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JcJ
JcJ (Player versus player combat) is the catalyst for change in Ashes of Creation.[2] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Rois et Reines.[3]
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.[4] – Jeffrey Bard
There are many reasons to engage in open world PvP in Ashes of Creation.[5]
- Scarce resources.[5]
- Open world hunting grounds.[5]
- Caravanes.[5]
- Sieges.[5]
- Guerres de guilde.[5]
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. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[5] – Steven Sharif
Battlegrounds
Les champs de bataille sont des zones où se déroulent les combats JcJ dans le monde ouvert.[6] Ce sont des zones JcJ en monde ouvert où les joueurs sont marqués en combattants (violet).[7]
- Caravanes.[6]
- Siège de nœuds.[6]
- Siège de châteaux (potentiellement).[8][6]
- Guerre de guilde avec objectifs.[12]
Les joueurs non combattants (vert) qui rejoignent un champs de bataille en monde ouvert sont automatiquement marqués en combattants un certain temps après avoir quitté le champs de bataille.[13]
- En dehors de ces points d'intérêts, les règles normales du marquage JcJ s'appliquent.[6]
Les pénalités de mort ne s'appliquent pas aux événements basés sur des objectifs (tels que les caravanes, les guerres de guilde et les sièges de nœuds).[14]
Notre système de châteaux, de sièges contre les nœuds, le système de caravanes, les champs de bataille qui existent, les guerres de guildes : Nous voulons qu'il y ait un sens à ce conflit. Nous voulons que les joueurs soient réellement impliqués dans le jeu lorsqu'il s'agit de participer au JcJ.[15] – Steven Sharif
Caravanes
Le système de caravane est un système de JcJ en monde ouvert qui tourne autour de l'opportunité et du risque. Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[17]
- Les caravanes sont faites pour le transfert de biens personnels et de Quêtes ainsi que des ressources pour les Châteaux de guilde et les Nœuds.[19]
- Les caravanes ne peuvent partir et arriver que depuis un Nœud à l'étape de village ou au-dessus.[20]
- Les caravanes peuvent transporter des produits pour plus d'un joueur.[21]
- Le système de Marquage de joueur JcJ ne s'applique pas aux caravanes.[22]
Caravane JcJ
Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[24]
- Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[25][26]
- Un groupe devra attaquer une caravane avec succès.[19][27]
- Une caravane persistera dans le monde pendant une période de 5 à 10 minutes si son propriétaire se déconnecte ou s'il est déconnecté du serveur.[28]
Sieges
Siège de Château
Les guildes peuvent participer à des sièges de châteaux dans le but de capturer et occuper l'un des cinq châteaux de guilde sur Ashes of Creation.[30] Voici quelques points à connaître sur les sièges de châteaux :
- L'objectif minimum est de faire jouer 500 joueurs (250x250) dans un seul et même champs de bataille. Avec le temps, le studio espère atteindre les 1000 joueurs (500x500) sur un seul champs de bataille.[34][35][36][37]
- Il y aura des systèmes qui imiteront certaines des mécaniques des sièges, mais il n'y aura pas de sièges d'entraînement.[38]
- Il peut y avoir des lieux instanciés au sein des sièges de châteaux et des sièges de nœuds en monde ouvert, où des groupes spécifiques peuvent participer à des batailles courtes basées sur des objectifs qui affecteront l'issue globale du siège.[39]
- J'adore les jeux basés sur des châteaux. J'aime les trophées. J'aime beaucoup récompenser le risque ; et pour moi, il est très difficile d'imaginer un MMO auquel je voudrais jouer où il n'y a pas cette compétition de prouesse stratégique qui détermine le résultat de ces types d'événements et où il n'y a pas de récompense significative, tant mécaniquement que du point de vue des droits de vantardise, que les joueurs peuvent viser et essayer d'atteindre. Je pense que cela apporte beaucoup au jeu en termes de motivations, d'excellence, de progression, de gagner en puissance, de s'engager dans ces différentes boucles de progression quand il y a un objectif ultime ou un trophée qui n'est pas statique et qui n'existe pas pour toujours une fois que vous l'avez atteint, mais que vous devez constamment performer pour le maintenir. Et c'est vraiment le but de ces châteaux.[40] – Steven Sharif
Une guilde qui capture un château l'obtient pour un mois avant qu'il ne soit assiégé à nouveau.[41][42]
- Chaque semaine menant à la semaine de siège... est une semaine dédiée à l'un des trois nœuds dédiés au château. Ainsi, autour du château, il y a trois nœuds. Ils représentent la semaine un, deux et trois ; et puis la quatrième semaine est le siège contre le château. Ceux-ci ne peuvent être élevés qu'au stade trois. Nous avons discuté de cela dans le passé et il y a définitivement des informations disponibles sur le wiki géré par la communauté.[41] – Steven Sharif
- Dans les trois premières semaines où une guilde occupe un château, elle devra faire évoluer chacun de ses nœuds de château au stade de Village en réalisant des quêtes.[41][42]
- La quatrième semaine est la semaine de déclaration, où d'autres guildes peuvent déposer leur parchemin de déclaration ou s'inscrire comme défenseurs du château.[41][42]
- La qualité de la défense des nœuds de château par la guilde propriétaire se traduira par de meilleures défenses pour le château.[42][43]
