Open world battlegrounds

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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.[1]

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.[2][3][4]

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..[2]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.[17]Steven Sharif

Asedios

Asedios de nodos

Asedios de nodos (Pre-alpha footage).[18]

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.[19]Margaret Krohn

Los asedios a los nodos permiten a los jugadores destruir nodos.[19] 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.[20]

  • Asediar un nodo no será una tarea sencilla para los atacantes. Las ciudades y las metrópolis dispondrán de una ventaja defensiva considerable.[20]
  • No habrá asedios de prueba, o prácticas de asiedio, aunque si que habrá sistema que simularán algunas de sus mecánicas.[21]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![17]Steven Sharif

Asedios a castillos

Alpha-1 castle siege gameplay.[23]

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.[24]

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.[25]

  • El objetivo mínimo es que haya 250x250 jugadores en un mismo campo de batalla. Se espera que, con el tiempo, pueda aumentarse a 500x500.[29][30][31][32]
  • Habrá sistemas que imiten algunas de las mecánicas de los asedios, pero no habrá asedios de práctica.[21]
  • 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.[22]
    • Anteriormente se había afirmado que los asedios a castillos podrían o no ser (completamente) instanciados en el juego final.[9]
    • 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.[33][34][9][35]

Un gremio que capture un castillo será dueño de ese castillo durante un mes antes de que vuelva a ser asediado.[36][37]

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.[36]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.[36][37]
    • Cada uno de los tres nodos de castillo tiene un asedio al final de cada una de estas tres semana.[37][38]
  • 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.[36][37]
  • En función de lo bien que el gremio defienda sus nodos del castillo, mejorarán las defensas del castillo.[37][38]
  • 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.[39]
  • Cuando los castillos cambian de manos (trás un asedio), algunos impuestos se quedan en el castillo y otros en el gremio.[40]
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.[37]Steven Sharif

PvP de caravanas

PvP de caravanas en Alpha-1.[41]

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.[42]Steven Sharif

Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[43]

  • 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.[42]
  • Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[44][45][46]
    • 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.[44]
  • Para que el ataque a la caravana sea exitoso se necesitará un grupo.[47][48]
  • 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.[49]
  • 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.[50]
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.[44]Steven Sharif

Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[13][14] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[51]

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.[13]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.[13][14][51]
  • Otros incentivos y riesgos son sociales y se crean (informalmente) entre los jugadores.[13][51]
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.[51]Steven Sharif

Caravan PvP incentives and risks

There will be incentives and risks for both caravan attackers and defenders.[13][14] These will be tested and refined during the alpha and beta testing phases.[51]

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.[13]Steven Sharif
  • Other incentives and risks are social and are created (informally) between players.[13][51]

PvP Naval

Los operarios de la plataforma de armamento de un barco pueden iniciar el PvP naval contra otra nave en los tres siguientes casos.[12]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[11]Steven Sharif
  • Cuando los barcos se mueven a una zona de mar abierto (aguas abiertas/océano profundo). Esto marcará a los jugadores como combatientes (morado).[2][11][12] Los personajes Corruptos (rojos) permanecerán rojos mientras esténe n mar abierto.[56][7]
    • Los jugadores que entren en una zona de mar abierto serán notificados por la UI con antelación.[57]
    • Las zonas de mar abierto tienen mejores recursos y en mayor abundancia para compensar el nivel de riesgo añadido.[58]
We have a very intuitive UI that that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[57]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.[59]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[60]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[61]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[61]
  • 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..[62]
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.[59]Steven Sharif

