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Alpha-1 open world caravan PvP.[1]

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.[2]

PvP (Player versus player combat) is the catalyst for change in Ashes of Creation.[3] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[4]

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.[5]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[6]

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.[6]Steven Sharif

Objective-based events such as Knotenpunkt-Belagerungen, Castle sieges, Gildenkriege, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[7][8][9]


Es gibt keine vordefinierten Fraktionen in Ashes of Creation].[10]

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.[11]Steven Sharif

Threat assessment

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.[12][13][14]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[13]
  • The border will indicate the level and quality of the tier set.[12][13][15]
  • This also indicates if the gear is enchanted.[13][15]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[16]

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 you know what they're going up against if they're actively checking that and that will be available.[14]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[16]

Player health

Health is a stat in Ashes of Creation.[17][18]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[17][18]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[17][18][19]

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.[18]Steven Sharif

Character nameplate

A character's nameplate is displayed above their head.[20]

  • This can be the first or last name (family name).[20]
  • The name of the character's Guild is displayed next to their name.[21]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[17][18][19]
  • An icon will identify the character's class.[12]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[12]
  • A buff icon indicates the character's gear and grade.[12][13][14]

Open world battlegrounds

Schlachtfelder are where PvP battles occur in the open world.[22] These are open world PvP zones that flag players as Combatants (purple).[23]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[25]

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.[5]Steven Sharif


Karawanen facilitate the transfer of goods for players wishing to turn a profit.[2]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[2]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[29]
  • Karawanen können Güter von mehreren Spielern transportieren.[30]


Karawanen erzeugen eine offene PvP-Zone, welche Spieler für den Kampf markiert (lila).[33]

  • Durch eine Benutzeroberfläche können Spieler auswählen, ob sie die Karawane angreifen, verteidigen oder ignorieren möchten.[34][35]
  • Um eine Karawane erfolgreich anzugreifen, wird eine Gruppe benötigt.[28][36]
  • 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.[37]

Caravan destruction

If a caravan is destroyed (becomes a wreckage) it will drop a portion of the goods it was transporting.[28][38][39]

  • Komponenten für Karawanen may also drop when a caravan is destroyed. These components may be salvageable by the caravan owner or by other players, in the case of high grade components.[40]
  • Caravans drop certificates for heavy goods that are redeemable at the origin node for a portion of the goods.[41][39]

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 kind of 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 you know 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.[39]Steven Sharif



Castle sieges

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[42]

Gilden participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[44]

  • Sieges occur once a month within a server prime-time window.[44][7][8]
  • 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.[45]

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.[46]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[46][47]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[46][47]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[47][48]
  • 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.[46][47]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[47][48]
  • 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.[49]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[50]

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.[47]Steven Sharif



Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[52]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [52] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [53]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![5]Steven Sharif



Gildenkrieg-Eigenschaften werden momentan noch designt. Das generelle Ziel von Gildenkriegen ist es, Zielorientiert zu sein, mit massiven Risiken für beide Parteien.[54]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[54]Steven Sharif

Ziele tauchen in der Welt auf, basierend auf der Stufe des Gildenkriegs, dem Vermögen der Gilden, und ob es sich um eine Gildenhalle oder eine Gildenfestung handelt.[54] Es gibt grundlegende Ziele, und darauf aufbauend weitere Ziele, die dadurch bestimmt werden, welche Aktivitäten die Gilde ausgeführt hat.[55]

  • Zum Beispiel: Wurde eine Gilde vor kurzem Inhaber einer Gildenhalle auf einer Eigenheimparzelle, könnte ein mögliches Ziel das Erlangen eines speziellen Gegenstandes in oder um der Gildenhalle, welcher nur für die angreifende Gilde sichtbar ist, sein.Dieses Ziel zu erreichen braucht Zeit.[55]
  • Es könnte aber auch ein Ziel sein, einen Gegenstand einer Gilde zu stehlen, den sie in einem Schlachtzug gefunden hat.[55]
  • Es können auch Kopfgelder auf verschiedene Gildenmitglieder ausgesetzt sein. Das Ziel hat dabei erhöhte Schadensreduktion und Lebenspunkte, und kann nach Hilfe rufen.[55]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[54]Steven Sharif