- Différentes armes de siège donneront aux attaquants l'opportunité de détruire les murs, portes et sections du castle pour atteindre l'intérieur de la forteresse.[44]
- Quand les châteaux changent de guilde, (suite à un siège), une partie des taxes perçues est conservée par le château lui-même, tandis que l'autre partie revient à la guilde qui en a pris le contrôle.[45]
- Il y aura des avantages à attirer des personnes... même si elles ne sont pas dans votre guilde ou alliance – un système de type féodal, où vous pouvez attirer d'autres joueurs qui sont juste indépendants de toute cette politique. Ils auront des choses à faire là-bas - des avantages à recevoir - et il y aura une relation réciproque entre ceux que vous pouvez attirer, ce qu'ils font pour vous ; et comment cela vous profite à vous et à eux.[42] – Steven Sharif
Sièges de Nœuds
Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[47] Cela pavera le chemin pour de nouveaux développements et accéder au contenu verrouillé dans les nœuds alentours. Grâce à cette dynamique, les conflits politiques et les intrigues jouent un rôle important dans la structure du monde.[48]
Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[48]
Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![15] – Steven Sharif
Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[47]
Guerres de guilde
Guerres de guilde are objective-based PvP events between guilds.[49][50]
- Guerres de guilde can be declared at any time, but the objectives will only spawn during server prime-time.[51][52]
- Players can kill each other at any time during the war (not only during server prime-time).[51]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[49][53][54][52]
- Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[53][55]
- Guild wars operate outside the PvP flagging system.[56][57][58][14][55]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[56][57][58][14]
- Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
- A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[49] – Steven Sharif
Terrain de chasse
Terrain de chasse are open-world JcJ corruption-enabled areas that encompass most of the map.[61]
- Hunting grounds refer to killing monsters or PNJs in the open-world.[61][62]
- This also refers to contesting resources.[63]
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.[64] – 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.[63] – 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.[65]
Marquage de joueur
The open world JcJ flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[66][67][68][69]
- We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[68] – Steven Sharif
- Players can participate in open world PvP with one another without having to resort to murder.[70]
- Players will gank other players, but the intention is for Ashes of Creation to not be a "gank box".[70]
- The penalties are intended to be severe enough to deter any type of spawn camping.[71]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[72][73]
- Articles are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[74]
There are three levels of flagging for world PvP in Ashes of Creation.[13]
- Non-combatant (green)
- All players start as non-combatants.[75]
- Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[76][77]
- Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[78]
- Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[79]
- Non-combatants will not be flagged for looting bodies.[80]
- Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[81][82]
- 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.[82] – Steven Sharif
- Combatant (purple)
- Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[81][83][75]
- This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[72][84]
- Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[13]
- Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[85][86][87][88]
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[75]
- Players are not able to manually set their flagging status to combatant.[83]
- Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[89]
- Players cannot log out while flagged as combatants.[90]
- Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[81][83][75]
- 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.[91] – Steven Sharif
- Corrupted (red)
- If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[92][72][69]
- Corruption gained for killing controlled entities is a lower value than killing the players.[92]
- A character's PK value increases with each non-combatant player killed over the lifetime of that character.[93][79][94][95][13]
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[93][79][94][95][13]
- A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[69]
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[75]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[96]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[85][90]
- If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[92][72][69]
- 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.[78] – Steven Sharif
- Objective-based PvP events do not use the flagging system.[93][22]
Affiliations
Un arbre d'affiliation, en cours de développement, détermine quelles entités peuvent participer aux attaques contre d'autres entités, au sein de cette hiérarchie.[98]
