PvX

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda

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.[1]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.[2]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[2][3][4] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[4]

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.[8]Steven Sharif

Pvp

Alpha-1 open world caravan Pvp.[10]

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.[11]

El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[12] 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[13]

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.[14]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.[19]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.[29]Steven Sharif

Opt-in PvP 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.[31]

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.[16][17][18]

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..[16]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.[14]Steven Sharif

Antecedentes

Aunque Ashes of Creation se inspira en Lineage II (y otros juegos) también ha corregido varios fallos en la implementación de esos juegos.[36][37][38][39] 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.[36]

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.[36]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.[36]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.[37][40][41][42][33] Las penalizaciones por corrupción se producen a medida que se gana corrupción.[43]

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.[44]Steven Sharif

  • Los no combatientes pueden atacar a los jugadores corruptos sin marcarse como combatientes.[44][46]
  • 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.[44][54]

PvP quests

There will be PvP quests in Ashes of Creation.[55]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[55]Steven Sharif

Mundo abierto

Alpha-1 open world dungeon entrance.[56]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[57]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[58]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[58]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[57][59][60]

There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[64]Steven Sharif

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[58]Jeffrey Bard

El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[66]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[64]Steven Sharif

Cotos de caza

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[67]

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.[68]

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.[66]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.[70]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.[71]

Ver además

Referencias

  1. Vídeo, 2018-04-16 (1:32).
  2. 2.0 2.1 Pódcast, 2021-04-11 (38:31).
  3. 3.0 3.1 3.2 Transmisión en vivo, 2017-05-12 (24:52).
  4. 4.0 4.1 4.2 4.3 Transmisión en vivo, 2017-05-05 (33:25).
  5. pvx stats.png
  6. MMORPG Interview, 2016-12-12.
  7. Transmisión en vivo, 2017-05-15 (14:05).
  8. Transmisión en vivo, 2017-06-01 (37:39).
  9. Vídeo, 2021-05-28 (25:44).
  10. Vídeo, 2020-05-31 (1:09:50).
  11. About Ashes of Creation.
  12. pvp catalyst.png
  13. Ashes of Creation FAQ.
  14. 14.0 14.1 Vídeo, 2017-04-30 (5:31).
  15. 15.0 15.1 Transmisión en vivo, 2022-10-28 (1:41:55).
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 16.14 16.15 Transmisión en vivo, 2022-10-28 (24:28).
  17. 17.0 17.1 17.2 17.3 Transmisión en vivo, 2022-04-29 (41:27).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 18.8 Transmisión en vivo, 2017-05-05 (14:26).
  19. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 pvp meaningful.png
  20. 20.0 20.1 Pódcast, 2021-04-11 (49:40).
  21. 21.0 21.1 Transmisión en vivo, 2017-11-17 (45:19).
  22. 22.0 22.1 Transmisión en vivo, 2022-08-26 (1:00:14).
  23. 23.0 23.1 Transmisión en vivo, 2021-04-30 (1:06:41).
  24. Transmisión en vivo, 2023-02-24 (1:29:45).
  25. 25.0 25.1 25.2 25.3 Transmisión en vivo, 2022-06-30 (1:14:52).
  26. 26.0 26.1 26.2 26.3 Transmisión en vivo, 2021-08-27 (1:22:56).
  27. 27.0 27.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  28. Transmisión en vivo, 2022-10-28 (13:53).
  29. Transmisión en vivo, 2022-03-31 (1:12:27).
  30. Transmisión en vivo, 2022-10-14 (51:25).
  31. 31.0 31.1 Types of Events on Verra.
  32. Transmisión en vivo, 2017-05-19 (45:14).
  33. 33.0 33.1 33.2 MMOGames interview, January 2017
  34. jindrack-pvp-events.png
  35. Twitch Bustin - PvP Spectating.
  36. 36.0 36.1 36.2 36.3 36.4 steven-asmon-open-world-pvp.png
  37. 37.0 37.1 37.2 37.3 37.4 37.5 37.6 CC effects do notapply to non-combatants.png
  38. 38.0 38.1 38.2 steven-l2.png
  39. 39.0 39.1 Entrevista, 2018-08-24 (8:35).
  40. 40.0 40.1 steven-corruption-value.png
  41. 41.0 41.1 Entrevista, 2020-07-18 (41:54).
  42. 42.0 42.1 steven-corruption-score.png
  43. corruption.jpg
  44. 44.0 44.1 44.2 44.3 44.4 Transmisión en vivo, 2022-10-28 (26:48).
  45. Entrevista, 2020-07-18 (44:35).
  46. 46.0 46.1 Entrevista, 2017-04-27 (0:17).
  47. steven-healing-corrupt.png
  48. Entrevista, 2019-04-22 (54:40).
  49. Transmisión en vivo, 2017-11-17 (29:45).
  50. Pódcast, 2018-04-23 (51:31).
  51. Transmisión en vivo, 2017-05-22 (42:33).
  52. Pódcast, 2017-05-05 (43:05).
  53. Entrevista, 2018-05-11 (5:05).
  54. steven-flagging-logout.png
  55. 55.0 55.1 Transmisión en vivo, 2023-05-31 (1:06:47).
  56. Transmisión en vivo, 2020-04-30 (1:05:34).
  57. 57.0 57.1 Entrevista, 2020-07-19 (11:04).
  58. 58.0 58.1 58.2 58.3 Transmisión en vivo, 2017-05-22 (20:59).
  59. openworldinstancedsplit.png
  60. Transmisión en vivo, 2020-03-28 (1:48:36).
  61. Transmisión en vivo, 2022-01-28 (17:50).
  62. dungeon open.png
  63. Pódcast, 2021-09-29 (34:11).
  64. 64.0 64.1 Pódcast, 2021-09-29 (35:17).
  65. steven-siege-zone.png
  66. 66.0 66.1 Transmisión en vivo, 2017-05-19 (24:17).
  67. Twitter - What a glorious day for ganking!
  68. 68.0 68.1 Transmisión en vivo, 2018-07-09 (44:56).
  69. Transmisión en vivo, 2017-11-17 (45:17).
  70. 70.0 70.1 Transmisión en vivo, 2017-06-01 (35:42).
  71. pvp about.png