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No hay facciones predefinidas en Ashes of Creation.[1]

We present the player with these soft friction events and then that determines who your friends and your foes are.[2]Steven Sharif

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[3]Steven Sharif

Pvp

Alpha-1 open world caravan Pvp.[5]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[6]

El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[7] El combate entre jugadores está diseñado para ser importante, desde las batallas de caravanas hasta enormes conflictos de mundo abierto en los que se lucha por el orgullo de reyes y reinas[8]

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.[9]Jeffrey Bard
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.[14]Steven Sharif
Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[24]Steven Sharif

Open world battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[26]

La mayoría de los jugadores experimentarán el Pvp a través de campos de batalla basados en objetivos. Se trata de encuentros de alto riesgo gran recompensa que no utilizan el sistema de corrupción.[11][12][13]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[11]Steven Sharif
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP.[9]Steven Sharif

Cotos de caza

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[31]

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.[32]

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.[35]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.[34]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.[36]

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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.[37]

  • Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[38]
  • Las penalizaciones pretenden ser lo suficientemente severas como para disuadir de cualquier tipo de campeo.[39]
  • Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[40][41]

pvp flagging diagram.png

Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[28]

  • No combatiente (verde)
    • Todos los jugadores empiezan como no combatientes.[42]
    • Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[43][44]
    • 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.[45]
    • 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.[46]
    • No se marcará a los no combatientes por saquear cadáveres.[47]
    • 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.[48][49]
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.[49]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.[48][50][42]
    • 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.[28]
    • Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[52][53][54][55]
    • Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[42]
    • Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[50]
    • Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[56]
    • Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[57]
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.[58]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.[59][40][37]
      • La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[59]
    • El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[11][46][60][61][28]
    • 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][46][60][61][28]
    • La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[37]
    • Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[42]
    • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[62]
    • 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.[52][57]
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.[45]Steven Sharif

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Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[65][66]

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.[65]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.[66]Steven Sharif

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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.[68][28]

  • Bounty hunters can activate their Rastrear ability to reveal corrupted player locations on their map.[69][70]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[69]
    • The pathfinding ability can be toggled on or off.[69][71]
    • 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.[72]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[73]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[74][62]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[74]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[75]
  • 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.[76]

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 .[77] La precisión de los mapas de cazarrecompensas viene determinada por la progresión del jugador en el sistema de cazarrecompensas.[73]

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.[78]

Habilidad de rastreador del cazarrecompensas

Habilidad Icono Rango 1 Rango 2 Rango 3
Rastrear Reveals corrupted player locations on the bounty hunter's map.[69][79] 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.[69] The pathfinding ability can be toggled on or off.[69][71] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[80] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[80]

Corrupt players killing bounty hunters

Corrupted players potentially gain rewards for killing bounty hunters.[81]