Il y a affiliation de guilde, une affiliation de partie, une affiliation de raid, une affiliation d'alliance, une affiliation de citoyenneté, une affiliation de société et il y a une affiliation de religion. Tous ces éléments ont une hiérarchie, et dans cette hiérarchie, il y a la possibilité de participer à certains systèmes. Donc par exemple, si vous avez un nœud qui est tombé entre les mains de votre état vassal et vous être citoyen du nœud parent, alors vous pourrez participer au siège contre le nœud vassal, mais si vous êtes citoyen du nœud vassal, vous ne pourrez pas participer en tant qu'attaquant contre le nœud parent; ainsi il y a une hiérarchie, sauf si vous renoncez à votre citoyenneté.[98] – Steven Sharif
Corruption de joueur
If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[92][72][69] Corruption gained for killing controlled entities is a lower value than killing players.[92] Player corruption has been referred to as a status condition.[101]
- There is no incentive to go corrupt... There's zero incentive for a player to go red. It actually gives you negatives for doing that- very significant downsides.[68] – Steven Sharif
- The goal of the corruption system is to keep risk alive while significantly curtailing or deterring the ability for players to grief other players.[93][102]
- 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.[102] – Steven Sharif
- A player's corruption score (corruption value) increases with each non-combatant player killed.[93][94][95][13] Corruption score has a scaling impact on the efficacy of a character's skills in JcJ combat.[85][103] The higher the corruption score:
- The more skill and stat dampening applies until the corrupt player ultimately becomes ineffective at combat.[85][93][79][100][104][105] This dampening only affects JcJ combat.[106]
- 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.[104] – Steven Sharif
- The higher chance of dropping of carried raw materials and gear (Armes and Armure) when the corrupted player dies.[93][95][100][107][104]
- 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.[108] – Steven Sharif
- Corruption penalties occur as the corruption is gained.[109]
- Reward without risk is meaningless... Corruption is just another word for risk.[110] – Steven Sharif
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[93][79][94][95][13]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[94] – Steven Sharif
- Corrupt players suffer death penalties at four times the rate of a non-combatant.[93][95]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[111]
- 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..[112] – Steven Sharif
- Corrupted players remain corrupted when they enter naval PvP zones.[111][113][114]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.[101]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[116][96]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[116]
- Player to player trading, interacting with vendors or PNJs, and the ability to access storage is disabled for corrupted players.[117][93][118]
- Previously it was stated that corrupted players could not store items in public warehouses but could utilize private storage within their freehold.[93][118]
- Corrupted players will still be able to enter and leave their freehold buildings but may not deposit or withdraw items from storage.[117]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[85][90]
- 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.[119] – 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.[120] – Steven Sharif
- Players do not lose gold upon death, no matter their corruption level.[121]
- Player corruption is different to the corruption found in corrupted areas.[122][123]
- Corruption has a visible effect on a player’s appearance.[124]
Removing corruption
Le principal moyen de retirer la corruption est par la mort. De multiples morts peuvent être nécessaires pour ôter toute la corruption.
- Mourir retire une part significative du score de corruption du joueur.[126]
- Gagner de l'expérience réduira également lentement le score de corruption du joueur.[127]
- Cela crée une expérience plutôt amusante pour les chasseurs de primes qui tentent de vous capturer tandis que vous être en train de la perdre.[127] – Steven Sharif
- Une quête peut être utilisée pour réduire le compte de player kill (PK) d'un joueur corrompu, afin qu'il accumule moins de corruption dans le futur.[128][126]
- Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[129]
- La durée de la corruption est réduite dans les noeuds militaires.[130]
Mort du joueur
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[132][133][134][105][135]
- Marquage de joueur is not triggered by looting.[80]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[138] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[139]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[139][140]
- Players do not lose gold upon death, no matter their corruption level.[121]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[141][142][133]
Safe zones
Étals de joueur
Players are not able to be attacked or robbed while occupying a player stall.[146]
Player stalls may not be renewed during a siege declaration.[146]
Propriété privée
Les joueurs ne peuvent pas voler d'une propriété privée dans des circonstances normales.[147]
- Les objets stockés dans une propriété privée peuvent devenir pillables après une réussite d'un siège de noeud.
