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PvP (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]

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

Objective-based events such as Sièges de Nœuds, Siège de Château, Guerres de guilde, and Guerres de Nœud will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[6][7][8]


There are no predefined factions in Ashes of Creation.[9]

We present the player with these soft friction events and then that determines who your friends and your foes are.[10]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.[11]Steven Sharif

Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[12][13][14]

  • This will indicate the type of gear (cloth, leather, plate) that they are predominantly wearing.[13]
  • The border will indicate the level and quality of the tier set.[12][13][15]
  • This also indicates if the gear is enchanted.[13][15]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[16]

When you see a player approaching you and they're wearing a transmog you know 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 you know what they're going up against if they're actively checking that and that will be available.[14]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[16]

Player health

Santé is a stat in Ashes of Creation.[17][18]

  • Players that are not in the same party or raid will not be able to see other player's health percentages or exact health bar values.[17][18]
  • A player's name plate will deteriorate to give an indication of how much damage they have taken.[17][18][19]

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.[18]Steven Sharif

Character nameplate

A character's nameplate is displayed above their head.[20]

  • This can be the first or last name (family name).[20]
  • The name of the character's Guild is displayed next to their name.[21]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[17][18][19]
  • An icon will identify the character's class.[12]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[12]
  • A buff icon indicates the character's gear and grade.[12][13][14]

Champs de bataille en monde ouvert

Battlegrounds are where PvP battles occur in the open world.[22] These are open world PvP zones that flag players as Combatants (purple).[23]

Non-combatant (green) players entering an open world battleground are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[25]

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.[4]Steven Sharif


Rendu 3D d'une caravane pendant l'Alpha-1 par Adam Will.[26]
Les Caravanes facilitent le transfert de produits pour les joueurs souhaitant faire un profit.[27]

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.[27]

  • Les caravanes ne peuvent partir et arriver que depuis un Nœud à l'étape de village ou au-dessus.[30]
  • Les caravanes peuvent transporter des produits pour plus d'un joueur.[31]

Caravane JcJ

Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[34]

  • Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[35][36]
  • Un groupe devra attaquer une caravane avec succès.[29][37]
  • 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.[38]

Destruction de caravane

Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[29][39][40]

  • Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[41]
  • Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[42][40]

Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[40]Steven Sharif

En savoir plus...


Siège de Château

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[43]

Guildes participate in Siège de Château in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[44]

  • Sieges occur once a month within a server prime-time window.[44][6][7]
  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[45]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[46]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[46][47]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[46][47]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[47][48]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[46][47]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[47][48]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[49]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[50]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[47]Steven Sharif

En savoir plus...

Sièges de Nœuds

Sièges de Nœuds (Extraits de la Pre-alpha).[51]

Tandis que certaines zones dans le monde vont grandir, d'autres vont tomber. C'est la fondation du monde vivant, respirant qu'est Ashes of Creation, où les joueurs auront la possibilité de prendre des décisions importantes qui impacteront la longévité d'une zone qui se développera en ville, ou au contraire assiéger une ville rivale. Relevez-vous des cendres, créez le monde qui vous entoure, et faites partis de l'histoire qui se déroulera grâce à vos actions et vos décisions.[52]Margaret Krohn

Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[52] 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.[53]

Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[53]

Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![4]Steven Sharif

Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[52]

En savoir plus...

Guerres de guilde

Guild war features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.[54]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[55]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[54]Steven Sharif

Objectives spawn in the world based on the level of the guild war and the assets available to the guilds, whether it be a guild hall or guild fortress.[54] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[55]

  • For example, if a guild has recently become owners of a guild hall on a freehold, objectives might be related to capturing a quest item in or around the guild hall that is only visible to the warring guild. Capturing this objective may require channeling time.[55]
  • There might be objectives to steal one of the quest items that the guild may have received from completing a raid.[55]
  • There may be bounty objectives to kill a particular guild member. The target may have increased damage mitigation and/or health against the warring guild and can call for help.[55]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[54]Steven Sharif

Guild war mechanics

Guild war mechanics include.[56]

  • A war declaration period.[56]
  • Objective based components.[56]
  • Victory and surrender conditions.[57]
  • Guilds may war multiple guilds/alliances at a time.[57]
  • Guild wars operate outside the PvP flagging system.[57]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[58]Steven Sharif

En savoir plus...

Terrain de chasse

Terrain de chasse are open-world PvP corruption-enabled areas that encompass most of the map.[59]

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.[61]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.[58]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.[62]

En savoir plus...

Naval PvP

Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and JcE perspectives.[63]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[64]Steven Sharif


Arènes are instanced PvP scenarios and are not part of open world PvP.[66]

En savoir plus...