Ver además

Referencias

  1. Transmisión en vivo, 2017-05-26 (39:36).
  2. 2.0 2.1 2.2 2.3 2.4 Entrevista, 2020-07-18 (22:26).
  3. Transmisión en vivo, 2018-04-8 (PM) (11:27).
  4. Vídeo, 2021-05-28 (25:44).
  5. Vídeo, 2020-05-31 (1:09:50).
  6. About Ashes of Creation.
  7. pvp catalyst.png
  8. Ashes of Creation FAQ.
  9. 9.0 9.1 Vídeo, 2017-04-30 (5:31).
  10. 10.0 10.1 Transmisión en vivo, 2022-10-28 (1:41:55).
  11. 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 11.15 11.16 11.17 Transmisión en vivo, 2022-10-28 (24:28).
  12. 12.0 12.1 12.2 12.3 Transmisión en vivo, 2022-04-29 (41:27).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Transmisión en vivo, 2017-05-05 (14:26).
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 pvp meaningful.png
  15. 15.0 15.1 Pódcast, 2021-04-11 (49:40).
  16. 16.0 16.1 Transmisión en vivo, 2017-11-17 (45:19).
  17. 17.0 17.1 Transmisión en vivo, 2022-08-26 (1:00:14).
  18. 18.0 18.1 Transmisión en vivo, 2021-04-30 (1:06:41).
  19. Transmisión en vivo, 2023-02-24 (1:29:45).
  20. 20.0 20.1 20.2 20.3 Transmisión en vivo, 2022-06-30 (1:14:52).
  21. 21.0 21.1 21.2 21.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  22. 22.0 22.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  23. Transmisión en vivo, 2022-10-28 (13:53).
  24. Transmisión en vivo, 2022-03-31 (1:12:27).
  25. Transmisión en vivo, 2022-10-14 (51:25).
  26. 26.0 26.1 Types of Events on Verra.
  27. Transmisión en vivo, 2017-05-19 (45:14).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 MMOGames interview, January 2017
  29. jindrack-pvp-events.png
  30. Twitch Bustin - PvP Spectating.
  31. Twitter - What a glorious day for ganking!
  32. 32.0 32.1 Transmisión en vivo, 2018-07-09 (44:56).
  33. Transmisión en vivo, 2017-11-17 (45:17).
  34. 34.0 34.1 Transmisión en vivo, 2017-06-01 (35:42).
  35. Transmisión en vivo, 2017-05-19 (24:17).
  36. pvp about.png
  37. 37.0 37.1 37.2 pvp flagging.png
  38. Transmisión en vivo, 2017-05-12 (24:52).
  39. pvp camping.png
  40. 40.0 40.1 40.2 steven-summons-pvp-1.png
  41. steven-summons-pvp-2.png
  42. 42.0 42.1 42.2 42.3 Entrevista, 2017-04-27 (0:17).
  43. Transmisión en vivo, 2022-10-28 (1:34:52).
  44. PvP.jpg
  45. 45.0 45.1 Transmisión en vivo, 2021-07-30 (1:10:34).
  46. 46.0 46.1 46.2 CC effects do notapply to non-combatants.png
  47. Pódcast, 2021-04-11 (34:41).
  48. 48.0 48.1 Transmisión en vivo, 2022-12-02 (2:41).
  49. 49.0 49.1 Entrevista, 2020-07-08 (1:05:27).
  50. 50.0 50.1 Transmisión en vivo, 2020-11-30 (1:09:06).
  51. Transmisión en vivo, 2018-10-31 (44:12).
  52. 52.0 52.1 Transmisión en vivo, 2022-10-28 (26:48).
  53. steven-healing-corrupt.png
  54. Entrevista, 2019-04-22 (54:40).
  55. Transmisión en vivo, 2017-11-17 (29:45).
  56. steven-flagging-duration.png
  57. 57.0 57.1 steven-flagging-logout.png
  58. Pódcast, 2018-04-23 (49:21).
  59. 59.0 59.1 Transmisión en vivo, 2022-10-28 (1:35:36).
  60. 60.0 60.1 steven-corruption-value.png
  61. 61.0 61.1 Entrevista, 2020-07-18 (41:54).
  62. 62.0 62.1 Entrevista, 2017-04-27 (1:18).
  63. flagging.jpg
  64. pvp flagging lockouts.png
  65. 65.0 65.1 65.2 65.3 65.4 65.5 65.6 65.7 Transmisión en vivo, 2019-03-29 (17:10).
  66. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 66.8 Entrevista, 2018-05-11 (58:07).
  67. Transmisión en vivo, 2022-07-29 (1:07:20).
  68. Transmisión en vivo, 2020-06-26 (1:50:24).
  69. 69.0 69.1 69.2 69.3 69.4 69.5 steven-bounty-hunters-2.png
  70. Entrevista, 2017-04-27 (9:28).
  71. 71.0 71.1 corruption toggle.png
  72. steven-bounty-hunters-3.png
  73. 73.0 73.1 Transmisión en vivo, 2017-05-24 (48:00).
  74. 74.0 74.1 steven-bounty-hunters-1.png
  75. Transmisión en vivo, 2019-07-26 (1:20:48).
  76. Transmisión en vivo, 2021-06-25 (1:06:22).
  77. Entrevista, 2017-01-20 (06:12).
  78. The mighty beard!
  79. Entrevista, 2017-04-27 (9:28).
  80. 80.0 80.1 Transmisión en vivo, 2017-05-24 (48:00).
  81. Entrevista, 2018-10-20 (15:51).