Les joueurs ne peuvent pas JcJ à l'intérieur d'une propriété privée (sauf suite au succès d'un siège de noeud).[148][149][150]
- Un duel peut être lancé dans une propriété privée ou dans un noeud car ils sont considérés comme des événements indépendants, et ne relèvent pas du système marquage de joueur (Player Killer).[151]
- La propriété privée est destinée à être une zone protégée à moins qu'il n'y ait un siège et que la ville ne soit détruite. Si la ville est détruite, la propriété privée est à gagner et devient donc une zone PvP.[149] – Steven Sharif
- Les gardes PNJ's qui protège et reste en permanence sur la propriété privée ne sont pas une fonctionnalité prévue.[150]
- Des mercenaires PNJ's peuvent être missionnés pour défendre les propriétés privées suite à un siège de noeud réussi.[152]
- Q: Nous parlions plus tôt dans le chat à propos des propriétés privées et si une personne serait ou non en sécurité dans sa maison ou dans l'intégralité de sa propriété privée contre les players killers (PK)??
- A: Je pense que nos tests initiaux vont tourner autour de "l'empreinte" de leur propriété privée, puis nous prendrons en considération les mesures nécessaires à partir de ces tests.[148] – Steven Sharif
L'autorisation de décorer une propriété privée est réservée au propriétaire de la propriété privée.[153]
- Auparavant, il était indiqué que l'autorisation de décorer une habitation pouvait être accordée à un autre joueur que le propriétaire. Mais il était interdit pour le joueur ayant obtenu cette autorisation de pouvoir retirer les décorations pour s'attribuer cette dernière.[154]
Arènes
Arènes are instanced JcJ scenarios and are not part of open world PvP.[156][157]
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.[156] – Steven Sharif
- Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[158]
- Arenas will have a minimum level requirement to participate.[160]
- There won't be bifurcated brackets with separate player pools.[160]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[160]
- There will be an arena ladder system.[156][158]
- Maires of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[163][162]
- The arena system may support cross-server combat.[164]
- Arena style combat is instanced but spectators may be possible through an interface.[165]
Duels
There will be a duel mechanic.[166]
- There will be a way to auto-decline duel requests.[166]
PvX
Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[167] – Steven Sharif
Ashes of Creation est un jeu JcX.[168] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[70][169] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[169]
- Il y aura un équilibre entre le JcJ et JcE dans Ashes of Creation.[169]
- Certains serveurs pourront être plus orientés JcJ que d'autres.[70]
- Il n'y aura pas de différence entre les types d'équipements JcJ et JcE .[170]
- La progression en jeu pourra nécessiter des éléments JcE.[169]
- Toutes les stats seront en rapport avec l'efficacité au combat du joueur en JcX.[171]
Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[172] – Steven Sharif
Chasseurs de primes
Players can acquire the bounty hunter title through a quest available to citizens of Military Stage 4 (Town) nodes and potentially their vassals or affiliated nodes.[173][13]
- Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[174][175]
- This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[174]
- The pathfinding ability can be toggled on or off.[174][176]
- 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.[177]
- The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[178]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[116][96]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[116]
- Chief bounty hunter is a node government title that grants special access to PNJs in a node.[179]
- 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.[180]
Bounty hunter maps
Corrupted players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[174][181] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[178]
Tavernes are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.[182]
Voir également
- ↑ Direct, 2017-12-15 (40:26).
- ↑
- ↑ Ashes of Creation FAQ.
- ↑ Vidéo, 2017-04-30 (5:31).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6
- ↑ 6.0 6.1 6.2 6.3 6.4 Direct, 2017-05-05 (14:26).
- ↑ Direct, 2017-05-19 (45:14).
- ↑ 8.0 8.1 8.2 8.3 Podcast, 2021-04-11 (49:40).