Marquage de joueur

The open world PvP flagging system is designed to deter people from griefing other players.[74]

  • Players can participate in open world PvP with one another without having to resort to murder.[75]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[76]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[25]

  • Non-combatant (green)
    • All players start as non-combatants.[77]
    • Non-forced attacks (such as AoE) will not hit non-combatant players.[78]
  • Combatant (purple)
    • Non-combatants entering an open world battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.[25]
    • Players are 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.[77]
    • Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.[79]
    • Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.[80]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[77]
  • Corrupt (red)
    • If a combatant player kills a non-combatant player, they will be flagged as corrupt.[74]
    • Corruption multiplies death penalties and reveals a corrupt player's location to bounty hunters.[74]
    • A player’s corruption score increases with each non-combatant player killed.[25]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[77]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[81]

A player may not flag on members of the same party, raid, guild or alliance.[82]

  • Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).[83]

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.[83]Steven Sharif

Sieges, caravans and guild wars do not use the flagging system.[32]

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.[84]Steven Sharif

En savoir plus...


Un arbre d'affiliation, en cours de développement, détermine quelles entités peuvent participer aux attaques contre d'autres entités, au sein de cette hiérarchie.[85]

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.[85]Steven Sharif

En savoir plus...

Corruption de joueur

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 you know 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.[86]Steven Sharif

If a combatant (purple) player kills a non-combatant (green) player in PvP, they will be flagged as corrupt (red).[74]

  • A player’s corruption score increases with each non-combatant player killed.[87][25]
  • The wider the level disparity between the players, the more corruption will be gained.[87][25]
  • Corruption penalties occur as the corruption is gained.[88] The higher the corruption score:
  • Corruption has a visible effect on a player’s appearance.[92]
  • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[77]
  • A corrupt player’s location is revealed to bounty hunters on their world map.[87][74]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[93][81]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[93]

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.[94]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[95]Steven Sharif

You can't necessarily time perfectly you know 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 you know adds risk.[18]Steven Sharif

Removing corruption

Concept art de cimetière par Tad Ehrlich.[96]

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.[97]
  • Gagner de l'expérience réduira également lentement le score de corruption du joueur.[98]
    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.[98]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.[99][97]
    • Il s'agit d'un changement de design d'un quête religieuse utilisée pour réduire directement le score de corruption.[100]
  • La durée de la corruption est réduite dans les noeuds militaires.[101]

En savoir plus...

Player death

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.[84]Steven Sharif

Safe zones

Étals de joueur

Players are not able to be attacked or robbed while occupying a player stall.[112]

Player stalls may not be renewed during a siege declaration.[112]

Propriété privée

A permissions system will enable an owner to grant access to specific parts of their housing.[113][114][115]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[113]Steven Sharif

Players cannot steal from a freehold under normal circumstances.[120]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Nœud.

Players cannot be killed by other players while inside (the footprint of)[121] their freehold.[122]

  • NPC guards that permanently exist on a freehold are not a planned feature.[122]
  • Guards may be available for hire to defend freeholds after a successful node siege.[123]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[121]Steven Sharif

PvP seasons

Performance in various PvP systems (such as Caravanes, Arènes, Guerres de guilde) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[124]

Gear enhancement rewards

Augmentations d'équipement (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[125][126]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[126]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[127]Steven Sharif


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[128]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[128]Steven Sharif

Leader boards

There will be dungeon and raid leader boards.[129]

Arena ladder

There will be an arena ladder system.[67]

  • Rewards for arena ladders will be revealed at a later time.[69]
  • Titles can be received from arena play.[70]
  • Arena points that can be used to buy gear are not currently in the design.[70]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within Guerres de guilde and Siège de Château.[131]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[131]Steven Sharif

Parc des trophées

Le Parc des trophées est une zone à l'intérieur d'un Nœud Ville, Cité ou Métropole qui a des emplacements dédiés aux trophées. Ces trophées montrent le nom des personnages joueurs qui ont été les premiers à compléter des Bosses d'extérieur et des bosses de donjon qui sont apparus à l'issu de l'avancement de ce nœud en particulier.[132]

  • Les annonces serveurs et les Hauts faits sont conçus pour encourager les groupes à se frotter au nouveau contenu.[132]


There will be a duel mechanic.[133]

  • There will be a way to auto-decline duel requests.[133]

Time to kill

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[134]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[136]Steven Sharif

Headshot mechanics

There will likely be no headshot mechanics in the Ashes of Creation MMORPG.[137][138]

Stat growth

L'évolution des stats se fait selon cet ordre:[142]

  1. La race établi les stats de base du joueur.[142]
  2. L'archétype principal fait évoluer les stats de base.[142]
  3. L'archétype secondaire (classe) n'affecte pas l'évolution des stats.[143]
    • Il s'agit d'une correction de n'annonce précédente.[142]

