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Cotos de caza
Los cotos de caza son zonas de Pvp de mundo abierto con el sistema de corrupción habilitado que y que abarcan la mayor parte del mapa.[2]
- Los cotos de caza se refieren a matar monstruos o PNJs en mundo abierto.[2][3]
- También se refiere a la lucha por recursos.[4]
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.[5] – 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.[4] – 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.[6]
Evaluación de la amenaza
Los jugadores tendrán un indicador en su placa de nombre que indicará el equipo que llevan. Los demás jugadores podrán ver este indicador si apuntan al jugador a distancia.[8][9][10]
- 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.[11] – Steven Sharif
- El borde indicará el nivel y la calidad del set.[8][9][12]
- Los desarrolladores creen que inspeccionar el equipo para obtener una lista exacta de equipo o la puntuación del mismo puede dar lugar a "comportamientos no deseados".[14]
- When you see a player approaching you and they're wearing a transmog 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.[10] – Steven Sharif
Salud del personaje
La salud es una estadística en Ashes of Creation.[15][16]
- Los jugadores que no estén en el mismo grupo, raid, allianza, o gremio no podrán ver los porcentajes de salud de otros jugadores ni los valores exactos de sus barras de salud.[17][15][16]
- La placa de identificación de un jugador se deteriorará para dar una indicación de cuánto daño ha recibido..[15][16][18]
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.[16] – Steven Sharif
PvX
Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[20][21][22] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[22]
- Hay un equilibrio entre Pvp y PvE en Ashes of Creation.[22]
- Todas las estadísticas relacionadas con la efectividad en el combate en PvX.[23]* Algunos servidores podrían estar más enfocados al Pvp que otros.[21]
- No habrá servidores de PvE y Pvp pero algunos servidores estarán más enfocados al PVP.[21][24]
- No habrá distinción entre el equipo de Pvp y el de PvE .[25]
- La progresión del juego podría requerir elementos de PvE.[22]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But 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.[26] – Steven Sharif
Loot tables
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[28][29]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[30][31][32][33][28][34]
- The rarity of glint increases with the mob's level.[35]
- Loot tables are disabled for player controlled monsters.[36]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[37]
- Experience debt decreases the drop rate percentages from monsters.[38]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[39][40]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[39][41][42]
- Legendary equipment is only dropped by Legendary world bosses.[43]
- Loot tables will likely not be affected by weather conditions.[45] This was previously listed as a possible effect.[46]
- There won't be specific loot drops for artisans.[47] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[48]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[47]
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[50][51][31][52][28][29]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[53] – Steven Sharif
- Glint is not localized to specific regions.[30][31][32][33][28][34] Previously it was stated that glint was specific to an economic region.[54][28][55][29]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[30]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[56]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[31][54][28][55][29] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[57][31]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[31][32][33][28][34] Glint taken from caravan wreckages is also classed as stolen.[58] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[31][32]
- Glint may be used to pay housing taxes and citizen dues.[53][31][52]
- Glint can be stored within node warehouses.[28]
- Glint is not intended as crafting materials.[52]
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.[59]
- Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[21]
- 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.[60]
- Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[61][62]
Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[63]
- No combatiente (verde)
- Todos los jugadores empiezan como no combatientes.[64]
- Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[65][66]
- 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.[17]
- 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.[67]
- No se marcará a los no combatientes por saquear cadáveres.[68]
- 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.[69][70]
- 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.[70] – 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.[69][71][64]
- Esto también se aplica a los ataques realizados por mascotas de combate, invocaciones, o cualquier otra entidad controlada por el jugador.[61][72]
- 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.[63]
- Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[73][74][75][76]
- Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[64]
- Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[71]
- Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[77]
- Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[78]
- 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.[69][71][64]
- 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.[79] – 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.[80][61][59]
- La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[80]
- El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[81][67][82][83][63]
- Cuanto mayor sea la disparidad de niveles entre los jugadores, y cuanto mayor sea el valor PK del atacante, más puntuación de corrupción ganará.[81][67][82][83][63]
- La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[59]
- Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[64]
- Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[84]
- 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.[73][78]
- 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.[80][61][59]
- 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.[17] – Steven Sharif
- Los eventos PvP basados en objetivos no emplean el sistema de marcado.[81][85]
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).[80][61][59] La corrupción obtenida por matar entidades controladas tiene un valor inferior al de matar jugadores.[80]
- 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.[81][89]
- 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.[89] – Steven Sharif
- La puntuación de corrupción de un jugador (valor de corrupción) aumenta con cada jugador no combatiente muerto.[81][82][83][63] La puntuación de corrupción tiene un impacto gradual en la eficacia de las habilidades de un personaje en combate Pvp .[73][90] 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..[73][81][67][88][91][34] This dampening only affects Pvp combat.[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.[91] – Steven Sharif
