JcJ
Le JcJ est le catalyseur du changement dans Ashes of Creation.[4] Le combat JCJ (combat joueur contre joueur) est destiné à être significatif, allant des batailles de caravanes à de vastes conflits en monde ouvert menés pour la fierté des Rois et Reines.[5]
- Puisque les joueurs sont motivés par différentes choses, parce qu'ils veulent quelque chose du jeu que d'autres joueurs ne veulent pas, cela va causer des conflits. Différents joueurs vont vouloir différentes expériences et le conflit entre eux créera quelque chose de plus grand et meilleur. De la lutte naît la renaissance et c'est un symbole central, un thème central qui se produit tout au long du jeu.[6] – Jeffrey Bard
- La majorité des joueurs feront l'expérience du JcJ à travers des champs de bataille basés sur des objectifs avec participation volontaire. Ce sont des rencontres à haut risque et à haute récompense qui n'utilisent pas le système de corruption.[7][8][9][10]
En voici quelques exemples :
- Sièges de nœuds, forteresses, châteaux.[8][11][10][12][10]
- Attaques de Caravanes.[8][10][11]
- Guerres de guildes.[8][13][11]
- Combat PvP naval en pleine mer.[8][14][15]
- Des choses meilleures et en plus grande abondance peuvent être trouvées dans la zone de mer ouverte. Et c'est pourquoi il y a un niveau de risque supplémentaire associé à l'opt-in dans ces lieux.[7] – Steven Sharif
- Les pénalités de mort ne s'appliquent pas (la plupart du temps) aux événements à objectifs (également appelés événements dynamiques).[16][17][18][19]
- La dégradation de l'équipement s'applique en cas de mort durant du PvP de caravane.[17][18]
- Il y a aussi des raisons de s'engager dans le PvP en monde ouvert, qui est soumis au système de marquage des joueurs et de corruption :[8][11]
- Contestation des donjons en monde ouvert ou des raids.[8]
- Contestation des ressources rares et des terrains de chasse.[11]
- Le risque de gagner de la corruption est censé dissuader la grande majorité des joueurs de harcèlement d'autres joueurs, mais cela ne signifie pas que le PvP ne se produira pas en monde ouvert.[20][11]
- Juste parce que notre système de marquage donne de la corruption aux PK, cela ne signifie pas que le PvP ne se produira pas. Il y a plein de raisons pour que le PvP ait lieu en monde ouvert.[11] – Steven Sharif
- Q: Avez-vous envisagé une zone/aire PvP à haut enjeu de perte de butin dans le monde de Verra ?
- A: Nous ne l'avons pas fait ; et la raison en est que nos systèmes PvP actuels permettent déjà un risque matériel essentiellement soit à travers le système de marquage soit à travers d'autres systèmes PvP basés sur des événements avec participation volontaire.[21] – Steven Sharif
Les archétypes tels que Tank et barde sont viables dans le JcJ grâce à la philosophie de conception "pierre-papier-ciseaux", où chaque classe est naturellement forte contre certaines compositions de compétences.[22]
Background
While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[23][24][25][26] The approach of the flagging system in Ashes of Creation is to further disincentivize griefing while still allowing the system to keep risk relevant in the open-world setting.[23]
- First and foremost, PvP in Ashes exists in both opt-in systems and events, as well as our open world flagging system. And while it is true that I enjoyed and took much inspiration from games like Lineage 2, we have innovated and adapted our approach to Ashes’ flagging system in order to further disincentivize griefing while still allowing the system to keep risk relevant in the open world setting. The overwhelming majority of player’s experiences with PvP in Ashes will be through consensual systems like caravans, sieges, wars, the open sea and other events. Players will make a choice to participate in those systems or not. And if they choose to participate there will be significant rewards for success.[23] – Steven Sharif
- JcJ in Ashes of Creation exists in both opt-in systems and events as well as open-world PvP with a flagging (and corruption) system.[23]
- In the open world, when competing for the scarcity of resources, raids, dungeons and or hunting grounds, an important element of risk vs reward is introduced through our flagging system. Players must be aware of their surroundings and the reputation of other players who may be in proximity. The flagging system is intended to always provide an element of risk in all settings, but also architected to ensure that griefing and PK’ing is almost never worth it. The subtleties of this system are complex, which is of course why it will require considerable testing and feedback.[23] – Steven Sharif
- Corruption gain takes into account level disparity between the attacker and the player that was killed. The greater the disparity the higher the corruption accrued.[24][27][28][29][30] Corruption penalties occur as the corruption is gained.[31]
- These are all things that I've changed in the system that help to safeguard some of those loopholes. Now of course, as we said, we can't and we don't want to 100% remove the ability for that risk to be alive- for that risk to be realized. But what we do want to do is make sure that those occasions are few and infrequent, and are not the majority of a player experience, let's say in the open world; and we do so by incorporating all of those risks and costs into a decision to gain corruption and then PK another player in the open world. It's just not going to be done often and that is my expectation and opinion. It's also the goal of the system is that griefing is not a viable option or play style. And as a result of that desire for the system, we will fine tune it in such a way through testing that that outcome is achieved. And that is the intent and purpose of the design.[32] – Steven Sharif
- Corruption score has a scaling impact on skill and stat dampening that will ultimately make them ineffective at PvP combat.[31][27][32][8][24][28][25][26][33][34][35][36][30]