Les différentes races n'auront pas les mêmes stats. Celles ci peuvent être importantes, mais nous ne voulons pas non plus imposer une méta pour les meilleurs combinaisons de classes et races.[144]Steven Sharif

Le choix de la profession n'affecte pas les stats du joueur.[145]

L'équipement a environ 40-50% d'impact sur la puissance totale du joueur.[146]

Equalized PvP

There will not be equalized PvP in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[147]

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.[148][25]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[149][108]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[149]
    • The pathfinding ability can be toggled on or off.[149][150]
    • 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.[151]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[152]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[93][81]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[93]
  • Chief bounty hunter is a node government title that grants special access to PNJs in a node.[153]

Bounty hunter maps

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.[154] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[152]

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.[155]

Bounty hunter Pathfinding ability

Skill Icon Rank 1 Rank 2 Rank 3
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[149][108] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[149] The pathfinding ability can be toggled on or off.[149][150] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[152] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[152]

Corrupt players killing bounty hunters

Corrupted players potentially gain rewards for killing bounty hunters.[156]

PvP/PvE gear

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.[157]Steven Sharif

Ashes of Creation est un jeu JcX.[158] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[75][159] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[159]

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.[162]Steven Sharif

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[164][165]

The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[164]

Ashes of Creation Apocalypse (also referred to as APOC)[166] was a free-to-play[167] matchmaking-based arena game with three primary modes.[168]

Ashes of Creation Apocalypse utilizes action-based combat.[168][169][171]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[176]

Ashes of Creation Apocalypse battle royale

Ashes of Creation Apocalypse battle royale lobby screen.[177]

In Apocalypse you have a scene where you have a squad in, or are solo or whatever. That scene will eventually become your house. Your freehold, exactly; and you will earn furniture to place in that freehold and you can build out your house and what-not through special achievements.[178]Steven Sharif

Ashes of Creation Apocalypse battle royale victory screen.[179]

Why did we go with Battle Royale as the first testable arena mode? And the answer for that is honestly, as we're testing and getting people into matches on our servers and testing the replication among players in a battlefield; and making sure that tech is present and capable for hundreds of players on the battlefield: We wanted to have a game mode that was still fun for players to test in: An environment that was fun to test in.[180]Steven Sharif

Ashes of Creation Apocalypse battle royale (also referred to BR mode)[166] was a Battle royale testing mode consisting of up to 100 players.[168][170]

  • This is a last man standing PvP combat mode.[181]
  • Armes and armor found in the world have unique skills associated with them. These interact with the terrain from defensive, offensive and utility standpoints.[181]
  • Players can build buildings and structures such as watchtowers, defensive pillboxes and arcane structures.[181]
  • Everything in the world apart from rocks and trees is destructible.[182]

It's going to have a lot of high octane energy and activity. It's going to be very streamable. It's going to be no NDA. There's going to be a lot of different weapons and skills that were going to be testing. Each of the weapons and armor that you can find in the world are going to have unique spells and skills associated with them that interact with the terrain from a defensive standpoint, from a utility standpoint, from an offensive standpoint. It's going to be able for you to build buildings, complete structures, watchtowers and defensive pillboxes type structures: Arcane structures. You're going to have a lot of fun activity there.[181]Steven Sharif

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[176]

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[170]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[187]Margaret Krohn

Siege equipment

Ashes of Creation Apocalypse siege equipment.[190]

As a thank you, we wanted to share a little sneak peek of one of the siege weapons awaiting the players in our upcoming Castle Sieges Mode![190]

Ashes of Creation Apocalypse siege equipment includes ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[192]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[187]
  • Siege weapons available to the defending side include Ballistas and Traps.[187]
  • Siege weapons are deployable and piloted by players.[186]

With regards to alpha one phase one however in the castle siege system... what will happen is static siege equipment that's placed in the map for the attackers to utilize that will present at focal points of PvP in the match where defenders will know where to target a specific area on the field in order to attack. [193]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming PNJs and player controlled monsters.[168][169][186]

  • Each wave is more difficult than the last.[186]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[170]
  • Pièces de Monstres enable players to join the game as part of the horde.[186]

Horde mode will include adaptive AI boss mechanics.[169] Rewards are obtained dependent on progress against these PNJs.[194]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[194]Steven Sharif

Horde mode is specifically for testing.[194]

It's a way that we thought it would be kind of fun to implement AI mechanics that we're looking to implement. Testing the you know the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic you know kind of different AI focuses for those monsters during interesting situations.[194]Steven Sharif


Community guides

Voir également

Les références

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