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== Duels ==
 
== Duels ==
  
There will be a duel mechanic.{{quote|duels.jpg}}
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There will be a duel mechanic.{{quote|duels.jpg|link=https://discordapp.com/channels/256164085366915072/256164085366915072/300365668388438016}}
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* There will be a way to auto-decline duel requests.{{quote|duels.jpg|link=https://discordapp.com/channels/256164085366915072/256164085366915072/300365668388438016}}
  
 
== PvX ==
 
== PvX ==

Revisión del 22:38 23 jul 2018

Pvp (Player versus player combat) is the catalyst for change in Ashes of Creation.[2] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[3]

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.[4]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[5]

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.[5]Steven Sharif

Campos de batalla (Battlegrounds)

Template:Battlegrounds

Caravanas

Las caravanas facilitan el transporte de bienes para los jugadores que desean obtener ganancias.[7]

El sistema de caravanas es un sistema PvP de mundo abierto que gira alrededor de la oportunidad y el riesgo. Las caravanas facilitan el transporte de mercancías para los jugadores que deseen obtener ganancias.[7]

  • Las caravanas sirven para el transporte de mercancías personales, suministros para castillos y nodos, además de misiones.[9]
    • Las caravanas pueden transportar suministros para uno o más jugadores.[10][11][12]
Aldea (fase 3) y superior.[10][11][13]

PvP de caravanas

PvP de caravanas en Alpha-1.[14]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[15]Steven Sharif

Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[16]

  • Los jugadores no podrán ver el contenido exacto de un caravana antes de que decidan atacar o defender, sin embargo, habrá algunas pistas visuales, como oro, plata o hierro visibles en la parte superior de la caravana.[15]
  • Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[17][18][19]
    • La proximidad a la que aparece la ventana de IU está determinada por la actuación del jugador en raids anteriores, ya sea como defensor o como atacante.[17]
  • Para que el ataque a la caravana sea exitoso se necesitará un grupo.[9][20]
  • La caravana se mantendrá en el mundo durante un periodo de 5 a 10 minutos desde el momento en que su propietario cierra sesión o se desconecta del servidor.[21]
  • Cada carava es como un evento propio personalizado. Los jugadores no pueden participar en más de un evento de caravana a la vez. Aunque enviar caravanas como señuelo es una táctica válida.[22]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[17]Steven Sharif

Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[23][24] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[25]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[23]Steven Sharif
  • Un sistema de misiones tomará nota de las defensas y ataques exitosos o fallidos del jugador. Esto dará al jugador recompensas que aumentarán según su historial.[23][24][25]
  • Otros incentivos y riesgos son sociales y se crean (informalmente) entre los jugadores.[23][25]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[25]Steven Sharif

Asedios

Asedios a castillos

Alpha-1 castle siege gameplay.[28]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[7]

Los gremios participan en asedios a castillos en un intento por capturar y ocupar uno de los cinco castillos de gremio en Ashes of Creation.[29]

  • El objetivo mínimo es que haya 250x250 jugadores en un mismo campo de batalla. Se espera que, con el tiempo, pueda aumentarse a 500x500.[33][34][35][36]
  • Habrá sistemas que imiten algunas de las mecánicas de los asedios, pero no habrá asedios de práctica.[37]
  • Es posible que haya zonas instanciadas dentro de los asedios a castillos y nodos de mundo abierto, donde grupos específicos puedan participar en pequeñas batallas de corta duración basadas en objetivos que afectarán al resultado general del asedio.[38]
    • Anteriormente se había afirmado que los asedios a castillos podrían o no ser (completamente) instanciados en el juego final.[39]
    • Los asedios a castillos durante el Alfa-1 se producían en una zona de mundo abierto a la que se podía acceder a través de un PNJ teletransportado.[40][41][39][42]

Un gremio que capture un castillo será dueño de ese castillo durante un mes antes de que vuelva a ser asediado.[43][44]

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.[43]Steven Sharif
  • En las tres primeras semanas que un gremio ocupe un castillo tendrá que subir de nivel cada uno de sus nodos de castillo hasta la fase de aldea mediante misiones.[43][44]
    • Cada uno de los tres nodos de castillo tiene un asedio al final de cada una de estas tres semana.[44][45]
  • La cuarta semana es la semana de la declaración de asedio, en la que otros gremios tienen la oportunidad de colocar su bandera de declaración o apuntarse como defensor del castillo.[43][44]
  • En función de lo bien que el gremio defienda sus nodos del castillo, mejorarán las defensas del castillo.[44][45]
  • Diferentes armas de asedio otorgarán a los atacantes la capacidad de destruir muros, puertas y secciones del castillo para acceder a la zona del torreón interior.[46]
  • Cuando los castillos cambian de manos (trás un asedio), algunos impuestos se quedan en el castillo y otros en el gremio.[47]
There will be benefits to attracting people... even if they're not in your guild or alliance – 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.[44]Steven Sharif

Asedios de nodos

Asedios de nodos (Pre-alpha footage).[48]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[49]Margaret Krohn

Los asedios a los nodos permiten a los jugadores destruir nodos.[49] Esto facilita el camino para el avance y acceso al contenido bloqueado de los nodos circundantes. Debido a esta dinámica, los conflictos e intrigas políticas juegan un papel muy importante en la estructura del mundo.[50]

  • Asediar un nodo no será una tarea sencilla para los atacantes. Las ciudades y las metrópolis dispondrán de una ventaja defensiva considerable.[50]
  • No habrá asedios de prueba, o prácticas de asiedio, aunque si que habrá sistema que simularán algunas de sus mecánicas.[37]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![51]Steven Sharif

Guerras de gremios (guilds)