- Working corruption off through XP grinding takes significantly longer than Lineage II.[24]
- There is also a bounty system that reveals corrupt player locations on the map.[24][25][37][38]
- Abilities with CC effects do not apply to non-combatants. This prevents players from opening attacks that stun unflagged players.[24]
- Players who heal, buff, or otherwise support corrupted players will flag as combatants.[32][39][40][41]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[32][42]
Objective-based PvP battlegrounds
The majority of Ashes of Creation players will experience JcJ through opt-in objective-based battlegrounds (also called sanctioned PvP events).[44][16][8][17] These are high risk and high reward encounters that do not utilize the corruption system.[8][9][10]
- The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[8] – Steven Sharif
- There are going to be events with sanctioned PvP, where there are multiple team options to join.[44] – Clayton Stamper
- These events will flag participating players as Combatants (purple) and players will remain flagged for a period of time after leaving that battleground.[9][45][30] Corrupted (red) players will remain red during PvP events.[46]
- In a sanctioned event- sanctioned meaning that this is something you have the option to opt-out of. That's a castle siege, that's a node siege, that's a caravan, that's a guild war, that's a node war. You can drop your citizenship. You can drop your guild tag. You can drop participating in one of those things. In any of those types of opt-in and opt-out events, the death penalties do not exist. These are sanctioned. They're intended to allow people to engage in PvP. Now if I die to an NPC while I'm out hunting, or if I die to another player through the flagging system, those are where death penalties come into play; and that's where debt experience can be earned; and that's where corruption can be had. So it's important to separate those two realms.[16] – Steven Sharif
- Death penalties (mostly) do not apply to objective-based/sanctioned PvP events.[16][17][18][19]
- Gear degradation applies on death during Caravane JcJ.[17][18]
- Outside of these events, normal PvP flagging and corruption rules apply.[16][8][10]
- During PvP events such as caravans, guild wars, and sieges, the death penalties are disabled between participating characters on opposing sides. Attacking and killing players on the opposing side doesn't trigger the purple and red flags, nor does dying drop any resources or loot. However, you can't hide in this state as a Red corrupted player either. If you are Red, you'll still be Red in the siege or caravan and open to anyone to kill you and drop your loot, regardless of the side you are on. Being Red trumps everything.[46]
- There will be limited functionality for spectating battlefields and potentially castle sieges from ghost cameras at fixed positions.[49]
- We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.[49] – Steven Sharif
- The caravan system and other systems in Ashes of Creation that rely on intrigue do not lend themselves toward livestreaming the game.[50]
- We will have certain systems that won't lend well to streaming, because certain systems have a requirement of secrecy and/or at least some level of strategic ambiguity. So players need to be conscientious of that fact when they're intending to both stream and play Ashes of Creation. Those are things that we cannot solve because intrigue is an intrinsic part of the game.[50] – Steven Sharif
- Open-world skirmishes may lead into sieges or other battles.[43][9]
- 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.[6] – Steven Sharif
Caravane JcJ
Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[52]
- Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[53][54]
- Un groupe devra attaquer une caravane avec succès.[55][56]
- 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.[57]
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.[58] 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.[62][63][64][65]
- Il y aura des systèmes qui imiteront certaines des mécaniques des sièges, mais il n'y aura pas de sièges d'entraînement.[66]
- 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.[67]
- 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.[71] – Steven Sharif
Une guilde qui capture un château l'obtient pour un mois avant qu'il ne soit assiégé à nouveau.[72][73]
- 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.[72] – 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.[72][73]
- 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.[72][73]
- La qualité de la défense des nœuds de château par la guilde propriétaire se traduira par de meilleures défenses pour le château.[73][74]
- 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.[75]
- 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.[76]
- 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.[73] – Steven Sharif
Sièges de Nœuds
Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[78] 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.[79]
Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[79]
Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![6] – Steven Sharif
Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[78]
Guerres de guilde
Guerres de guilde are objective-based PvP events between guilds.[80][81]
- Guerres de guilde can be declared at any time, but the objectives will only spawn during server prime-time.[82][83]
- Players can kill each other at any time during the war (not only during server prime-time).[82]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[80][84][85][83]
- 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.[84][86]
- Guild wars operate outside the PvP flagging system.[16][17][18][19][86]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[16][17][18][19]
- 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.[80] – Steven Sharif