Guild war mechanics

Gildenkrieg-Mechaniken beinhalten:[56]

  • Einen Kriegserklärungszeitraum.[56]
  • Zielorientierte Bestandteile.[56]
  • Sieg- und Kapitulationsvereinbarungen.[57]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[57]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[57]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[58]Steven Sharif


Hunting grounds

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[59]

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.[62]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.[61]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.[63]


Naval PvP

Seekampf involves different types of Schiffe with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[64]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[65]Steven Sharif


Arenen sind instanzierte PvP-Szenarien und somit kein Teil des Open World PvPs.[67]



The open world PvP flagging system is designed to deter people from griefing other players.[75]

  • Players can participate in open world PvP with one another without having to resort to murder.[76]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[77]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[25]

  • Non-combatant (green)
    • All players start as non-combatants.[78]
    • Non-forced attacks (such as AoE) will not hit non-combatant players.[79]
  • 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.[25]
    • 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.[78]
    • Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.[80]
    • Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.[81]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[78]
  • Corrupt (red)
    • If a combatant player kills a non-combatant player, they will be flagged as corrupt.[75]
    • Corruption multiplies death penalties and reveals a corrupt player's location to bounty hunters.[75]
    • A player’s corruption score increases with each non-combatant player killed.[25]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[78]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[82]

A player may not flag on members of the same party, raid, guild or alliance.[83]

  • 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).[84]

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.[84]Steven Sharif

Sieges, caravans and guild wars do not use the flagging system.[31]

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.[85]Steven Sharif



Ein Zugehörigkeits Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[86]

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.[86]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.[87]Steven Sharif

Wenn ein Kampfteilnehmer (violett) einen Nicht-Kampfteilnehmer (grün) in PvP tötet, wird er als verdorben markiert (rot).[75]

  • Die Verderbnispunkte eines Spielers nehmen mit jeder Tötung eines Nicht-Kampfteilnehmers zu.[88][25]
  • Je grösser der Levelunterschied der Spieler, desto mehr Verderbnispunkte werden verteilt.[88][25]
  • Verderbnisstrafen tauchen auf, sowie die Anzahl an Verderbnispunkte eines Spielers zunimmt.[89] Je mehr Verderbnispunkte:
  • Verderbnis hat einen sichtbaren Effekt auf das Aussehen eines Spielers.[93]
  • Wenn ein Nicht-Kampfteilnehmer einen verdorbenen Spieler angreift, wird er nicht als Kampfteilnehmer markiert.[78]
  • Der Aufenthaltsort eines verdorbenen Spielers wird Kopfgeldjägern auf ihrer Weltkarte preisgegeben.[88][75]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[94][82]
    • Verderbnisstrafen werden im Kampf gegen Kopfgeldjäger negiert.[94]

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.[95]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[96]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.[18]Steven Sharif

Verderbnis entfernen

Das Hauptheilmittel für Spieler Verderbnis ist der Tod. Es ist möglich, dass das vollständige Entfernen der Verderbnis mehrere Tode benötigt.[98][78]

  • Erfahrungspunkte reduzieren die Verderbnispunkte eines Spielers auch langsam.[98]
    Dies führt zu einer lustigen Erfahrung für Kopfgeldjäger, während sie dich versuchen zu fangen während du die Verderbnis abarbeitest.[98]Steven Sharif


Player death

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.[85]Steven Sharif

Safe zones


Players are not able to be attacked or robbed while occupying a player stall.[111]

Player stalls may not be renewed during a siege declaration.[111]


A permissions system will enable an owner to grant access to specific parts of their housing.[112][113][114]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[112]Steven Sharif


Players cannot steal from a freehold under normal circumstances.[119]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot be killed by other players while inside (the footprint of)[120] their freehold.[121]