- Mayor probabilidad de que caigan materias primas y equipo (armas y armadura) al morir el jugador corrupto.[81][83][88][93][91]
- 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.[20] – Steven Sharif
- Las penalizaciones por corrupción se producen a medida que se va ganando.[94]
- Reward without risk is meaningless... Corruption is just another word for risk.[95] – 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..[81][67][82][83][63]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[82] – Steven Sharif
- Los jugadores corruptos sufren penalizaciones de muerte cuatro veces superiores a las de los no combatientes.[81][83]
- 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..[16] – Steven Sharif
- Los jugadores corruptos pueden ser atacados independientemente de otras afiliaciones. Esto es algo que se probará durante la Alfa-2.[96]
- La ubicación de un jugador corrupto se revela a los cazarrecompensas en sus mapas del mundo.[67][83][97][59]
- Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[98][84]
- Las penalizaciones de combate de los jugadores corruptos no se aplican cuando luchan contra cazarrecompensas.[98]
- El comercio entre jugadores, la interacción con vendedores o PNJs, y la posibilidad de acceder a los almacenes está deshabilitados para los jugadores corruptos.[99][81][100]
- 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.[81][100]
- Los jugadores corruptos podrán utilizar el almacenamiento privado en sus parcelas (Freeholds).[100]
- 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.[73][78]
- 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.[101] – 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.[102] – Steven Sharif
- Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[103]
- La corrupción tiene un efecto visible en la apariencia de un jugador.[104]
Removing corruption
The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[106][64]
- Dying removes a significant portion of a player's corruption score.[107]
- Gaining experience will also slowly reduce a player's corruption score.[108][67][106]
- 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.[108] – 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.[109][107]
- Corruption duration is reduced in military nodes.[111]
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.[113][32][33][34][28] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[32] El marcado de jugadores (flagging) no se activa al saquear.[68]
- Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[34]
- Deuda de experiencia (experiencia negativa).[114]
- Pérdida de durabilidad.[115][116][34]
- 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.[115] – Steven Sharif
- Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[117][33][34]
- Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[117]
- También se dejan caer un porcentaje de los certificados que lleva el jugador.[28]
- 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.[118]
- Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[118][119]
- Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[34]
- 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:[81][83] This includes:[83][34]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[120] – Steven Sharif
- Estos objetos pueden ser saqueados por otros jugadores.[121]
- Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[122]
- Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[123]
- Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[94]
- 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.[124]
- Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[125][126][127]
- 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.[127] – Steven Sharif
- La degradación de equipo se aplica al morir durante el PvP de caravanas.[125][126]
La muerte por caída es posible.[129]
- 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.[129]
La muerte por ahogamiento es posible.[130][131]
- Los jugadores que se ahoguen resurgirán en la orilla.[130]
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.[118]
- Si la mula de un jugador muere su cadáver tendrá el mismo porcentaje de objetos de botín que el jugador.[118][119]
Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[103]
- At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[103] – Cody Peterson
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[34]
- 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).[132][114]
- Skill and stat dampening, such as Lower health and mana.[132][73][81][67][88][91]
- Reduction in loot drop rates from mobs.[38]
- Durability loss.[115][116][34]
- 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.[115] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[132][31][117][28][33][34] Glint drops as stolen glint on death.[31]
- Items made for final consumption are not dropped, such as consumable items created by the Cocina and Alquimia professions.[117]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[34]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[81][83]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[83][93][81][83][121][34]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[120] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[122] Non-corrupt players always respawn at the closest active respawn point (to their death).[123]
- Corruption penalties occur as the corruption is gained (not just at death).[94]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[133]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[134][125][126][127]
- 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.[127] – Steven Sharif
- Gear degradation applies on death during PvP de caravanas.[125][126]
- Previously it was stated that death penalties do not differ between Pvp and PvE.[128]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[133]
- These penalties will be less than those for a green player.[135]
- 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.[132] – Steven Sharif
- Reduction in gear proficiency.[34]
Jugadores en solitario
Ashes of Creation ofrece opciones de juego para los jugadores en solitario.[137]
- For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[137] – Steven Sharif
- Ciertas líneas de misiones y zonas de caza están dedicadas a jugadores en solitario.[137][138]
- La ciudadanía de los nodos y las organizaciones sociales ofrecen la posibilidad de interactuar sin los fuertes lazos que suelen acompañar a las guilds.[137][139]
- Dentro de los grandes conflictos existen mecánicas para que los grupos pequeños y los jugadores en solitario puedan influir en la batalla.[140]
- Esto incluye sistemas que probablemente se centrarán en participantes que forman un solo grupo mientras se desarrolla la batalla más grande.[140]
Ver además
Referencias
- ↑ Twitter - What a glorious day for ganking!