Navires moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[8][14][15] Corrupted (red) players will remain red while in the open sea.[88][89][46]
- Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[14] – Steven Sharif
- Players entering an open seas area will be notified by the UI ahead of time.[90]
- Death penalties for corrupt players apply to every zone in the game, including naval PvP zones.[88]
- Non-corrupt players will suffer reduced death penalties in naval PvP zones.[88]
- If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[88] – Steven Sharif
- Open sea zones have better resources in more abundance to compensate for the added level of risk.[7]
- We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[90] – Steven Sharif
Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[15]
- The result of events (such as guild wars or node wars) between the parties.[15]
- As the result of open-world PvP, utilizing the flagging and corruption system.[15]
Server prime-time
Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[60][61][91]
- Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[82]
Open-world PvP
Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[8][11]
- Open-world PvP exists outside of opt-in objective-based PvP systems such as sieges, caravans, guild wars, node wars, and naval PvP.[7][8][9][10]
- Open-world PvP includes contesting dungeons, raids, scarce resources, and hunting grounds in the open world.[92][8][11]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[92][93]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[92][93][94]
- Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
- A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[95] – Steven Sharif
Marquage de joueur
The open world JcJ flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[92][93][96][97]
- We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[96] – Steven Sharif
- Players can participate in open world PvP with one another without having to resort to murder.[98]
- Players will gank other players, but the intention is for Ashes of Creation to not be a "gank box".[98]
- The penalties are intended to be severe enough to deter any type of spawn camping.[99]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[100][101]
- Articles are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[102]
There are three levels of flagging for world PvP in Ashes of Creation.[30]
- Non-combatant (green)
- All players start as non-combatants.[38]
- Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[103][104]
- 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.[105]
- 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.[24]
- Non-combatants will not be flagged for looting bodies.[106]
- Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[95][107]
- 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.[107] – 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.[95][108][38]
- This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[100][109]
- 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.[30]
- Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[32][39][40][41]
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[38]
- Players are not able to manually set their flagging status to combatant.[108]
- Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[110]
- Players cannot log out while flagged as combatants.[42]
- 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.[95][108][38]
- 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.[111] – 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.[112][100][97]
- Corruption gained for killing controlled entities is a lower value than killing the players.[112]
- A character's PK value increases with each non-combatant player killed over the lifetime of that character.[8][24][27][28][30]
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[8][24][27][28][30]
- A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[97]
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[38]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[113]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[32][42]
- 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.[112][100][97]
- 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.[105] – Steven Sharif
- Objective-based PvP events do not use the flagging system.[8][114]
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).[112][100][97] Corruption gained for killing controlled entities is a lower value than killing players.[112] Player corruption has been referred to as a status condition.[117]
- 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.[96] – 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.[8][20]
- 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.[20] – Steven Sharif
- A player's corruption score (corruption value) increases with each non-combatant player killed.[8][27][28][30] Corruption score has a scaling impact on the efficacy of a character's skills in JcJ combat.[32][29] The higher the corruption score:
- The more skill and stat dampening applies until the corrupt player ultimately becomes ineffective at combat.[32][8][24][34][35][36] This dampening only affects JcJ combat.[33]
- 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.[35] – Steven Sharif
- The higher chance of dropping of carried raw materials and gear (Armes and Armure) when the corrupted player dies.[8][28][34][118][35]
- 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.[119] – Steven Sharif
- Corruption penalties occur as the corruption is gained.[31]
- Reward without risk is meaningless... Corruption is just another word for risk.[120] – Steven Sharif
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[8][24][27][28][30]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[27] – Steven Sharif
- Corrupt players suffer death penalties at four times the rate of a non-combatant.[8][28]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[88]
- 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..[121] – Steven Sharif
