0 116.1 116.2 Liveübertragung, 2020-06-26 (1:28:10).
  117. 117.0 117.1 Podcast, 2021-09-29 (52:58).
  118. 118.0 118.1 Liveübertragung, 2017-07-28 (1:34:55).
  119. Official Livestream - May 4th @ 3 PM PST - Q&A
  120. Liveübertragung, 2017-07-28 (23:20).
  121. 121.0 121.1 121.2 121.3 Liveübertragung, 2020-07-25 (1:33:37).
  122. 122.0 122.1 steven-health-nameplate.png
  123. 123.0 123.1 Interview, 2018-05-11 (2:45).
  124. Liveübertragung, 2017-05-22 (51:00).
  125. Liveübertragung, 2021-01-29 (1:21:01).
  126. Liveübertragung, 2020-03-28 (1:58:24).
  127. Liveübertragung, 2021-09-24 (51:20).
  128. 128.0 128.1 Liveübertragung, 2021-03-26 (1:07:33).
  129. 129.0 129.1 a419c5398b542a713545e4f393d67215.png
  130. 130.0 130.1 Interview, 2020-07-18 (27:11).
  131. Liveübertragung, 2017-05-19 (13:37).
  132. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  133. 133.0 133.1 Interview, 2021-02-07 (13:14).
  134. Interview, 2020-07-29 (16:46).
  135. 135.0 135.1 135.2 135.3 Liveübertragung, 2021-01-29 (1:24:27).
  136. 136.0 136.1 Liveübertragung, 2018-09-27 (47:46).
  137. steven-corruption-gear-drop.png
  138. Interview, 2018-05-11 (15:41).
  139. Interview, 2017-04-27 (9:28).
  140. Liveübertragung, 2021-06-25 (1:15:37).
  141. Liveübertragung, 2021-05-28 (1:50:50).
  142. Liveübertragung, 2017-05-15 (36:23).
  143. 143.0 143.1 Liveübertragung, 2022-02-25 (1:06:45).
  144. 144.0 144.1 Liveübertragung, 2022-04-29 (1:08:27).
  145. Liveübertragung, 2017-07-28 (50:22).
  146. 146.0 146.1 vaknar-gold.png
  147. 147.0 147.1 147.2 147.3 Liveübertragung, 2021-07-30 (31:22).
  148. Liveübertragung, 2021-05-28 (1:14:50).
  149. steven-combat-revamp-update.png
  150. Video, 2021-02-26 (6:17).
  151. 151.0 151.1 steven-combat-revamp-update-2.png
  152. 152.0 152.1 Liveübertragung, 2021-02-26 (27:41).
  153. Interview, 2021-02-07 (49:18).
  154. Liveübertragung, 2022-07-29 (1:05:20).
  155. Interview, 2021-06-13 (4:12).
  156. 156.0 156.1 Liveübertragung, 2021-05-28 (1:13:05).
  157. Liveübertragung, 2022-05-27 (1:11:41).
  158. Liveübertragung, 2022-05-27 (1:16:17).
  159. Interview, 2018-08-08 (6:44).
  160. Liveübertragung, 2021-11-19 (54:26).
  161. Liveübertragung, 2018-01-18 (31:05).
  162. Liveübertragung, 2017-10-16 (59:39).
  163. Liveübertragung, 2021-09-24 (1:22:46).
  164. 164.0 164.1 164.2 164.3 Interview, 2020-07-18 (16:34).
  165. 165.0 165.1 165.2 165.3 165.4 165.5 165.6 Podcast, 2018-08-04 (1:47:21).
  166. 166.0 166.1 steven-pvp-metrics.png
  167. Liveübertragung, 2017-07-18 (58:50).
  168. Liveübertragung, 2017-05-15 (44:10).
  169. 169.0 169.1 169.2 169.3 Liveübertragung, 2021-06-25 (1:12:37).
  170. 170.0 170.1 170.2 170.3 Interview, 2020-07-29 (14:28).
  171. 171.0 171.1 duels.jpg
  172. 172.0 172.1 Interview, 2018-10-20 (3:25:46).
  173. Liveübertragung, 2019-11-22 (5:51).
  174. 174.0 174.1 Interview, 2018-10-20 (9:10).
  175. 175.0 175.1 175.2 175.3 175.4 175.5 Liveübertragung, 2020-10-30 (1:15:59).
  176. steven-headshots-1.png
  177. 177.0 177.1 steven-headshots-2.png
  178. 178.0 178.1 Interview, 2018-10-21 (9:10).
  179. Interview, 2018-10-20 (3:25:31).
  180. 180.0 180.1 180.2 Liveübertragung, 2018-09-27 (34:49).
  181. Liveübertragung, 2022-07-18 (35:58).
  182. Liveübertragung, 8. April 2018 (AM) (25:52).
  183. Liveübertragung, 2022-07-18 (37:25).
  184. Liveübertragung, 2017-05-15 (34:59).