- ↑ 9.0 9.1
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- ↑ 11.0 11.1 Blog: Creative Director's Letter, April 14 2021
- ↑ Direct, 2017-11-17 (45:19).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 MMOGames interview, January 2017
- ↑ 14.0 14.1 14.2 Direct, 2020-12-22 (1:13:51).
- ↑ 15.0 15.1 Vidéo, 2017-04-30 (5:31).
- ↑ Direct, 2020-05-29 (1:03:35).
- ↑ 17.0 17.1 17.2 About Ashes of Creation.
- ↑ Vidéo, 2019-07-16 (0:00).
- ↑ 19.0 19.1 Direct, 2017-05-15 (45:20).
- ↑ Entrevue, 2017-01-20 (4:19).
- ↑ Entrevue, 2018-05-11 (28:21).
- ↑ 22.0 22.1
- ↑ Direct, 2020-03-28 (1:27:28).
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- ↑
- ↑ Direct, 2017-05-22 (40:40).
- ↑ Direct, 2017-05-22 (40:41).
- ↑ Direct, 2020-07-25 (55:32).
- ↑ Vidéo, 2021-05-28 (25:44).
- ↑ 30.0 30.1
- ↑ Direct, 2022-07-29 (1:12:14).
- ↑ Entrevue, 2020-07-29 (31:05).
- ↑ Entrevue, 2020-07-18 (13:13).
- ↑ Direct, 2021-09-24 (52:48).
- ↑ Entrevue, 2021-07-08 (57:19).
- ↑ Entrevue, 2020-07-19 (44:28).
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- ↑ Direct, 2022-01-28 (17:50).
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- ↑ 43.0 43.1 Direct, 2017-08-23 (23:00).
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- ↑ 47.0 47.1 47.2 Blog - Know Your Nodes - Advance and Destroy.
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- ↑ Podcast, 2018-08-04 (1:54:15).
- ↑ 51.0 51.1
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- ↑ Podcast, 2018-08-18 (1:12:34).
- ↑ 55.0 55.1 55.2 Direct, 2017-05-15 (17:20).
- ↑ 56.0 56.1 Direct, 2023-02-24 (1:29:45).
- ↑ 57.0 57.1 Direct, 2022-06-30 (1:14:52).
- ↑ 58.0 58.1 Direct, 2021-08-27 (1:22:56).
- ↑ Direct, 2023-03-31 (1:24:21).
- ↑ Twitter - What a glorious day for ganking!
- ↑ 61.0 61.1 Direct, 2018-07-09 (44:56).
- ↑ Direct, 2017-11-17 (45:17).
- ↑ 63.0 63.1 Direct, 2017-06-01 (35:42).
- ↑ Direct, 2017-05-19 (24:17).
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- ↑ Direct, 2023-04-28 (2:06).
- ↑ Direct, 2023-03-31 (1:00:16).
- ↑ 68.0 68.1 68.2 Direct, 2023-05-31 (1:30:45).
- ↑ 69.0 69.1 69.2 69.3 69.4
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- ↑ Direct, 2023-07-28 (3:58).
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- ↑ Direct, 2022-10-28 (1:34:52).
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- ↑ 86.0 86.1
- ↑ 87.0 87.1 Entrevue, 2019-04-22 (54:40).
- ↑ 88.0 88.1 Direct, 2017-11-17 (29:45).
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- ↑ 90.0 90.1 90.2
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- ↑ 94.0 94.1 94.2 94.3 94.4
- ↑ 95.0 95.1 95.2 95.3 95.4 95.5 95.6 Entrevue, 2020-07-18 (41:54).
- ↑ 96.0 96.1 96.2 Entrevue, 2017-04-27 (1:18).
- ↑
- ↑ 98.0 98.1 98.2 98.3 98.4 98.5 98.6 98.7 98.8 Entrevue, 2018-05-11 (58:07).
- ↑ Vidéo, 2020-05-31 (5:29).
- ↑ 100.0 100.1 100.2 Podcast, 2018-04-23 (51:31).
- ↑ 101.0 101.1 Direct, 2022-07-29 (1:07:20).
- ↑ 102.0 102.1 Direct, 2022-10-28 (13:53).
- ↑
- ↑ 104.0 104.1 104.2 Direct, 2017-05-22 (42:33).
