PvP de mundo abierto

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El PvP de mundo abierto en Ashes of Creation está sujeto a sistemas de corrupción y marcaje de jugadores .[1][2]

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player? A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[6]Steven Sharif

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.[7]

  • Los jugadores pueden participar en PvP en mundo abierto sin tener que recurrir al asesinato.[8]
  • Las penalizaciones pretenden ser lo suficientemente severas como para disuadir de cualquier tipo de campeo.[9]
  • Las invocaciones siguenlas mismas reglas de marcado de PvP que los jugadores y comparten el estado de marcado del jugador.[10][11]

pvp flagging diagram.png

Hay tres niveles de marcado (flagging) para el PvP de mundo abierto en Ashes of Creation.[12]

  • No combatiente (verde)
    • Todos los jugadores empiezan como no combatientes.[13]
    • Los ataques no forzados, incluyendo AoE y efectos de estado, no afectarán a jugadores no combatientes.[14][15]
    • 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.[16]
    • 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.[17]
    • No se marcará a los no combatientes por saquear cadáveres.[18]
    • 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.[6][19]
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.[19]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.[6][20][13]
    • 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.[12]
    • Los no combatientes que curen, potencien, o interactúen de otro modo (positivo) con combatientes o jugadores corruptos serán marcados como combatientes.[22][23][24][25]
    • Los jugadores pueden matar combatientes sin repercusiones, y se les anima a hacerlo, ya que morir siendo un combatiente tiene penalizaciones de muerte reducida.[13]
    • Los jugadores no pueden cambiar manualmente su estado de marcado a combatiente.[20]
    • Los jugadores permanecen marcados durante 90 segundos tras su último ataque a un no combatiente o a otro combatiente.[26]
    • Los jugadores no pueden desconectarse mientras estén marcados como combatientes.[27]
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.[28]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.[29][10][7]
      • La corrupción obtenida por matar unidades controladas tiene un valor inferior al de matar a los jugadores.[29]
    • El valor de PK de un personaje aumenta con cada jugador no combatiente asesinado a lo largo de la vida de ese personaje.[1][17][30][31][12]
    • Cuanto mayor sea la disparidad de niveles entre los jugadores, y cuanto mayor sea el valor PK del atacante, más puntuación de corrupción ganará.[1][17][30][31][12]
    • La puntuación de corrupción de un personaje multiplica sus penalizaciones por muerte y revela su ubicación a los cazarrecompensas.[7]
    • Si un no combatiente ataca a un jugador corrupto, el no combatiente no se marcará como combatiente.[13]
    • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[32]
    • 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.[22][27]
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.[16]Steven Sharif

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Corrupción del jugador

Corrupted player in the Alpha-1 preview.[35]

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.[36]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).[29][10][7] La corrupción obtenida por matar entidades controladas tiene un valor inferior al de matar jugadores.[29]

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.[37]Steven Sharif
  • La puntuación de corrupción de un jugador (valor de corrupción) aumenta con cada jugador no combatiente muerto.[1][30][31][12] La puntuación de corrupción tiene un impacto gradual en la eficacia de las habilidades de un personaje en combate Pvp .[22][38] 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.[39]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.[43]Steven Sharif
    • Las penalizaciones por corrupción se producen a medida que se va ganando.[44]
Reward without risk is meaningless... Corruption is just another word for risk.[45]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[30]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..[46]Steven Sharif
  • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[49][32]
    • Las penalizaciones de combate de los jugadores corruptos no se aplican cuando luchan contra cazarrecompensas.[49]
  • 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.[22][27]
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.[52]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.[53]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.[55]

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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]

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Zonas seguras

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Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[66]

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.[28]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.[67][68][69][40][70] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[68] El marcado de jugadores (flagging) no se activa al saquear.[18]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[40]
    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.[73]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[75][69][40]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[75]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[70]
      • 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.[76]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[76][77]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[40]
  • 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:[1][31] This includes:[31][40]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[78]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[79]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[80]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[81]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[44]
  • 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.[82]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[83][84][85]
    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.[85]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[86]