  • NPC guards that permanently exist on a freehold are not a planned feature.[121]
  • Guards may be available for hire to defend freeholds after a successful node siege.[122]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[120]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.[123]

Gear enhancement rewards

Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[124][125]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[125]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[126]Steven Sharif


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[127]

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.[127]Steven Sharif


There will be dungeon and raid leader boards.[128]


Es wird verschiedene Arena-Stufen (Ranglistensystem) geben.[68]

  • Belohnungen für das Erreichen der Arena-Stufen werden zu einem späteren Zeitpunkt enthüllt.[70]
  • Titel können durch das Voranschreiten in der Arena freigeschaltet werden.[71]
  • Arenapunkte, mit denen man Ausrüstung kaufen kann, sind aktuell nicht in der Entwicklung.[71]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within Gildenkriege and Castle sieges.[130]

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.[130]Steven Sharif


Trophäen-Park is an area within Stadt, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[131]

  • Server announcements and achievements are designed to encourage groups to experience new content.[131]


Es wird eine Duell-Mechanik geben.[132]

  • Es wird möglich sein, Duell-Einladungen automatisch abzulehnen.[132]

Time to kill

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[133]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[135]Steven Sharif


The developers are testing different approaches to accommodate varying hitboxes between the races.[136]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[136]

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.[136]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[136]

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.[136]Steven Sharif


There are no headshot mechanics in the Ashes of Creation MMORPG.[136][137][138]


Das Wachstum der Werte erfolgt in der folgenden Reihenfolge:[142]

  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.[143]Steven Sharif

Die Wahl des Berufes hat keinen Einfluss auf die Werte eines Spielers.[144]

Gleichberechtigtes PvP

Es wird kein gleichberechtigtes PvP in der Open World geben. In gewissen Arena-Schlachtfeldern kann es unter bestimmten Umständen gleichberechtigtes PvP geben.[145]


Spieler können sich den Titel Kopfgeldjäger durch eine Quest verdienen, welche den Bewohnern eines Militärknotenpunks der Stufe 4 (Stadt), und unter Umständen deren Vasallenknotenpunkten zur Verfügung steht. [146][25]

  • Kopfgeldjäger können ihre Pfadfinder-Fähigkeit einsetzen, um einen verdorbenen Spieler auf ihrer Weltkarte aufzuspühren.[147][107]
    • Dies wird den Kopfgeldjäger für bis eine Stunde nach Aktivierung für PvP Kämpfe markieren, aber nur für verdorbene Spieler.[147]
    • Die Pfadfinder-Fähigkeit kann ein- und ausgeschaltet werden.[147][148]
    • Es ist möglich, dass in Zukunft Kopfgeldjäger gegen verdorbene Spieler, die die Pfadfinder Fähigkeit ausgeschaltet haben, permanent markiert werden. Dies wird auf Grund von Tests entschieden werden.[149]
  • Die Genauigkeit von Kopfgeldjäger Karten wird von dem Fortschritt eines Spielers im Kopfgeldjägersystem bestimmt.[150]
  • Verdorbene Spieler können Kopfgeldjäger töten, ohne zusätzliche Verderbnispunkte zu erhalten.[94][82]
    • Kampf-Strafen von verdorbenen Spielern werden im Kampf gegen Kopfgeldjäger negiert.[94]


Spieler mit genügend Verderbnispunkten sind auf der Weltkarte und auf Mini-Karten sichtbar. Diese Spieler haben eine eigene Markierung auf der Weltkarte, die von einem NPC eines Militärknotenpunktes von mindestens der Stufe 4 (Stadt),und wird nur an jene Spieler verteilt, die den Kopfgeldjäger Titel besitzen.[151] Die Genauigkeit von Kopfgeldjägerkarten wird vom Fortschritt eines Spielers im Kopfgeldjägersystem bestimmt.[150]

