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Corrupción
La corrupción en Ashes of Creation se refiere a:
- La corrupción del jugador ganada a través del sistema de PvP flagging.[2]
- El aspecto negativo de La Esencia, propagada por Los Antiguos durante el apocalipsis (Lore).[3][4]
- Áreas o zonas corruptas que evolucionan con la progresión de nodos.[5]
Corruption tarnishes the character’s spiritual essence. Their ability to utilize the Verra’s magic found within them is diminished.[6] – Steven Sharif
Corrupción del jugador
Si un personaje combatiente (morado) o su invocación, mata a un personaje no combatiente (verde), o a cualquiera de sus unidades controladas, en PvP de mundo abierto, será marcado como corrupto (rojo).[9][10][2] La corrupción obtenida por matar entidades controladas tiene un valor inferior al de matar jugadores.[9]
- El objetivo del sistema de corrupción es mantener vivo el riesgo y, al mismo tiempo, restringir o disuadir significativamente la capacidad de los jugadores para griefear otros jugadores.[11][12]
- It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[12] – Steven Sharif
- La puntuación de corrupción de un jugador (valor de corrupción) aumenta con cada jugador no combatiente muerto.[11][13][14][15] La puntuación de corrupción tiene un impacto gradual en la eficacia de las habilidades de un personaje en combate Pvp .[16][17] Cuanto mayor sea la puntuación de corrupción:
- Más se reducen las habilidades y estadísticas (menos salud y maná, menos competencia con el equipo), hasta que el jugador corrupto se vuelve ineficaz en el combate..[16][11][18][8][19][20] This dampening only affects Pvp combat.[21]
- 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.[19] – Steven Sharif
- Mayor probabilidad de que caigan materias primas y equipo (armas y armadura) al morir el jugador corrupto.[11][14][8][22][19]
- If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[23] – Steven Sharif
- Las penalizaciones por corrupción se producen a medida que se va ganando.[24]
- Reward without risk is meaningless... Corruption is just another word for risk.[25] – Steven Sharif
- Cuanto mayor sea la disparidad de nivel entre los jugadores, y cuanto más alto sea el valor de PK del atacante, más corrupción ganará..[11][18][13][14][15]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[13] – Steven Sharif
- Los jugadores corruptos sufren penalizaciones de muerte cuatro veces superiores a las de los no combatientes.[11][14]
- 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..[26] – Steven Sharif
- Los jugadores corruptos pueden ser atacados independientemente de otras afiliaciones. Esto es algo que se probará durante la Alfa-2.[27]
- La ubicación de un jugador corrupto se revela a los cazarrecompensas en sus mapas del mundo.[18][14][32][2]
- Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[33][34]
- Las penalizaciones de combate de los jugadores corruptos no se aplican cuando luchan contra cazarrecompensas.[33]
- El comercio entre jugadores, la interacción con vendedores o PNJs, y la posibilidad de acceder a los almacenes está deshabilitados para los jugadores corruptos.[35][11][36]
- Anteriormente se había dicho que los jugadores corruptos no podrían almacenar objetos en los almacenes públicos pero que si que podrían usar los almacenes privados de sus freeholds.[11][36]
- Los jugadores corruptos podrán utilizar el almacenamiento privado en sus parcelas (Freeholds).[36]
- Hay un temporizador de 60 segundos para desconectarse mientras se es corrupto. Forzar la desconexión del cliente durante el tiempo de enfriamiento dejará al personaje dentro del juego.[16][37]
- Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
- A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[38] – Steven Sharif
- Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
- A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[39] – Steven Sharif
- Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[40]
- La corrupción tiene un efecto visible en la apariencia de un jugador.[41]
Marcado de jugadores (Flagging)
El sistema de marcado de Pvp en mundo abierto está diseñado para disuadir a la gente de grifear a otros jugadores.[2]
- Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[42]
- Los jugadores gankearán a otros jugadores, pero la intención es que Ashes of Creation no sea una "gank box".