La muerte por caída es posible.[87]

  • 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.[87]

La muerte por ahogamiento es posible.[88][89]

  • Los jugadores que se ahoguen resurgirán en la orilla.[88]

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.[76]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[54]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[54]Cody Peterson

Death penalties

Muerte del personaje in an open world dungeon in Alpha-1.[66]

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.[28]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[93][83][84][85]

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.[85]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[92]

  • These penalties will be less than those for a green player.[94]
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.[90]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.

PvP background

Aunque Ashes of Creation se inspira en Lineage II (y otros juegos) también ha corregido varios fallos en la implementación de esos juegos.[95][17][48][96] El planteamiento del sistema de marcado (flaggin) en Ashes of Creation es desincentivar aún más el "griefing" y, al mismo tiempo, permitir que el sistema mantenga el riesgo en el entorno de mundo abierto.[95]

First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[95]Steven Sharif

In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[95]Steven Sharif

  • La acumulación de corrupción tiene en cuenta la diferencia de nivel entre el atacante y el jugador asesinado. Cuanto mayor sea esta, mayor será la corrupción acumulada.[17][30][31][38][12] Las penalizaciones por corrupción se producen a medida que se gana corrupción.[44]

These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[22]Steven Sharif

  • Los no combatientes pueden atacar a los jugadores corruptos sin marcarse como combatientes.[22][13]
  • Hay un temporizador de 60 segundos para desconectarse mientras se está corrupto. Forzar la desconexión del cliente durante el enfriamiento dejará al personaje en el juego hasta que pase ese tiempo.[22][27]

Duelos

Los duelos se podrán iniciar dentro de una parcela (freehold) o nodo.[98][99]

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[98]Steven Sharif

Facciones

No hay facciones predefinidas en Ashes of Creation.[100]

We present the player with these soft friction events and then that determines who your friends and your foes are.[101]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.[102]Steven Sharif

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[103][104]

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.[103]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.[104]Steven Sharif

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Evaluación de la amenaza

You decide to gank the player, but find out that you have been ambushed![105]

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.[106][107][108]

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.[109]Steven Sharif
  • El borde indicará el nivel y la calidad del set.[106][107][110]
    • También indica si el equipo está encantado, junto con los efectos visuales asociados a los objetos encantados.[107][111][110]
  • 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".[112]
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.[108]Steven Sharif

Salud del personaje

La salud es una estadística en Ashes of Creation.[113][46]

  • 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.[16][113][46]

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.[46]Steven Sharif

Placa de personaje

Work-in-progress nameplates in Alpha-2.[115]

Nameplates really actually require a big refactor on our end that we haven't done yet. However, that is something that tech art and engineering, as well as our UX/UI team are going to be doing over the course of probably the next month to month and a half. It's a big refactor both from performance reasons- how we're going to be able to occlude those nameplates within world obstacles and line-of-sight as well as prioritizing and clamping their sizes and distances that need a bit of a refactor; and of course their visual appearance. So that's work that's still outstanding.[116]Steven Sharif

La placa del nombre del personaje se muestra sobre su cabeza.[117]

  • Puede ser el nombre, y de forma opcional el apellido.[117]
    • El nombre de la guild del personaje se muestra al lado del nombre del mismo.[118]
    • La placa del nombre del personaje se irá deteriorando para indicar cuanto daño ha recibido.[113][46][114]
    • La clase se identificará mediante un icono.[106]
    • Al pasar el ratón sobre la placa del nombre del personaje se mostrará información como el nivel, su clase el combo de arquetipo.[106]
    • Un icono de "buff" indica el grado y equipo del personaje.[106][107][108]
  • El tamaño y la prioridad de las placas de nombre dependerán de su distancia (de la cámara).[116]
  • La visibilidad de placa del personaje se podrá esconder por objetos del juego, como los árboles; con habilidades de utilidad, como camuflaje o sigilo; o mediante el uso de disfraces.[119][120]
  • Las configuraciones de la UI permitirán esconder las placas de nombre, cambiar el tamaño y personalizarla.[121]
  • El tipo de criatura invocada por el invocador aparece en la placa encima de la invocación. El jugador no puede cambiarlo. [122]
  • Las placas con los nombres de los enemigos tendrán indicadores que identifiquen las resistencias, buffs, y rango de elite.[123]
    • Se puede utilizar un indicador en forma de estrella para indicar la ubicación de los puntos de golpe.[123]