- Corrupted players remain corrupted when they enter naval PvP zones.[88][89][46]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.[117]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[122][113]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[122]
- Player to player trading, interacting with vendors or PNJs, and the ability to access storage is disabled for corrupted players.[123][8][124]
- Previously it was stated that corrupted players could not store items in public warehouses but could utilize private storage within their freehold.[8][124]
- Corrupted players will still be able to enter and leave their freehold buildings but may not deposit or withdraw items from storage.[123]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[32][42]
- 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.[125] – 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.[126] – Steven Sharif
- Players do not lose gold upon death, no matter their corruption level.[127]
- Player corruption is different to the corruption found in corrupted areas.[128][129]
- Corruption has a visible effect on a player’s appearance.[130]
Terrain de chasse
Terrain de chasse are open-world JcJ corruption-enabled areas that encompass most of the map.[132]
- Hunting grounds refer to killing monsters or PNJs in the open-world.[132][133]
- This also refers to contesting resources.[134]
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.[135] – 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.[134] – 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.[136]
Arènes
Arènes are instanced JcJ scenarios and are not part of open world PvP.[138][139]
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.[138] – Steven Sharif
- Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[140]
- Arenas will have a minimum level requirement to participate.[142]
- There won't be bifurcated brackets with separate player pools.[142]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[142]
- There will be an arena ladder system.[138][140]
- Maires of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[145][144]
- The arena system may support cross-server combat.[146]
- Arena style combat is instanced but spectators may be possible through an interface.[147]
Arena ladder
The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.[138][140]
- Titres can be received from arena play.[144]
- Other rewards will be revealed at a later time.[143]
- Arena points that can be used to buy gear is not currently in the design.[144]
PvP quests
There will be PvP quests in Ashes of Creation.[149]
- There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[149] – Steven Sharif
Factions
Il n'y a pas de factions prédéfinies dans Ashes of Creation.[150]
- Il y a des pseudo-factions (factions temporaires) dans Ashes of Creation.[151]
- Les Guerres de Nœud marquent les citoyens des nœuds en guerre et leurs alliés en tant qu'ennemis pour la durée de la guerre de Nœud.[151]
- Les Guerres de guilde marquent les membres des guildes en guerre et leurs alliés en tant qu'ennemis pour la durée de la guerre de guilde.[151]
- Les Organisations sociales offrent des quêtes pour attaquer d'autres organisations.[151]
Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[151] – Steven Sharif
Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[152] – Steven Sharif
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.[153]
- Alliances.[153]
- Citoyenneté.[153]
- Guildes.[153]
- Parties.[153]
- Raids.[153]
- Religion.[153]
- Société.[153]
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.[153] – 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.[155][156][157]
- This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing.[158][156]
- You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[158] – Steven Sharif
- The border will indicate the level and quality of the tier set.[155][156][159]
- The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[161]
- When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[157] – Steven Sharif
Player health
La Santé est une stat dans Ashes of Creation.[162][121]
- Les joueurs qui ne sont pas dans le même groupe ou raid ne pourront pas voir le pourcentage de santé d'un autre joueur ou la valeur exacte de sa barre de vie.[162][121]
- La plaque de nom d'un joueur va se détériorer pour donner une indication de la quantité de dommages qu'il a subie.[162][121][163]
Pour ce qui est de voir la santé des autres joueurs : comme vous le savez, leur plaque de nom va se détériorer ou vous donner une indication du type "Eh, ils ont subi des dommages, ils sont sérieusement blessés", mais vous n'obtiendrez pas un pourcentage. Vous n'obtiendrez pas de valeur exacte, sauf si vous êtes dans leur groupe ou leur raid.[121] – Steven Sharif
Plaque nominative du personnage
Nameplates are displayed above the head.[167]
- Player character nameplates will have first, and optionally last name (surname).[167]
- The name of the character's guild is displayed next to their name.[168]
- The character's nameplate will deteriorate to give an indication of how much damage they have taken.[162][121][163]
- An icon will identify the character's class.[155]
- Hovering over a player nameplate will show information such as level, class name, and archetype combo.[155]
- A buff icon will indicate the character's gear and grade.[155][156][157]
- The size and priority of nameplates will be relate to their distance (away from the camera).[169]
- The visibility of nameplates can be obscured by in-game objects, such as trees; by utility skills, such as Camouflage or Stealth; or through the use of disguises.[170][171]
- UI settings will enable nameplates to be hidden, resized, and customized.[172][173]
- You can set nameplates to always appear. You can set it to only appear on targets. You can set it to only appear on targets that have taken damage. You can set it to only appear on targets that are aggroing you or your party members. You can set it for your allies, for yourself, for whatever: There's a lot of highly customizable options that are currently in the game.[172] – Steven Sharif
- Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[174]
- Mob nameplates will have indicators that identify resistances, buffs, end elite status.[175]
- A star format may be utilized to indicate hit point allocation.[175]
Nameplates in the party UI indicate the player's choice of secondary archetype.[165]
- A padlock icon indicates that the secondary archetype is not yet unlocked.[165]
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.[177][178][179][36][180]
- Marquage de joueur is not triggered by looting.[106]
- 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.[183] – 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.[184]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[184][185]
- Players do not lose gold upon death, no matter their corruption level.[127]
- 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.[186][187][178]
Death penalties
- Non-combatant (green players) suffer normal death penalties, which include:[36]
- Experience debt (negative experience). Experience debt scales to approximately 3 to 4 percent of the total XP for that level (subject to change based on testing).[192][193]
- Skill and stat dampening, such as Lower health and mana.[192][32][8][24][34][35]
- Reduction in loot drop rates from mobs.[194]
- Durability loss.[195][196][36]
- 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.[195] – Steven Sharif
- Dropping roughly 20-30% of carried gatherables, materials, and glint. The percentage values are subject to change based on Alpha-2 testing.[192][187][197][180][179][36] Glint drops as stolen glint on death.[187]
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.[197]
- Combatants (purple players) suffer death penalties at half the rate of non-combatants.[36]
- Corrupt players (red players) suffer death penalties at four times the rate of non-combatants.[8][28]
- Corrupt players also have a chance to drop any equipped items based on their current corruption score, including dropping weapons and armor.[28][118][8][28][198][36]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[199] – Steven Sharif
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[200] Non-corrupt players always respawn at the closest active respawn point (to their death).[201]
- Corruption penalties occur as the corruption is gained (not just at death).[31]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[88]
Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[16][17][18][19]
- 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.[19] – Steven Sharif
- Gear degradation applies on death during Caravane JcJ.[17][18]
- Previously it was stated that death penalties do not differ between JcJ and JcE.[202]
Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[88]
- These penalties will be less than those for a green player.[203]
- Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
- A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[192] – Steven Sharif
- Reduction in gear proficiency.[36]
Remaniement du système de combat
Un remaniement du système de combat sera déployé durant et après le test de l'Alpha 1 basé sur les commentaires des joueurs.[205][206][207]
- L'objectif est de donner plus d'impact au joueur et de tendre vers un flux de combat plus fluide avec une plus grande mobilité lors de l'utilisation de capacités.[208][209]
- Le système de combat hybride actuel va être conservé après le remaniement.[208]
- Ce remaniement ne représentera pas la forme finale du combat, mais définira la direction générale que le combat prendra.[210]
- Le remaniement emploiera la méthode itérative et sera déployée auprès des testeurs sous différentes phases.[209]
Le remaniement du système de combat comprendra les animations de corps séparés, où le corps supérieure du personnage peut être verrouillé par l'animation des attaques de l'arme pendant que le corps inférieur est libre de continuer de se déplacer.[204][211][212]
Vous serez capable d'avancer tout en frappant avec votre arme; et cela vous permettra d'avoir un contrôle total sur votre arme lors des attaques de mêlées.[204] – Steven Sharif
- Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[212]
- Q: Au vu des récents retours, vers quelle direction tendez-vous concernant la séparation du corps contre l'immobilisation du mouvement ?
- R: Nous nous dirigeons vers la séparation du corps.[213] – Steven Sharif
Safe zones
- Players cannot JcJ while inside the footprint of a "home area" of player housing. This includes freehold homesteads, instanced apartments, and inns.[214][215][216]
- Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[215] – Ry Schueller
- Q: Does 'home' also mean apartment or in-node house?
- A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[214] – Ry Schueller
- Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[220]
PvP seasons
Performance in various JcJ 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.[138][221]
- Gear enhancement rewards.[221]
- Achievement ranks.[221]
- Purchasing power (Monnaie).[221]
- Potentially more granular player health bars.[222]
Metrics
Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[223]
- Number of successful siege defenses.[223]
- Number of successful siege assaults.[223]
- Number of JcJ kills.[224][223]
- Number of JcJ deaths.[224]
- Raid participation points.[223]
- Number of firsts.[223]
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.[223] – Steven Sharif
Leader boards
Players will be able to opt-in to track certain achievements on leaderboards, such as.[225]
- Donjons completed.[225][226]
- Raids completed.[225][226]
- JcJ kills.[225]
- Caravanes raided.[225]
- Collecte activity.[225]
Leaderboards may be seasonal.[226]
- We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[225] – Margaret Krohn
Guild ladder