- Las penalizaciones pretenden ser lo suficientemente severas como para disuadir de cualquier tipo de campeo.[43]
- Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[10][44]
Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[15]
- No combatiente (verde)
- Todos los jugadores empiezan como no combatientes.[28]
- Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[45][46]
- Los jugadores verdes que mueres a manos de un mob (el mob asesta el golpe mortal) no marcan a los jugadores atacantes como corruptos, pero como no se conoce la salud exacta de otro jugador (fuera del mismo grupo, raid, alianza, o gremio), los atacantes corren el riesgo de matar al jugador y convertirse en corruptos.[47]
- Las habilidades de jugador con efectos de CC no se aplican a los no combatientes. El objetivo de una habilidad CC debe estar marcado (flagueado) para sufrir los efectos CC. Esto impide, por ejemplo, que los jugadores abran ataques que aturdan a jugadores no combatientes durante un pull.[18]
- No se marcará a los no combatientes por saquear cadáveres.[48]
- Los jugadores podrán optar (a través de una casilla de verificación) por permitir que sus hechizos de AoEs (beneficiosos, o no beneficiosos) golpeen a los combatientes.[49][50]
- 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.[50] – Steven Sharif
- Combatiente (morado)
- Los jugadores son marcados como combatientes si atacan a otro jugador (no corrupto) al realizar un atque forzado. Si el jugador atacado contraataca, también será marcado como combatiente, de lo contrario el jugador atacado permanecerá marcado como no combatiente.[49][51][28]
- Esto también se aplica a los ataques realizados por mascotas de combate, invocaciones, o cualquier otra entidad controlada por el jugador.[10][52]
- Los no combatientes que entran en un campo de batalla de mundo abierto (evento PvP) son marcados automáticamente como combatientes y permanecen marcados durante un periodo de tiempo después de abandonar ese campo de batalla.[15]
- Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[16][29][30][31]
- Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[28]
- Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[51]
- Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[53]
- Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[37]
- Los jugadores son marcados como combatientes si atacan a otro jugador (no corrupto) al realizar un atque forzado. Si el jugador atacado contraataca, también será marcado como combatiente, de lo contrario el jugador atacado permanecerá marcado como no combatiente.[49][51][28]
- 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.[54] – Steven Sharif
- Corrupto (rojo)
- Si un jugador combatiente, o su invocación, mata a un jugador no combatiente, incluyendo cualquiera de sus unidades controladas, como su mascota de batalla, montura, o invocación, el personaje del jugador será marcado como corrupto.[9][10][2]
- La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[9]
- El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[11][18][13][14][15]
- Cuanto mayor sea la disparidad de niveles entre los jugadores, y cuanto mayor sea el valor PK del atacante, más puntuación de corrupción ganará.[11][18][13][14][15]
- La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[2]
- Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[28]
- Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[34]
- Hay un temporizador de 60 segundos para desconectarse mientras se está corrupto. Forzar la desconexión del cliente durante el tiempo de enfriamiento dejará al personaje dentro del juego.[16][37]
- Si un jugador combatiente, o su invocación, mata a un jugador no combatiente, incluyendo cualquiera de sus unidades controladas, como su mascota de batalla, montura, o invocación, el personaje del jugador será marcado como corrupto.[9][10][2]
- 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.[47] – Steven Sharif
- Los eventos PvP basados en objetivos no emplean el sistema de marcado.[11][55]
Removing corruption
The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[58][28]
- Dying removes a significant portion of a player's corruption score.[59]
- Gaining experience will also slowly reduce a player's corruption score.[60][18][58]
- Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[60] – Steven Sharif
- A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[61][59]
- Corruption duration is reduced in military nodes.[63]
Muerte del personaje
Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[65][66][67][20][68] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[66] El marcado de jugadores (flagging) no se activa al saquear.[48]
- Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[20]
- Deuda de experiencia (experiencia negativa).[69]
- Pérdida de durabilidad.[71][72][20]
- 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.[71] – Steven Sharif
- Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[73][67][20]
- Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[73]