Tiempo para matar

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.

Ashes of Creation tendrá un "tiempo para matar" (TTK) de unos 30 segundos.[124]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[126]Steven Sharif

Cajas de impacto (Hitboxes)

Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[127]

  • Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[127]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[127]Jeffrey Bard

En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[127]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[127]Steven Sharif

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[127][128][129]

Visuales

Ver además

Referencias

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Transmisión en vivo, 2022-10-28 (24:28).
  2. 2.0 2.1 pvp meaningful.png
  3. Transmisión en vivo, 2022-10-28 (1:41:55).
  4. Transmisión en vivo, 2022-04-29 (41:27).
  5. Transmisión en vivo, 2017-05-05 (14:26).
  6. 6.0 6.1 6.2 Transmisión en vivo, 2022-12-02 (2:41).
  7. 7.0 7.1 7.2 7.3 7.4 pvp flagging.png
  8. Transmisión en vivo, 2017-05-12 (24:52).
  9. pvp camping.png
  10. 10.0 10.1 10.2 10.3 steven-summons-pvp-1.png
  11. steven-summons-pvp-2.png
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 MMOGames interview, January 2017
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Entrevista, 2017-04-27 (0:17).
  14. Transmisión en vivo, 2022-10-28 (1:34:52).
  15. PvP.jpg
  16. 16.0 16.1 16.2 16.3 Transmisión en vivo, 2021-07-30 (1:10:34).
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 CC effects do notapply to non-combatants.png
  18. 18.0 18.1 Pódcast, 2021-04-11 (34:41).
  19. 19.0 19.1 Entrevista, 2020-07-08 (1:05:27).
  20. 20.0 20.1 Transmisión en vivo, 2020-11-30 (1:09:06).
  21. Transmisión en vivo, 2018-10-31 (44:12).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 Transmisión en vivo, 2022-10-28 (26:48).
  23. 23.0 23.1 23.2 steven-healing-corrupt.png
  24. 24.0 24.1 24.2 Entrevista, 2019-04-22 (54:40).
  25. 25.0 25.1 25.2 Transmisión en vivo, 2017-11-17 (29:45).
  26. steven-flagging-duration.png
  27. 27.0 27.1 27.2 27.3 steven-flagging-logout.png
  28. 28.0 28.1 28.2 Pódcast, 2018-04-23 (49:21).
  29. 29.0 29.1 29.2 29.3 Transmisión en vivo, 2022-10-28 (1:35:36).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 30.6 steven-corruption-value.png
  31. 31.00 31.01 31.02 31.03 31.04 31.05 31.06 31.07 31.08 31.09 31.10 31.11 31.12 31.13 31.14 Entrevista, 2020-07-18 (41:54).
  32. 32.0 32.1 Entrevista, 2017-04-27 (1:18).
  33. flagging.jpg
  34. pvp flagging lockouts.png
  35. Vídeo, 2020-05-31 (5:29).
