Pvp

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PvP is the catalyst for change in Ashes of Creation.[1] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings.[2]

PvP battlegrounds

Pvp battlegrounds[3] are events that occur at points of interest, where players fight for control over nodes, castles, caravans, or open world hunting grounds. These are open world PvP zones that flag everyone for battle.[4]

Outside of these zones, normal PvP flagging rules apply.

Arenas

Las arenas son entornos de Pvp instanciados que no forman parte del PvP en mundo abierto.[6][7]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[6]Steven Sharif

Marcado de jugadores (Flagging)

The open world PvP flagging system is designed to deter people from griefing other players.[16]

  • Players can participate in open world PvP with one another without having to resort to murder.[17][18]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[19]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[20]

  • Non-combatant (green)
    • All players start as non-combatants.[21]
  • Combatant (purple)
    • Non-combatants entering an open world PvP battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.
    • Players are also flagged as combatants if they attack another player. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.
  • Corrupt (red)
    • If a combatant player kills a non-combatant player, they will be flagged as corrupt.
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.

A player may not flag on members of the same party, raid, guild or alliance.[22]

Corrupción del jugador

Corrupted player in the Alpha-1 preview.[23]

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.[24]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).[25][26][27] La corrupción obtenida por matar entidades controladas tiene un valor inferior al de matar jugadores.[25]

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.[29]Steven Sharif
  • La puntuación de corrupción de un jugador (valor de corrupción) aumenta con cada jugador no combatiente muerto.[28][30][31][32] La puntuación de corrupción tiene un impacto gradual en la eficacia de las habilidades de un personaje en combate Pvp .[33][34] 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.[36]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.[40]Steven Sharif
    • Las penalizaciones por corrupción se producen a medida que se va ganando.[41]
Reward without risk is meaningless... Corruption is just another word for risk.[42]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..[43]Steven Sharif
  • Los jugadores corruptos pueden matar cazarrecompensas sin adquirir puntuación de corrupción adicional.[50][51]
    • Las penalizaciones de combate de los jugadores corruptos no se aplican cuando luchan contra cazarrecompensas.[50]
  • 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.[33][54]
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.[55]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.[56]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.[58]

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[59]

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.[60]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.[61][62][63][37][64] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[62] El marcado de jugadores (flagging) no se activa al saquear.[65]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[37]
    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.[68]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[70][63][37]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[70]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[64]
      • 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.[71]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[71][72]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[37]
  • 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:[28][31] This includes:[31][37]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[73]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[74]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[75]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[76]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[41]
  • 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.[77]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[78][79][80]
    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.[80]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[81]

La muerte por caída es posible.[82]

  • 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.[82]

La muerte por ahogamiento es posible.[83][84]

  • Los jugadores que se ahoguen resurgirán en la orilla.[83]

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.[71]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[57]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[57]Cody Peterson

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.[85][32]

  • Bounty hunters can activate their Rastrear ability to reveal corrupted player locations on their map.[86][75]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[86]
    • The pathfinding ability can be toggled on or off.[86][87]
    • 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.[88]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[89]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[50][51]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[50]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[90]
  • 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.[91]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[92]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.[40]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[40][93][94] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[94]

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.[98]Steven Sharif

Ver además

Referencias

  1. pvp catalyst.png
  2. Ashes of Creation FAQ
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  4. Livestream, 19 May 2017 (55:30)
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  11. arena rewards.png
  12. 12.0 12.1 12.2 Pódcast, 2018-05-11 (52:20).
  13. gladiators.jpg
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  15. Entrevista, 2020-03-27 (11:04).
  16. pvp flagging.png
  17. 350px
  18. Livestream, 12 May 2017 (25:04)
  19. pvp camping.png
  20. MMOGames interview, January 2017
  21. Corruption interview, Adissaric Mordled, 27-April-2017 (Transcript)
  22. pvp flagging lockouts.png
  23. Vídeo, 2020-05-31 (5:29).
  24. 24.0 24.1 24.2 Pódcast, 2018-04-23 (51:31).
  25. 25.0 25.1 Transmisión en vivo, 2022-10-28 (1:35:36).
  26. steven-summons-pvp-1.png
  27. 27.0 27.1 pvp flagging.png
  28. 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 28.8 Transmisión en vivo, 2022-10-28 (24:28).
  29. 29.0 29.1 Transmisión en vivo, 2022-10-28 (13:53).
  30. 30.0 30.1 30.2 steven-corruption-value.png
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  34. steven-corruption-score.png
  35. 35.0 35.1 35.2 CC effects do notapply to non-combatants.png
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  42. corruption2.jpg
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  46. steven-healing-corrupt.png
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  49. steven-l2.png
  50. 50.0 50.1 50.2 50.3 steven-bounty-hunters-1.png
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  54. steven-flagging-logout.png
  55. Transmisión en vivo, 2021-08-27 (1:20:09).
  56. Transmisión en vivo, 2021-08-27 (1:20:51).
  57. 57.0 57.1 57.2 vaknar-gold.png
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  63. 63.0 63.1 a419c5398b542a713545e4f393d67215.png
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  66. Transmisión en vivo, 2017-05-19 (13:37).
  67. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  68. 68.0 68.1 Entrevista, 2021-02-07 (13:14).
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  73. steven-corruption-gear-drop.png
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  81. Transmisión en vivo, 2017-05-15 (36:23).
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  84. Transmisión en vivo, 2017-07-28 (50:22).
  85. Transmisión en vivo, 2020-06-26 (1:50:24).
  86. 86.0 86.1 86.2 steven-bounty-hunters-2.png
  87. corruption toggle.png
  88. steven-bounty-hunters-3.png
  89. Transmisión en vivo, 2017-05-24 (48:00).
  90. Transmisión en vivo, 2019-07-26 (1:20:48).
  91. Transmisión en vivo, 2021-06-25 (1:06:22).
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  95. pvx stats.png
  96. MMORPG Interview, 2016-12-12.
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