- También se dejan caer un porcentaje de los certificados que lleva el jugador.[68]
- Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[74]
- Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[74][75]
- Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[20]
- Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[11][14] This includes:[14][20]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[76] – Steven Sharif
- Estos objetos pueden ser saqueados por otros jugadores.[77]
- Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[78]
- Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[79]
- Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[24]
- La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[80]
- Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[81][82][83]
- 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.[83] – Steven Sharif
- La degradación de equipo se aplica al morir durante el PvP de caravanas.[81][82]
La muerte por caída es posible.[85]
- El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[85]
La muerte por ahogamiento es posible.[86][87]
- Los jugadores que se ahoguen resurgirán en la orilla.[86]
Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[74]
- Si la mula de un jugador muere su cadáver tendrá el mismo porcentaje de objetos de botín que el jugador.[74][75]
Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[40]
- At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[40] – Cody Peterson
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[20]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[88][69]
- Skill and stat dampening, such as Lower health and mana.[88][16][11][18][8][19]
- Reduction in loot drop rates from mobs.[70]
- Durability loss.[71][72][20]
- 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.[71] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[88][89][73][68][67][20] Glint drops as stolen glint on death.[89]
- Items made for final consumption are not dropped, such as consumable items created by the Cocina and Alquimia professions.[73]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[20]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[11][14]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[14][22][11][14][77][20]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[76] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[78] Non-corrupt players always respawn at the closest active respawn point (to their death).[79]
- Corruption penalties occur as the corruption is gained (not just at death).[24]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[90]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[91][81][82][83]
- 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.[83] – Steven Sharif
- Gear degradation applies on death during PvP de caravanas.[81][82]
- Previously it was stated that death penalties do not differ between Pvp and PvE.[84]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[90]
- These penalties will be less than those for a green player.[92]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[88] – Steven Sharif
- Reduction in gear proficiency.[20]
Mapas de los cazarrecompensas
Los jugadores con una puntuación de corrupción lo suficientemente alta serán visibles en el mapa mundial y en los minimapas. Estos jugadores tendrán marcadores colocados en el mapa por un PNJ de un nodo militar de al menos fase 4 (Pueblo), y solo se concederán a jugadores que tengan el título de Cazarrecompensas .[93] La precisión de los mapas de cazarrecompensas viene determinada por la progresión del jugador en el sistema de cazarrecompensas.[94]
Las tabernas son una de las ubicaciones en las que se publicarán las recompensas. A medida que los jugadores ganan corrupción, las tabernas pueden ofrecer recompensas para eliminar a esos jugadores; o tener un área específica limpia de jugadores conflictivos, dando así un POI (punto de interés) en el mapa del mundo.[95]
Habilidad de rastreador del cazarrecompensas
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Rastrear | Reveals corrupted player locations on the bounty hunter's map.[96][97] 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.[96] The pathfinding ability can be toggled on or off.[96][98] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[99] | The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[99] |
Corrupted Essence
Corrupted Essence (commonly referred to simply as Corruption) is a negative aspect of La Esencia that was spread by Los Antiguos during the Apocalypse.[3][4]
- Corruption is a representation of The Ancients' magic: The Ancients hatred. The Ancients desire to strike back at the creation of what their the gods who banished them to the void have tried to accomplish on Verra. And so corruption is this influence of The Essence that permeates around locations in the world and tries to pervert what that creation really is.[101] – Steven Sharif
- Corruption was brought to Verra by the Los Heraldos, which are comet-like celestial bodies powered by a very strong source of magic.[102][103]