  36. 36.0 36.1 36.2 36.3 36.4 Pódcast, 2018-04-23 (51:31).
  37. 37.0 37.1 Transmisión en vivo, 2022-10-28 (13:53).
  38. 38.0 38.1 38.2 steven-corruption-score.png
  39. 39.0 39.1 39.2 39.3 39.4 Transmisión en vivo, 2017-05-22 (42:33).
  40. 40.00 40.01 40.02 40.03 40.04 40.05 40.06 40.07 40.08 40.09 40.10 40.11 40.12 40.13 40.14 40.15 40.16 Pódcast, 2017-05-05 (43:05).
  41. 41.0 41.1 Entrevista, 2018-05-11 (5:05).
  42. 42.0 42.1 42.2 Transmisión en vivo, 2017-11-17 (35:20).
  43. Pódcast, 2021-04-11 (38:31).
  44. 44.0 44.1 44.2 44.3 corruption.jpg
  45. corruption2.jpg
  46. 46.0 46.1 46.2 46.3 46.4 46.5 Transmisión en vivo, 2020-01-30 (1:40:48).
  47. 47.0 47.1 Transmisión en vivo, 2022-07-29 (1:07:20).
  48. 48.0 48.1 48.2 48.3 steven-l2.png
  49. 49.0 49.1 steven-bounty-hunters-1.png
  50. Transmisión en vivo, 2023-02-24 (1:12:24).
  51. 51.0 51.1 51.2 Transmisión en vivo, 2021-04-30 (1:14:49).
  52. Transmisión en vivo, 2021-08-27 (1:20:09).
  53. Transmisión en vivo, 2021-08-27 (1:20:51).
  54. 54.0 54.1 54.2 vaknar-gold.png
  55. Entrevista, 2017-02-01 (39:33).
  56. Twitter - What a glorious day for ganking!
  57. 57.0 57.1 Transmisión en vivo, 2018-07-09 (44:56).
  58. Transmisión en vivo, 2017-11-17 (45:17).
  59. 59.0 59.1 Transmisión en vivo, 2017-06-01 (35:42).
  60. Transmisión en vivo, 2017-05-19 (24:17).
  61. pvp about.png
  62. Entrevista, 2018-08-08 (6:44).
  63. Transmisión en vivo, 2021-11-19 (54:26).
  64. Transmisión en vivo, 2018-01-18 (31:05).
  65. Transmisión en vivo, 2017-10-16 (59:39).
  66. 66.0 66.1 Transmisión en vivo, 2020-03-28 (1:58:24).
  67. Transmisión en vivo, 2021-09-24 (51:20).
  68. 68.0 68.1 Transmisión en vivo, 2021-03-26 (1:07:33).
  69. 69.0 69.1 69.2 a419c5398b542a713545e4f393d67215.png
  70. 70.0 70.1 70.2 Entrevista, 2020-07-18 (27:11).
  71. 71.0 71.1 Transmisión en vivo, 2017-05-19 (13:37).
  72. 72.0 72.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  73. 73.0 73.1 73.2 73.3 Entrevista, 2021-02-07 (13:14).
  74. 74.0 74.1 Entrevista, 2020-07-29 (16:46).
  75. 75.0 75.1 75.2 75.3 Transmisión en vivo, 2022-12-02 (1:26:02).
  76. 76.0 76.1 76.2 76.3 Transmisión en vivo, 2021-01-29 (1:24:27).
  77. 77.0 77.1 Transmisión en vivo, 2018-09-27 (47:46).
  78. 78.0 78.1 steven-corruption-gear-drop.png
  79. 79.0 79.1 Entrevista, 2018-05-11 (15:41).
  80. 80.0 80.1 Entrevista, 2017-04-27 (9:28).
  81. 81.0 81.1 Transmisión en vivo, 2021-06-25 (1:15:37).
  82. Transmisión en vivo, 2021-05-28 (1:50:50).
  83. 83.0 83.1 83.2 83.3 Transmisión en vivo, 2022-06-30 (1:14:52).
  84. 84.0 84.1 84.2 84.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  85. 85.0 85.1 85.2 85.3 Transmisión en vivo, 2020-12-22 (1:13:51).