- ↑ 2.0 2.1 Transmisión en vivo, 2018-07-09 (44:56).
- ↑ Transmisión en vivo, 2017-11-17 (45:17).
- ↑ 4.0 4.1 Transmisión en vivo, 2017-06-01 (35:42).
- ↑ Transmisión en vivo, 2017-05-19 (24:17).
- ↑
- ↑ Twitter - Better luck next time.
- ↑ 8.0 8.1 Transmisión en vivo, 2020-08-28 (2:07:26).
- ↑ 9.0 9.1 9.2 9.3 Transmisión en vivo, 2020-07-25 (53:08).
- ↑ 10.0 10.1 Transmisión en vivo, 2020-06-26 (1:28:10).
- ↑ 11.0 11.1 Pódcast, 2021-09-29 (52:58).
- ↑ 12.0 12.1 Transmisión en vivo, 2017-07-28 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Transmisión en vivo, 2017-07-28 (23:20).
- ↑ 15.0 15.1 15.2 Transmisión en vivo, 2020-07-25 (1:33:37).
- ↑ 16.0 16.1 16.2 16.3 16.4 Transmisión en vivo, 2020-01-30 (1:40:48).
- ↑ 17.0 17.1 17.2 17.3 Transmisión en vivo, 2021-07-30 (1:10:34).
- ↑
- ↑ Vídeo, 2018-04-16 (1:32).
- ↑ 20.0 20.1 20.2 Pódcast, 2021-04-11 (38:31).
- ↑ 21.0 21.1 21.2 21.3 Transmisión en vivo, 2017-05-12 (24:52).
- ↑ 22.0 22.1 22.2 22.3 Transmisión en vivo, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Transmisión en vivo, 2017-05-15 (14:05).
- ↑ Transmisión en vivo, 2017-06-01 (37:39).
- ↑ Vídeo, 2023-01-27 (16:44).
- ↑ 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 Entrevista, 2020-07-18 (27:11).
- ↑ 29.0 29.1 29.2 29.3 Transmisión en vivo, 2017-05-24 (44:14).
- ↑ 30.0 30.1 30.2
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 31.8 31.9 Entrevista, 2023-09-10 (53:47).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5
- ↑ 34.00 34.01 34.02 34.03 34.04 34.05 34.06 34.07 34.08 34.09 34.10 34.11 34.12 34.13 34.14 34.15 34.16 34.17 34.18 Pódcast, 2017-05-05 (43:05).
- ↑ 35.0 35.1
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ 38.0 38.1 38.2 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 39.0 39.1 Entrevista, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 47.0 47.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 49.0 49.1 49.2 Vídeo, 2023-10-31 (4:45).
- ↑ Transmisión en vivo, 2023-10-31 (1:06:32).
- ↑ Vídeo, 2023-10-31 (3:34).
- ↑ 52.0 52.1 52.2 Transmisión en vivo, 2021-10-29 (1:06:31).
- ↑ 53.0 53.1 53.2 Vídeo, 2023-10-31 (5:06).
- ↑ 54.0 54.1 Entrevista, 2020-07-19 (1:08:22).
- ↑ 55.0 55.1 Entrevista, 2019-04-17 (49:55).
- ↑ Vídeo, 2023-10-31 (6:07).
- ↑ Vídeo, 2023-10-31 (8:05).
- ↑
- ↑ 59.0 59.1 59.2 59.3 59.4
- ↑
- ↑ 61.0 61.1 61.2 61.3
- ↑
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 MMOGames interview, January 2017
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 Entrevista, 2017-04-27 (0:17).
- ↑ Transmisión en vivo, 2022-10-28 (1:34:52).
- ↑
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 67.6 67.7
- ↑ 68.0 68.1 Pódcast, 2021-04-11 (34:41).
- ↑ 69.0 69.1 Transmisión en vivo, 2022-12-02 (2:41).
- ↑ 70.0 70.1 Entrevista, 2020-07-08 (1:05:27).
- ↑ 71.0 71.1 Transmisión en vivo, 2020-11-30 (1:09:06).
- ↑ Transmisión en vivo, 2018-10-31 (44:12).
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 73.6 73.7 Transmisión en vivo, 2022-10-28 (26:48).
- ↑ 74.0 74.1
- ↑ 75.0 75.1 Entrevista, 2019-04-22 (54:40).
- ↑ 76.0 76.1 Transmisión en vivo, 2017-11-17 (29:45).
- ↑
- ↑ 78.0 78.1 78.2
- ↑ 79.0 79.1 79.2 Pódcast, 2018-04-23 (49:21).