- Corruption in the world manifests as a result of player activity.[104]
- Events and story arcs can lead to the spreading of corruption that players will have to fight back against.[104][105][5][106]
- Corruption is present in corrupted areas/zones that evolve with node progression and story arcs.[104][107][105][108][109][102][5][110]
- Corrupted areas do not confer corruption onto a player. Only Pvp related activities lead to player corruption (in the flagging system).[101][111]
- Corrupted resources are variations of resources that are only available in corrupted areas or during certain story arcs.[104][112][113][114]
- What does corruption do as it seeps in through the world? It seeps in a way that's responsive to player progression. So as the nodes develop, as the world becomes more civilized by society, going out and standing up these cities and these nodes and whatnot, corruption responds to that. It is an equal pushback that it's trying to achieve. And it's up to players to thwart the advancement of that corruption through achieving certain story arc quest lines, through killing certain bosses, through, participating in content that relates to that corruption seeping into the world. But corruption is not all bad, because corruption changes spawners and it changes populations and it changes resources that become available- unique resources... So there is a relevance- meaningful component of why that corruption would want to be interacted with from the player's perspective. But it's a push and pull situation. That's really what corruption is intended to provide, push and pull between the advancement of society and what was there that's more feral.[104] – Steven Sharif
- Corruption is intended to spread through wilderness areas in the world. It will not impact the freehold system.[115]
Corrupted areas/zones
Las áreas corruptas (zonas/puntos de interés) pueden evolucionar dinámicamente con la progresión de los nodos.[116][5]
- Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[106]
- TEstas son causas de eventos eventos que los jugadores deben abordar antes de que se les vayan de las manos.[117][116]
- Los jugadores necesitan participar en estos eventos para detener la propagación de la corrupción y frenar la intrusión en el plano material.[106]
- Si los jugadores no se ocupan de estas zonas corruptas, aumentará la frecuencia de los eventos contra su nodo. Estos eventos pueden provocar que los edificios y servicios del nodo queden inutilizados, aumentando la vulnerabilidad del nodo a los asedios.[118]
- It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[118] – Steven Sharif
- Las áreas corruptas no confieren corrupción al jugador.[111]
There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community.[117] – Steven Sharif
Blood magic
Blood magic is a school of magic that creates a certain amount of corruption in the caster. This corruption can bleed over into the environment and other things that the caster draw Essence from in order to cast these spells.[120][121]
- The curse of Carphin was born from blood magic.[122] This began with the blood sacrifice of Veric Pulsifer by Laria Lemonte, which started a ritual that led to the mass killing of the residents of Carphin, turning them undead.[123]
- The ability to wield blood magic might be considered "illegal" by certain lawful citizens and nations of Verra. There may be ramifications when players discover and experience blood magic in the world.[120]
- When we say that blood magic is "illegal", we're talking about in the context of a normal everyday player who's a citizen of Verra having come from Sanctus. You are adhering to the local laws and guidance from nation governments and/or node governments to be a good upstanding citizen of Verra. You adhere to these laws. The ability to wield blood magic might be seen in some storylines we'll see. That is left to the players to experience and discover. Those types of choices might have ramifications on your character and or ramifications within story lines... Whether players will be able to wield blood magic is up to the different story lines you all explore.[120] – Steven Sharif
- The developers adhere to a style guide for blood magic, along with other schools of magic.[120]
- When we talk about how do we create a blood corruption setting, well what is the associated colors, what's the shape language of blood magic. This flowing river- you saw some of them in the VFX of the zone and Carphin- you saw the mist in the deep red saturation. Each of the environments and the magics and what we create has an associated style guide that includes color wheels and palettes across different influences.[120] – Steven Sharif
Visuales
2018-09-28 2018-04-29
Ver además
Referencias
- ↑ A world with consequences.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5
- ↑ 3.0 3.1 Transmisión en vivo, 2020-11-08 (9:51).
- ↑ 4.0 4.1 Ashes of Creation - A world with consequences.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Transmisión en vivo, 2021-03-26 (22:53).
- ↑
- ↑ Vídeo, 2020-05-31 (5:29).