An inter-guild ladder will rank guilds based on their performance within competitive activities:[228][229]
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.[229] – Steven Sharif
Duels
Duels may be initiated within a freehold or node.[230][231]
- Dueling is a self-contained event that requires opt-in by all parties.[230]
- There will be a way to auto-decline duel requests.[231]
- Dueling is not considered a part of the flagging system.[230]
Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[230] – Steven Sharif
Durée pour tuer
Le MMORPG Ashes of Creation aura une durée pour tuer quelqu'un d'environ 30 secondes à 1 minute.[232]
- La durée pour tuer dans le mode de test Ashes of Creation Apocalypse battle royale est adapté dans le cadre de bataille royale traditionnel.[232]
- La durée pour tuer dans Ashes of Creation Apocalypse castle sieges sera légèrement plus longue que dans le battle royale.[233]
- Les développeurs ne veulent pas de one-shots dans le MMORPG final.[234]
Dans le MMORPG nous ne voulons vraiment pas de one-shots. La durée pour tuer quelqu'un doit relever de la stratégie et de la tactique.[234] – Steven Sharif
Hitboxes
Les développeurs essayent différentes approches pour gérer les variations de masque de collision entre les races[235]
- Il peut y avoir un masque de collision unique avec quelques exceptions ou certaines règles de collision spéciales à la place d'avoir différentes tailles de masques de collision.[235]
C'est plus que probable que nous ayons une sorte de masque de collision unique. Mais de nouveau, il y aura probablement un masque de collision unique avec quelques exceptions ou une sorte de règles spéciales pour les collisions, par opposition à en rendre certaines plus petites qu'une autre.[235] – Jeffrey Bard
Il n'y a pas différentes catégories de masque de collision dans le MMORPG Ashes of Creation comme il pouvait avoir dans Ashes of Creation Apocalypse[235]
Nous n'avons pas de différentes catégories de masque de collision. Par exemple, il n'y a pas de tir à la tête dans le MMORPG comme il pouvait y avoir dans APOC. Par conséquence, d'un point de vue critique, vous n'aurez pas plus de risque de subir un coup critique à cause d'un masque de collision plus large.[235] – Steven Sharif
Mécanique de tir à la tête
Il n'y a pas de mécanisme de tir à la tête dans le MMORPG Ashes of Creation.[235][236][237]
- Le tir à la tête faisait partie de Ashes of Creation Apocalypse battle royale.[237]
- Auparavant il a été déclaré que des mécanismes de tir à la tête pourraient être implémentés dans le MMORPG avec une chance de critique plus élevée[238][239] et qu'ils ne seront pas des tirs mortels.[238]
- Le tir à la tête dans le action-combat est équivalent à un coup critique dans le combat à ciblage tab.[240]
- Les joueurs utilisant les compétences avec le ciblage tab auront un taux de coup critique fixe à chaque fois qu'ils utiliseront une compétence ou une arme.[240]
- Les joueurs utilisant les compétences avec le ciblage action devront compter sur un tir à la tête ou toucher un point critique de leur adversaire.[240]
Stat growth
L'évolution des stats se fait selon cet ordre:[241]
- La race établit les stats de base du joueur.[241]
- L'archétype principal fait évoluer les stats de base.[241]
- L'archétype secondaire (classe) n'affecte pas l'évolution des stats.[242]
- Il s'agit d'une correction de n'annonce précédente.[241]
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 meilleures combinaisons de classes et races.[243] – Steven Sharif
Le choix de la profession n'affecte pas les stats du joueur.[244]
L'équipement a environ 40-50% d'impact sur la puissance totale du joueur.[245]
Equalized PvP
There will not be equalized JcJ in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[246]
Gameplay videos
- 2024-01-31 Video - Ashes of Creation Alpha Two Caravan PvP Update
- 2021-05-28 Video - Early Siege Gameplay in 4K
- 2020-10-30 Livestream
Visuels
2024-02-02 2022-09-29 2022-09-29 2022-08-11 2021-05-29 2021-05-29 2021-05-29 2021-05-29 2021-05-29 2021-05-29 2021-03-02 2020-10-31 2020-03-28 2019-07-17 2019-03-18 2019-01-12 2018-06-05 2017-10-24 2017-10-14 2017-10-14
Guides de la communauté
Voir également
Les références
- ↑ 1.0 1.1 Vidéo, 2021-05-28 (25:44).
- ↑ Vidéo, 2020-05-31 (1:09:50).
- ↑ 3.0 3.1 About Ashes of Creation.
- ↑
- ↑ Ashes of Creation FAQ.
- ↑ 6.0 6.1 6.2 Vidéo, 2017-04-30 (5:31).
- ↑ 7.0 7.1 7.2 7.3 Direct, 2022-10-28 (1:41:55).
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 8.30 8.31 8.32 8.33 8.34 8.35 Direct, 2022-10-28 (24:28).
- ↑ 9.0 9.1 9.2 9.3 9.4 Direct, 2022-04-29 (41:27).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 Direct, 2017-05-05 (14:26).
- ↑ 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12
- ↑ 12.0 12.1 12.2 12.3 Podcast, 2021-04-11 (49:40).
- ↑ 13.0 13.1 Direct, 2017-11-17 (45:19).
- ↑ 14.0 14.1 14.2 14.3 Direct, 2022-08-26 (1:00:14).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Direct, 2021-04-30 (1:06:41).
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 Direct, 2023-02-24 (1:29:45).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 Direct, 2022-06-30 (1:14:52).
- ↑ 18.0 18.1 18.2 18.3 18.4 18.5 18.6 18.7 Direct, 2021-08-27 (1:22:56).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 Direct, 2020-12-22 (1:13:51).
- ↑ 20.0 20.1 20.2 Direct, 2022-10-28 (13:53).
- ↑ Direct, 2022-03-31 (1:12:27).
- ↑ Direct, 2022-10-14 (51:25).
- ↑ 23.0 23.1 23.2 23.3 23.4
- ↑ 24.00 24.01 24.02 24.03 24.04 24.05 24.06 24.07 24.08 24.09 24.10 24.11 24.12
- ↑ 25.0 25.1 25.2 25.3
- ↑ 26.0 26.1 Entrevue, 2018-08-24 (8:35).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6
- ↑ 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 28.11 Entrevue, 2020-07-18 (41:54).
- ↑ 29.0 29.1
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 30.8 MMOGames interview, January 2017
- ↑ 31.0 31.1 31.2 31.3
- ↑ 32.00 32.01 32.02 32.03 32.04 32.05 32.06 32.07 32.08 32.09 32.10 32.11 32.12 Direct, 2022-10-28 (26:48).
- ↑ 33.0 33.1 Entrevue, 2018-05-11 (5:05).