Visuales

Ver además

Referencias

  1. 1.0 1.1 Types of Events on Verra.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Transmisión en vivo, 2022-10-28 (24:28).
  3. 3.0 3.1 3.2 Transmisión en vivo, 2022-04-29 (41:27).
  4. 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2017-05-05 (14:26).
  5. Transmisión en vivo, 2017-05-19 (45:14).
  6. MMOGames interview, January 2017
  7. 7.0 7.1 jindrack-pvp-events.png
  8. 8.0 8.1 8.2 8.3 pvp meaningful.png
  9. 9.0 9.1 9.2 Pódcast, 2021-04-11 (49:40).
  10. Transmisión en vivo, 2017-11-17 (45:19).
  11. 11.0 11.1 11.2 Transmisión en vivo, 2022-08-26 (1:00:14).
  12. 12.0 12.1 12.2 12.3 12.4 Transmisión en vivo, 2021-04-30 (1:06:41).
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 13.12 13.13 13.14 Transmisión en vivo, 2022-06-30 (1:14:52).
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 Transmisión en vivo, 2021-08-27 (1:22:56).
  15. 15.0 15.1 15.2 15.3 Transmisión en vivo, 2020-12-22 (1:13:51).
  16. Twitch Bustin - PvP Spectating.
  17. 17.0 17.1 Vídeo, 2017-04-30 (5:31).
  18. Vídeo, 2016-12-04 (0:02).
  19. 19.0 19.1 Blog - Know Your Nodes - Advance and Destroy.
  20. 20.0 20.1 A reactive world - Nodes.
  21. 21.0 21.1 Twitch Bustin - Practice Sieges?
  22. 22.0 22.1 Transmisión en vivo, 2022-01-28 (17:50).
  23. Vídeo, 2021-05-28 (25:44).
  24. About Ashes of Creation.
  25. 25.0 25.1 castle nodes.png
  26. Transmisión en vivo, 2022-07-29 (1:12:14).
  27. Entrevista, 2020-07-29 (31:05).
  28. Entrevista, 2020-07-18 (13:13).
  29. Transmisión en vivo, 2021-09-24 (52:48).
  30. Entrevista, 2021-07-08 (57:19).
  31. Entrevista, 2020-07-19 (44:28).
  32. castle-siege-scale.png
  33. steven-siege-zone.png
  34. Transmisión en vivo, 2021-04-30 (41:18).
  35. Blog: Creative Director's Letter, April 14 2021
  36. 36.0 36.1 36.2 36.3 Transmisión en vivo, 2020-08-28 (1:43:03).
  37. 37.0 37.1 37.2 37.3 37.4 37.5 Pódcast, 2018-04-23 (21:55).
  38. 38.0 38.1 Transmisión en vivo, 2017-08-23 (23:00).
  39. Pódcast, 2018-04-23 (15:14).
  40. castle-taxes5.png
  41. Transmisión en vivo, 2020-03-28 (1:27:28).
  42. 42.0 42.1 42.2 Transmisión en vivo, 2021-01-29 (1:25:14).
  43. caravan zone.png
  44. 44.0 44.1 44.2 Entrevista, 2020-03-27 (16:19).
  45. caravan UI.png
  46. Transmisión en vivo, 2017-05-22 (40:40).
  47. Transmisión en vivo, 2017-05-15 (45:20).
  48. Transmisión en vivo, 2017-05-22 (40:41).
  49. Transmisión en vivo, 2020-07-25 (55:32).
  50. Transmisión en vivo, 2022-10-28 (1:36:10).
  51. 51.0 51.1 51.2 51.3 51.4 51.5 51.6 51.7 Transmisión en vivo, 2021-02-26 (1:16:21).
  52. 52.0 52.1 flagging.jpg
  53. 53.0 53.1 Transmisión en vivo, 2023-10-31 (1:11:26).
  54. Transmisión en vivo, 2021-09-24 (1:22:46).
  55. Entrevista, 2020-07-18 (16:34).
  56. jindrack-naval-pvp.png
  57. 57.0 57.1 Transmisión en vivo, 2022-08-26 (1:03:43).
  58. Transmisión en vivo, 2022-10-28 (1:41:55).
  59. 59.0 59.1 Pódcast, 2018-08-04 (1:54:15).
  60. Pódcast, 2018-08-18 (1:12:34).
  61. 61.0 61.1 steven-wars-prime-time.png
  62. Transmisión en vivo, 2020-12-22 (1:08:41).