- ↑ 80.0 80.1 80.2 80.3 Transmisión en vivo, 2022-10-28 (1:35:36).
- ↑ 81.00 81.01 81.02 81.03 81.04 81.05 81.06 81.07 81.08 81.09 81.10 81.11 81.12 81.13 81.14 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ 82.0 82.1 82.2 82.3 82.4
- ↑ 83.00 83.01 83.02 83.03 83.04 83.05 83.06 83.07 83.08 83.09 83.10 83.11 83.12 Entrevista, 2020-07-18 (41:54).
- ↑ 84.0 84.1 Entrevista, 2017-04-27 (1:18).
- ↑
- ↑
- ↑ Vídeo, 2020-05-31 (5:29).
- ↑ 88.0 88.1 88.2 88.3 Pódcast, 2018-04-23 (51:31).
- ↑ 89.0 89.1 Transmisión en vivo, 2022-10-28 (13:53).
- ↑
- ↑ 91.0 91.1 91.2 91.3 Transmisión en vivo, 2017-05-22 (42:33).
- ↑ Entrevista, 2018-05-11 (5:05).
- ↑ 93.0 93.1 93.2 Transmisión en vivo, 2017-11-17 (35:20).
- ↑ 94.0 94.1 94.2
- ↑
- ↑ Transmisión en vivo, 2022-07-29 (1:07:20).
- ↑
- ↑ 98.0 98.1
- ↑ Transmisión en vivo, 2023-02-24 (1:12:24).
- ↑ 100.0 100.1 100.2 Transmisión en vivo, 2021-04-30 (1:14:49).
- ↑ Transmisión en vivo, 2021-08-27 (1:20:09).
- ↑ Transmisión en vivo, 2021-08-27 (1:20:51).
- ↑ 103.0 103.1 103.2
- ↑ Entrevista, 2017-02-01 (39:33).
- ↑ Transmisión en vivo, 2018-07-09 (20:41).
- ↑ 106.0 106.1 Entrevista, 2020-07-18 (44:35).
- ↑ 107.0 107.1 Entrevista, 2020-07-19 (30:51).
- ↑ 108.0 108.1 Transmisión en vivo, 2023-04-28 (1:27:18).
- ↑
- ↑ Transmisión en vivo, 2018-06-04 (2:18).
- ↑
- ↑ 112.0 112.1 Transmisión en vivo, 2020-03-28 (1:58:24).
- ↑ Transmisión en vivo, 2021-09-24 (51:20).
- ↑ 114.0 114.1 Transmisión en vivo, 2017-05-19 (13:37).
- ↑ 115.0 115.1 115.2 115.3 Entrevista, 2021-02-07 (13:14).
- ↑ 116.0 116.1 Entrevista, 2020-07-29 (16:46).
- ↑ 117.0 117.1 117.2 117.3 Transmisión en vivo, 2022-12-02 (1:26:02).
- ↑ 118.0 118.1 118.2 118.3 Transmisión en vivo, 2021-01-29 (1:24:27).
- ↑ 119.0 119.1 Transmisión en vivo, 2018-09-27 (47:46).
- ↑ 120.0 120.1
- ↑ 121.0 121.1 Entrevista, 2018-05-11 (15:41).
- ↑ 122.0 122.1 Entrevista, 2017-04-27 (9:28).
- ↑ 123.0 123.1 Transmisión en vivo, 2021-06-25 (1:15:37).
- ↑ Transmisión en vivo, 2021-05-28 (1:50:50).
- ↑ 125.0 125.1 125.2 125.3 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 126.0 126.1 126.2 126.3 Transmisión en vivo, 2021-08-27 (1:22:56).
- ↑ 127.0 127.1 127.2 127.3 Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑ 128.0 128.1 Transmisión en vivo, 2017-05-15 (36:23).
- ↑ 129.0 129.1 Transmisión en vivo, 2022-02-25 (1:06:45).
- ↑ 130.0 130.1 Transmisión en vivo, 2022-04-29 (1:08:27).
- ↑ Transmisión en vivo, 2017-07-28 (50:22).
- ↑ 132.0 132.1 132.2 132.3 Transmisión en vivo, 2024-03-29 (3:21).
- ↑ 133.0 133.1 Entrevista, 2023-07-09 (36:56).
- ↑ Transmisión en vivo, 2023-02-24 (1:29:45).
- ↑ Entrevista, 2023-07-09 (38:03).
- ↑ Vídeo, 2022-09-30 (23:13).
- ↑ 137.0 137.1 137.2 137.3 Transmisión en vivo, 2022-09-30 (2:40).
- ↑ About Ashes of Creation.
- ↑ Transmisión en vivo, 2017-05-08 (28:48).
- ↑ 140.0 140.1