- ↑ 8.0 8.1 8.2 8.3 Pódcast, 2018-04-23 (51:31).
- ↑ 9.0 9.1 9.2 9.3 Transmisión en vivo, 2022-10-28 (1:35:36).
- ↑ 10.0 10.1 10.2 10.3
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ 12.0 12.1 Transmisión en vivo, 2022-10-28 (13:53).
- ↑ 13.0 13.1 13.2 13.3 13.4
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 Entrevista, 2020-07-18 (41:54).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 MMOGames interview, January 2017
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 Transmisión en vivo, 2022-10-28 (26:48).
- ↑
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7
- ↑ 19.0 19.1 19.2 19.3 Transmisión en vivo, 2017-05-22 (42:33).
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 20.13 20.14 20.15 Pódcast, 2017-05-05 (43:05).
- ↑ Entrevista, 2018-05-11 (5:05).
- ↑ 22.0 22.1 22.2 Transmisión en vivo, 2017-11-17 (35:20).
- ↑ Pódcast, 2021-04-11 (38:31).
- ↑ 24.0 24.1 24.2
- ↑
- ↑ Transmisión en vivo, 2020-01-30 (1:40:48).
- ↑ Transmisión en vivo, 2022-07-29 (1:07:20).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 Entrevista, 2017-04-27 (0:17).
- ↑ 29.0 29.1
- ↑ 30.0 30.1 Entrevista, 2019-04-22 (54:40).
- ↑ 31.0 31.1 Transmisión en vivo, 2017-11-17 (29:45).
- ↑
- ↑ 33.0 33.1
- ↑ 34.0 34.1 Entrevista, 2017-04-27 (1:18).
- ↑ Transmisión en vivo, 2023-02-24 (1:12:24).
- ↑ 36.0 36.1 36.2 Transmisión en vivo, 2021-04-30 (1:14:49).
- ↑ 37.0 37.1 37.2
- ↑ Transmisión en vivo, 2021-08-27 (1:20:09).
- ↑ Transmisión en vivo, 2021-08-27 (1:20:51).
- ↑ 40.0 40.1 40.2
- ↑ Entrevista, 2017-02-01 (39:33).
- ↑ Transmisión en vivo, 2017-05-12 (24:52).
- ↑
- ↑
- ↑ Transmisión en vivo, 2022-10-28 (1:34:52).
- ↑
- ↑ 47.0 47.1 Transmisión en vivo, 2021-07-30 (1:10:34).
- ↑ 48.0 48.1 Pódcast, 2021-04-11 (34:41).
- ↑ 49.0 49.1 Transmisión en vivo, 2022-12-02 (2:41).
- ↑ 50.0 50.1 Entrevista, 2020-07-08 (1:05:27).
- ↑ 51.0 51.1 Transmisión en vivo, 2020-11-30 (1:09:06).
- ↑ Transmisión en vivo, 2018-10-31 (44:12).
- ↑
- ↑ 54.0 54.1 54.2 Pódcast, 2018-04-23 (49:21).
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-07-09 (20:41).
- ↑ 58.0 58.1 Entrevista, 2020-07-18 (44:35).
- ↑ 59.0 59.1 Entrevista, 2020-07-19 (30:51).
- ↑ 60.0 60.1 Transmisión en vivo, 2023-04-28 (1:27:18).
- ↑
- ↑ Transmisión en vivo, 2018-06-04 (2:18).
- ↑
- ↑ 64.0 64.1 Transmisión en vivo, 2020-03-28 (1:58:24).
- ↑ Transmisión en vivo, 2021-09-24 (51:20).
- ↑ 66.0 66.1 Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑ 67.0 67.1 67.2
- ↑ 68.0 68.1 68.2 Entrevista, 2020-07-18 (27:11).
- ↑ 69.0 69.1 Transmisión en vivo, 2017-05-19 (13:37).
- ↑ 70.0 70.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 71.0 71.1 71.2 71.3 Entrevista, 2021-02-07 (13:14).