- ↑ 34.0 34.1 34.2 34.3 34.4 Podcast, 2018-04-23 (51:31).
- ↑ 35.0 35.1 35.2 35.3 35.4 Direct, 2017-05-22 (42:33).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 36.8 Podcast, 2017-05-05 (43:05).
- ↑ Entrevue, 2020-07-18 (44:35).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 38.6 Entrevue, 2017-04-27 (0:17).
- ↑ 39.0 39.1 39.2
- ↑ 40.0 40.1 40.2 Entrevue, 2019-04-22 (54:40).
- ↑ 41.0 41.1 41.2 Direct, 2017-11-17 (29:45).
- ↑ 42.0 42.1 42.2 42.3
- ↑ 43.0 43.1 Types of Events on Verra.
- ↑ 44.0 44.1 44.2 Vidéo, 2023-09-29 (2:59).
- ↑ Direct, 2017-05-19 (45:14).
- ↑ 46.0 46.1 46.2 46.3
- ↑ Direct, 2022-04-29 (27:42).
- ↑ City hall.
- ↑ 49.0 49.1 Twitch Bustin - PvP Spectating.
- ↑ 50.0 50.1 Direct, 2023-10-31 (1:14:00).
- ↑ Direct, 2020-03-28 (1:27:28).
- ↑
- ↑
- ↑ Direct, 2017-05-22 (40:40).
- ↑ Direct, 2017-05-15 (45:20).
- ↑ Direct, 2017-05-22 (40:41).
- ↑ Direct, 2020-07-25 (55:32).
- ↑ 58.0 58.1
- ↑ Direct, 2022-07-29 (1:12:14).
- ↑ 60.0 60.1 Entrevue, 2020-07-29 (31:05).
- ↑ 61.0 61.1 Entrevue, 2020-07-18 (13:13).
- ↑ Direct, 2021-09-24 (52:48).
- ↑ Entrevue, 2021-07-08 (57:19).
- ↑ Entrevue, 2020-07-19 (44:28).
- ↑
- ↑ Twitch Bustin - Practice Sieges?
- ↑ Direct, 2022-01-28 (17:50).
- ↑
- ↑ Direct, 2021-04-30 (41:18).
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ Entrevue, 2023-09-10 (25:14).
- ↑ 72.0 72.1 72.2 72.3 Direct, 2020-08-28 (1:43:03).
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 Podcast, 2018-04-23 (21:55).
- ↑ 74.0 74.1 Direct, 2017-08-23 (23:00).
- ↑ Podcast, 2018-04-23 (15:14).
- ↑
- ↑ Vidéo, 2016-12-04 (0:02).
- ↑ 78.0 78.1 78.2 78.3 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 79.0 79.1 A reactive world - Nodes.
- ↑ 80.0 80.1 80.2 Entrevue, 2023-09-10 (18:10).
- ↑ Podcast, 2018-08-04 (1:54:15).
- ↑ 82.0 82.1 82.2
- ↑ 83.0 83.1 Direct, 2017-05-22 (52:01).
- ↑ 84.0 84.1 Direct, 2020-12-22 (1:08:41).
- ↑ Podcast, 2018-08-18 (1:12:34).
- ↑ 86.0 86.1 86.2 Direct, 2017-05-15 (17:20).
- ↑ Direct, 2023-03-31 (1:24:21).
- ↑ 88.0 88.1 88.2 88.3 88.4 88.5 88.6 88.7 Entrevue, 2023-07-09 (36:56).
- ↑ 90.0 90.1 Direct, 2022-08-26 (1:03:43).
- ↑ Entrevue, 2020-07-08 (22:37).
- ↑ 92.0 92.1 92.2 92.3 Direct, 2023-04-28 (2:06).
- ↑ 93.0 93.1 93.2 Direct, 2023-03-31 (1:00:16).
- ↑ Podcast, 2021-09-29 (35:17).
- ↑ 95.0 95.1 95.2 Direct, 2022-12-02 (2:41).
- ↑ 96.0 96.1 96.2 Direct, 2023-05-31 (1:30:45).
- ↑ 97.0 97.1 97.2 97.3 97.4
- ↑ 98.0 98.1 Direct, 2017-05-12 (24:52).
- ↑
- ↑ 100.0 100.1 100.2 100.3
- ↑
- ↑ Direct, 2023-07-28 (3:58).
- ↑ Direct, 2022-10-28 (1:34:52).
- ↑
- ↑ 105.0 105.1 Direct, 2021-07-30 (1:10:34).
- ↑ 106.0 106.1 Podcast, 2021-04-11 (34:41).
- ↑ 107.0 107.1 Entrevue, 2020-07-08 (1:05:27).
- ↑ 108.0 108.1 Direct, 2020-11-30 (1:09:06).
- ↑ Direct, 2018-10-31 (44:12).
- ↑
- ↑ 111.0 111.1 Podcast, 2018-04-23 (49:21).