Tavernen sind Orte, an denen Kopfgelder ausgehängt werden. Gewinnen Spieler viele Verderbnispunkte, kann es sein, dass Tavernen ein Kopfgeld auf diese Spieler aushängen. Oder sie verlangen, dass ein spezifisches Gebiet von Problem-Spielern gereinigt wird. Dies lässt einen Indikator auf der Weltkarte erscheinen.[152]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pfadfinder Reveals corrupted player locations on the bounty hunter's map.[147][107] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[147] The pathfinding ability can be toggled on or off.[147][148] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[150] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[150]

Verdorbene Spieler töten Kopfgeldjäger

Verdorbene Spieler können beim Töten von Kopfgeldjägern Belohnungen erhalten.[153]

PvP/PvE gear

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[154]Steven Sharif

Ashes of Creation ist ein PvX Spiel.[155] Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[156][157] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[157]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[160]Steven Sharif

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[162][163]

The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[162]

Ashes of Creation Apocalypse (also referred to as APOC)[164] was a free-to-play[165] matchmaking-based arena game with three primary modes.[166]

Ashes of Creation Apocalypse utilizes action-based combat.[166][167][169]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[174]

Ashes of Creation Apocalypse battle royale

Ashes of Creation Apocalypse battle royale lobby screen.[175]

In Apocalypse you have a scene where you have a squad in, or are solo or whatever. That scene will eventually become your house. Your freehold, exactly; and you will earn furniture to place in that freehold and you can build out your house and what-not through special achievements.[176]Steven Sharif

Ashes of Creation Apocalypse battle royale victory screen.[177]

Why did we go with Battle Royale as the first testable arena mode? And the answer for that is honestly, as we're testing and getting people into matches on our servers and testing the replication among players in a battlefield; and making sure that tech is present and capable for hundreds of players on the battlefield: We wanted to have a game mode that was still fun for players to test in: An environment that was fun to test in.[178]Steven Sharif

Ashes of Creation Apocalypse battle royale (also referred to BR mode)[164] was a Battle royale testing mode consisting of up to 100 players.[166][168]

  • This is a last man standing PvP combat mode.[179]
  • Weapons and armor found in the world have unique skills associated with them. These interact with the terrain from defensive, offensive and utility standpoints.[179]
  • Players can build buildings and structures such as watchtowers, defensive pillboxes and arcane structures.[179]
  • Everything in the world apart from rocks and trees is destructible.[180]

It's going to have a lot of high octane energy and activity. It's going to be very streamable. It's going to be no NDA. There's going to be a lot of different weapons and skills that were going to be testing. Each of the weapons and armor that you can find in the world are going to have unique spells and skills associated with them that interact with the terrain from a defensive standpoint, from a utility standpoint, from an offensive standpoint. It's going to be able for you to build buildings, complete structures, watchtowers and defensive pillboxes type structures: Arcane structures. You're going to have a lot of fun activity there.[179]Steven Sharif

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[174]

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[168]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[185]Margaret Krohn

Siege equipment

Ashes of Creation Apocalypse siege equipment.[188]

As a thank you, we wanted to share a little sneak peek of one of the siege weapons awaiting the players in our upcoming Castle Sieges Mode![188]

Ashes of Creation Apocalypse siege equipment includes ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[190]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[185]
  • Siege weapons available to the defending side include Ballistas and Traps.[185]
  • Siege weapons are deployable and piloted by players.[184]

With regards to alpha one phase one however in the castle siege system... what will happen is static siege equipment that's placed in the map for the attackers to utilize that will present at focal points of PvP in the match where defenders will know where to target a specific area on the field in order to attack. [191]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[166][167][184]

  • Each wave is more difficult than the last.[184]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[168]
  • Monstermünzen enable players to join the game as part of the horde.[184]

Horde mode will include adaptive AI boss mechanics.[167] Rewards are obtained dependent on progress against these NPCs.[192]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[192]Steven Sharif

Horde mode is specifically for testing.[192]

It's a way that we thought it would be kind of fun to implement AI mechanics that we're looking to implement. Testing the you know the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic you know kind of different AI focuses for those monsters during interesting situations.[192]Steven Sharif


Community guides

Siehe auch


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  155. PvX Definition
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