- ↑ 72.0 72.1 Entrevista, 2020-07-29 (16:46).
- ↑ 73.0 73.1 73.2 73.3 Transmisión en vivo, 2022-12-02 (1:26:02).
- ↑ 74.0 74.1 74.2 74.3 Transmisión en vivo, 2021-01-29 (1:24:27).
- ↑ 75.0 75.1 Transmisión en vivo, 2018-09-27 (47:46).
- ↑ 76.0 76.1
- ↑ 77.0 77.1 Entrevista, 2018-05-11 (15:41).
- ↑ 78.0 78.1 Entrevista, 2017-04-27 (9:28).
- ↑ 79.0 79.1 Transmisión en vivo, 2021-06-25 (1:15:37).
- ↑ Transmisión en vivo, 2021-05-28 (1:50:50).
- ↑ 81.0 81.1 81.2 81.3 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 82.0 82.1 82.2 82.3 Transmisión en vivo, 2021-08-27 (1:22:56).
- ↑ 83.0 83.1 83.2 83.3 Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑ 84.0 84.1 Transmisión en vivo, 2017-05-15 (36:23).
- ↑ 85.0 85.1 Transmisión en vivo, 2022-02-25 (1:06:45).
- ↑ 86.0 86.1 Transmisión en vivo, 2022-04-29 (1:08:27).
- ↑ Transmisión en vivo, 2017-07-28 (50:22).
- ↑ 88.0 88.1 88.2 88.3 Transmisión en vivo, 2024-03-29 (3:21).
- ↑ 89.0 89.1 Entrevista, 2023-09-10 (53:47).
- ↑ 90.0 90.1 Entrevista, 2023-07-09 (36:56).
- ↑ Transmisión en vivo, 2023-02-24 (1:29:45).
- ↑ Entrevista, 2023-07-09 (38:03).
- ↑ Entrevista, 2017-01-20 (06:12).
- ↑ Transmisión en vivo, 2017-05-24 (48:00).
- ↑ The mighty beard!
- ↑ 96.0 96.1 96.2
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑
- ↑ 99.0 99.1 Transmisión en vivo, 2017-05-24 (48:00).
- ↑ Vídeo, 2023-03-31 (9:32).
- ↑ 101.0 101.1 Transmisión en vivo, 2023-03-31 (54:22).
- ↑ 102.0 102.1 Week 1, entry 1.
- ↑ Transmisión en vivo, 2020-11-08 (0:00:00).
- ↑ 104.0 104.1 104.2 104.3 104.4 Entrevista, 2023-07-09 (47:05).
- ↑ 105.0 105.1 Transmisión en vivo, 2023-03-31 (53:30).
- ↑ 106.0 106.1 106.2 Transmisión en vivo, 2020-11-08 (12:47).
- ↑
- ↑ Vídeo, 2023-03-31 (3:32).
- ↑ Vídeo, 2023-03-31 (1:22).
- ↑ Vídeo, 2018-04-05 (35:01).
- ↑ 111.0 111.1 Transmisión en vivo, 2021-06-25 (1:32:24).
- ↑ Transmisión en vivo, 2023-03-31 (59:10).
- ↑ Vídeo, 2023-03-31 (16:42).
- ↑
- ↑ Entrevista, 2023-07-09 (49:48).
- ↑ 116.0 116.1 116.2 Transmisión en vivo, 2021-03-26 (50:03).
- ↑ 117.0 117.1 Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ 118.0 118.1 Transmisión en vivo, 2022-01-28 (1:17:12).
- ↑ Vídeo, 2023-03-31 (13:13).
- ↑ 120.0 120.1 120.2 120.3 120.4 Transmisión en vivo, 2023-04-07 (1:11:14).
- ↑ Vídeo, 2023-03-31 (10:51).
- ↑
- ↑ Transcripción, 2022-11-05 (23:24:07).