- ↑ 105.0 105.1 Podcast, 2017-05-05 (43:05).
- ↑ Entrevue, 2018-05-11 (5:05).
- ↑ Direct, 2017-11-17 (35:20).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑
- ↑
- ↑ 111.0 111.1 Entrevue, 2023-07-09 (36:56).
- ↑ Direct, 2020-01-30 (1:40:48).
- ↑
- ↑
- ↑ 116.0 116.1 116.2 116.3
- ↑ 117.0 117.1 Direct, 2023-02-24 (1:12:24).
- ↑ 118.0 118.1 Direct, 2021-04-30 (1:14:49).
- ↑ Direct, 2021-08-27 (1:20:09).
- ↑ Direct, 2021-08-27 (1:20:51).
- ↑ 121.0 121.1
- ↑ Direct, 2023-03-31 (54:22).
- ↑ Direct, 2021-06-25 (1:32:24).
- ↑ Entrevue, 2017-02-01 (39:33).
- ↑ Direct, 2018-07-09 (20:41).
- ↑ 126.0 126.1 Entrevue, 2020-07-19 (30:51).
- ↑ 127.0 127.1 Entrevue, 2020-07-18 (44:35).
- ↑
- ↑ Direct, 2018-06-04 (2:18).
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- ↑ 131.0 131.1 Vidéo, 2024-02-29 (19:35).
- ↑ Direct, 2021-09-24 (51:20).
- ↑ 133.0 133.1 133.2 Direct, 2021-03-26 (1:07:33).
- ↑
- ↑ Entrevue, 2020-07-18 (27:11).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Direct, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 139.0 139.1 Direct, 2021-01-29 (1:24:27).
- ↑ Direct, 2018-09-27 (47:46).
- ↑ Direct, 2023-11-30 (1:52:37).
- ↑ Entrevue, 2023-09-10 (53:47).
- ↑ 143.0 143.1 Direct, 2022-02-25 (1:06:45).
- ↑ 144.0 144.1 Direct, 2022-04-29 (1:08:27).
- ↑ Direct, 2017-07-28 (50:22).
- ↑ 146.0 146.1 Direct, 2017-10-16 (59:39).
- ↑ Direct, 2017-05-17 (1:03:23).
- ↑ 148.0 148.1 Entrevue, 2018-08-08 (6:44).
- ↑ 149.0 149.1 Direct, 2021-11-19 (54:26).
- ↑ 150.0 150.1 Direct, 2018-01-18 (31:05).
- ↑ Direct, 2021-12-23 (1:29:27).
- ↑ Direct, 2017-05-19 (28:04).
- ↑ Direct, 2021-04-30 (1:12:33).
- ↑ Direct, 2020-06-26 (51:58).
- ↑ Vidéo, 2017-07-16 (0:01).
- ↑ 156.0 156.1 156.2 Direct, 2021-09-24 (1:22:46).
- ↑ Direct, 2017-05-05 (16:53).
- ↑ 158.0 158.1
- ↑ Direct, 2017-05-26 (48:12).
- ↑ 160.0 160.1 160.2 Direct, 2022-10-28 (1:38:33).
- ↑
- ↑ 162.0 162.1 162.2 Podcast, 2018-05-11 (52:20).
- ↑
- ↑ Direct, 2017-05-26 (29:13).
- ↑ Entrevue, 2020-03-27 (11:04).
- ↑ 166.0 166.1
- ↑ Vidéo, 2018-04-16 (1:32).
- ↑ PvX definition.
- ↑ 169.0 169.1 169.2 169.3 Direct, 2017-05-05 (33:25).
- ↑ Direct, 2017-05-15 (14:05).
- ↑
- ↑ Direct, 2017-06-01 (37:39).
- ↑ Direct, 2020-06-26 (1:50:24).
- ↑ 174.0 174.1 174.2 174.3
- ↑ Entrevue, 2017-04-27 (9:28).
- ↑
- ↑
- ↑ 178.0 178.1 Direct, 2017-05-24 (48:00).
- ↑ Direct, 2019-07-26 (1:20:48).
- ↑ Direct, 2021-06-25 (1:06:22).
- ↑ Entrevue, 2017-01-20 (06:12).
- ↑ The mighty beard!