  86. 86.0 86.1 Transmisión en vivo, 2017-05-15 (36:23).
  87. 87.0 87.1 Transmisión en vivo, 2022-02-25 (1:06:45).
  88. 88.0 88.1 Transmisión en vivo, 2022-04-29 (1:08:27).
  89. Transmisión en vivo, 2017-07-28 (50:22).
  90. 90.0 90.1 90.2 90.3 Transmisión en vivo, 2024-03-29 (3:21).
  91. 91.0 91.1 Entrevista, 2023-09-10 (53:47).
  92. 92.0 92.1 Entrevista, 2023-07-09 (36:56).
  93. Transmisión en vivo, 2023-02-24 (1:29:45).
  94. Entrevista, 2023-07-09 (38:03).
  95. 95.0 95.1 95.2 95.3 95.4 steven-asmon-open-world-pvp.png
  96. 96.0 96.1 Entrevista, 2018-08-24 (8:35).
  97. Entrevista, 2020-07-18 (44:35).
  98. 98.0 98.1 98.2 98.3 Transmisión en vivo, 2021-12-23 (1:29:27).
  99. 99.0 99.1 duels.jpg
  100. Transmisión en vivo, 2017-05-26 (39:36).
  101. 101.0 101.1 101.2 101.3 101.4 Entrevista, 2020-07-18 (22:26).
  102. Transmisión en vivo, 2018-04-8 (PM) (11:27).
  103. 103.0 103.1 103.2 103.3 103.4 103.5 103.6 103.7 Transmisión en vivo, 2019-03-29 (17:10).
  104. 104.0 104.1 104.2 104.3 104.4 104.5 104.6 104.7 104.8 Entrevista, 2018-05-11 (58:07).
  105. Twitter - Better luck next time.
  106. 106.0 106.1 106.2 106.3 106.4 Transmisión en vivo, 2020-08-28 (2:07:26).
  107. 107.0 107.1 107.2 107.3 107.4 Transmisión en vivo, 2020-07-25 (53:08).
  108. 108.0 108.1 108.2 Transmisión en vivo, 2020-06-26 (1:28:10).
  109. 109.0 109.1 Pódcast, 2021-09-29 (52:58).
  110. 110.0 110.1 Transmisión en vivo, 2017-07-28 (1:34:55).
  111. Official Livestream - May 4th @ 3 PM PST - Q&A
  112. Transmisión en vivo, 2017-07-28 (23:20).
  113. 113.0 113.1 113.2 113.3 Transmisión en vivo, 2020-07-25 (1:33:37).
  114. 114.0 114.1 steven-health-nameplate.png
  115. Vídeo, 2023-01-27 (24:17).
  116. 116.0 116.1 Transmisión en vivo, 2023-01-27 (1:08:45).
  117. 117.0 117.1 Entrevista, 2018-05-11 (2:45).
  118. Transmisión en vivo, 2017-05-22 (51:00).
  119. Transmisión en vivo, 2022-10-14 (48:45).
  120. Transmisión en vivo, 2022-09-30 (1:23:28).
  121. Transmisión en vivo, 2022-12-02 (1:03:28).
  122. Transmisión en vivo, 2021-01-29 (1:21:01).
  123. 123.0 123.1 Transmisión en vivo, 2023-01-27 (1:09:36).
  124. 124.0 124.1 Entrevista, 2018-10-20 (3:25:46).
  125. Transmisión en vivo, 2019-11-22 (5:51).
  126. 126.0 126.1 Entrevista, 2018-10-20 (9:10).
  127. 127.0 127.1 127.2 127.3 127.4 127.5 Transmisión en vivo, 2020-10-30 (1:15:59).
  128. steven-headshots-1.png
  129. 129.0 129.1 steven-headshots-2.png
  130. 130.0 130.1 Entrevista, 2018-10-21 (9:10).
  131. Entrevista, 2018-10-20 (3:25:31).
  132. 132.0 132.1 132.2 Transmisión en vivo, 2018-09-27 (34:49).