Las características de las guerras de gremios aún están en fase de diseño, pero el objetivo general es que estas guerras es que se basen en objetivos con un gran riesgo para cada bando.[52]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[53]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[54]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[54]
  • Las guerras de gremios no serán permanentes. Existen condiciones de victoria definitivas que se basan en el nivel de los gremios enfrentados y en los activos que tengan dichos gremios..[55]
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 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.[52]Steven Sharif

Cotos de caza

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[56]

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.[57]

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.[60]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.[59]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.[61]

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.[62]

  • Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[63]
  • Las penalizaciones pretenden ser lo suficientemente severas como para disuadir de cualquier tipo de campeo.[64]
  • Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[65][66]

pvp flagging diagram.png

Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[67]

  • No combatiente (verde)
    • Todos los jugadores empiezan como no combatientes.[68]
    • Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[69][70]
    • 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.[71]
    • 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.[72]
    • No se marcará a los no combatientes por saquear cadáveres.[73]
    • 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.[74][75]
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.[75]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.[74][76][68]
    • 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.[67]
    • Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[78][79][80][81]
    • Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[68]
    • Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[76]
    • Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[82]
    • Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[83]
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.[84]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.[85][65][62]
      • La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[85]
    • El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[86][72][87][88][67]
    • Cuanto mayor sea la disparidad de niveles entre los jugadores, y cuanto mayor sea el valor PK del atacante, más puntuación de corrupción ganará.[86][72][87][88][67]
    • La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[62]
    • Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[68]
    • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[89]
    • 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.[78][83]
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.[71]Steven Sharif

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[91][92]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[91]Steven Sharif

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.[92]Steven Sharif

Corrupción del jugador

Corrupted player in the Alpha-1 preview.[94]

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 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.[95]Steven Sharif

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).[85][65][62] La corrupción obtenida por matar entidades controladas tiene un valor inferior al de matar jugadores.[85]

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.[96]Steven Sharif
  • La puntuación de corrupción de un jugador (valor de corrupción) aumenta con cada jugador no combatiente muerto.[86][87][88][67] La puntuación de corrupción tiene un impacto gradual en la eficacia de las habilidades de un personaje en combate Pvp .[78][97] Cuanto mayor sea la puntuación de corrupción:
    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.[98]Steven Sharif
    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.[102]Steven Sharif
    • Las penalizaciones por corrupción se producen a medida que se va ganando.[103]
Reward without risk is meaningless... Corruption is just another word for risk.[104]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[87]Steven Sharif
You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[105]Steven Sharif
  • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[107][89]
    • Las penalizaciones de combate de los jugadores corruptos no se aplican cuando luchan contra cazarrecompensas.[107]
  • 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.[78][83]
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.[110]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.[111]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • La corrupción tiene un efecto visible en la apariencia de un jugador.[113]

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[115][68]

  • Dying removes a significant portion of a player's corruption score.[116]
  • Gaining experience will also slowly reduce a player's corruption score.[117][72][115]
    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.[117]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.[118][116]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[119]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[121]

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.[84]Steven Sharif

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.[122][123][124][99][125] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[123] El marcado de jugadores (flagging) no se activa al saquear.[73]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[99]
    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.[128]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[130][124][99]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[130]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[125]
      • 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.[131]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[131][132]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[99]
  • 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:[86][88] This includes:[88][99]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[133]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[134]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[135]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[136]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[103]
  • 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.[137]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[23][24][26]
    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.[26]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[138]

La muerte por caída es posible.[139]

  • 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.[139]

La muerte por ahogamiento es posible.[140][141]

  • Los jugadores que se ahoguen resurgirán en la orilla.[140]

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.[131]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[112]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[112]Cody Peterson

Zonas seguras

Puestos de jugador

Players are not able to be attacked or robbed while occupying a player stall.[142]

Player stalls may not be renewed during a siege declaration.[142]

Parcelas

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[143][144][145][12][146]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[147]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[143][144][145]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[144]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[148]
    • Interaction with the guild system will be tested in Alpha-2.[149]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[143]

Players cannot steal from a freehold under normal circumstances.[143][153][154][155]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[156][143][155] It has not been decided which players get to loot the debris field during this period.[156]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[143]

Players cannot Pvp while inside the footprint of a freehold homestead even if the doors are unlocked.[143][157] This does not apply for a period of two hours following a successful siege against its parent node.[158][159][49][160]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[143]
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[160] NPC guards that permanently exist on a freehold are not a planned feature.[161]

Arenas

Las arenas son entornos de Pvp instanciados que no forman parte del PvP en mundo abierto.[164][165]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[164]Steven Sharif

Duelos

There will be a duel mechanic.[174]

  • There will be a way to auto-decline duel requests.[174]

PvX

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.[175]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[102]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[102][63][176] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[176]

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.[180]Steven Sharif

Cazarrecompensas

Players can acquire the bounty hunter title through a quest available to citizens of Military Stage 4 (Pueblo) nodes and potentially their vassals or affiliated nodes.[181][67]

  • Bounty hunters can activate their Rastrear ability to reveal corrupted player locations on their map.[182][135]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[182]
    • The pathfinding ability can be toggled on or off.[182][183]
    • It is possible that bounty hunters will be permanently flagged versus corrupted players with the pathfinding ability toggled off. This design change will be decided based on testing.[184]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[185]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[107][89]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[107]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[186]
  • Credit for killing a corrupted player goes to the bounty hunter who lands the last hit (killing blow). This may be changed to damage contribution in future.[187]

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 .[188] La precisión de los mapas de cazarrecompensas viene determinada por la progresión del jugador en el sistema de cazarrecompensas.[185]

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.[189]

Ver además

Referencias

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