- ↑ 112.0 112.1 112.2 112.3 Direct, 2022-10-28 (1:35:36).
- ↑ 113.0 113.1 Entrevue, 2017-04-27 (1:18).
- ↑
- ↑
- ↑ Vidéo, 2020-05-31 (5:29).
- ↑ 117.0 117.1 Direct, 2022-07-29 (1:07:20).
- ↑ 118.0 118.1 Direct, 2017-11-17 (35:20).
- ↑ Podcast, 2021-04-11 (38:31).
- ↑
- ↑ 121.0 121.1 121.2 121.3 121.4 121.5 Direct, 2020-01-30 (1:40:48).
- ↑ 122.0 122.1
- ↑ 123.0 123.1 Direct, 2023-02-24 (1:12:24).
- ↑ 124.0 124.1 Direct, 2021-04-30 (1:14:49).
- ↑ Direct, 2021-08-27 (1:20:09).
- ↑ Direct, 2021-08-27 (1:20:51).
- ↑ 127.0 127.1
- ↑ Direct, 2023-03-31 (54:22).
- ↑ Direct, 2021-06-25 (1:32:24).
- ↑ Entrevue, 2017-02-01 (39:33).
- ↑ Twitter - What a glorious day for ganking!
- ↑ 132.0 132.1 Direct, 2018-07-09 (44:56).
- ↑ Direct, 2017-11-17 (45:17).
- ↑ 134.0 134.1 Direct, 2017-06-01 (35:42).
- ↑ Direct, 2017-05-19 (24:17).
- ↑
- ↑ Vidéo, 2017-07-16 (0:01).
- ↑ 138.0 138.1 138.2 138.3 138.4 Direct, 2021-09-24 (1:22:46).
- ↑ Direct, 2017-05-05 (16:53).
- ↑ 140.0 140.1 140.2
- ↑ Direct, 2017-05-26 (48:12).
- ↑ 142.0 142.1 142.2 Direct, 2022-10-28 (1:38:33).
- ↑ 143.0 143.1
- ↑ 144.0 144.1 144.2 144.3 144.4 Podcast, 2018-05-11 (52:20).
- ↑
- ↑ Direct, 2017-05-26 (29:13).
- ↑ Entrevue, 2020-03-27 (11:04).
- ↑ Direct, 2017-08-23 (16:44).
- ↑ 149.0 149.1 Direct, 2023-05-31 (1:06:47).
- ↑ Direct, 2017-05-26 (39:36).
- ↑ 151.0 151.1 151.2 151.3 151.4 Entrevue, 2020-07-18 (22:26).
- ↑ Direct, 2018-04-8 (PM) (11:27).
- ↑ 153.0 153.1 153.2 153.3 153.4 153.5 153.6 153.7 153.8 Entrevue, 2018-05-11 (58:07).
- ↑ Twitter - Better luck next time.
- ↑ 155.0 155.1 155.2 155.3 155.4 Direct, 2020-08-28 (2:07:26).
- ↑ 156.0 156.1 156.2 156.3 156.4 Direct, 2020-07-25 (53:08).
- ↑ 157.0 157.1 157.2 Direct, 2020-06-26 (1:28:10).
- ↑ 158.0 158.1 Podcast, 2021-09-29 (52:58).
- ↑ 159.0 159.1 Direct, 2017-07-28 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Direct, 2017-07-28 (23:20).
- ↑ 162.0 162.1 162.2 162.3 Direct, 2020-07-25 (1:33:37).
- ↑ 163.0 163.1
- ↑ Vidéo, 2023-03-31 (10:09).
- ↑ 165.0 165.1 165.2 Direct, 2023-03-31 (56:44).
- ↑ 166.0 166.1 Vidéo, 2023-05-31 (11:13).
- ↑ 167.0 167.1 Entrevue, 2018-05-11 (2:45).
- ↑ Direct, 2017-05-22 (51:00).
- ↑ Direct, 2023-01-27 (1:08:45).
- ↑ Direct, 2022-10-14 (48:45).
- ↑ Direct, 2022-09-30 (1:23:28).
- ↑ 172.0 172.1 Direct, 2024-03-29 (2:06:06).
- ↑ Direct, 2022-12-02 (1:03:28).
- ↑ Direct, 2021-01-29 (1:21:01).
- ↑ 175.0 175.1 Direct, 2023-01-27 (1:09:36).
- ↑ 176.0 176.1 Vidéo, 2024-02-29 (19:35).
- ↑ Direct, 2021-09-24 (51:20).
- ↑ 178.0 178.1 178.2 Direct, 2021-03-26 (1:07:33).
- ↑ 179.0 179.1
- ↑ 180.0 180.1 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).
- ↑ 184.0 184.1 Direct, 2021-01-29 (1:24:27).
- ↑ Direct, 2018-09-27 (47:46).
- ↑ Direct, 2023-11-30 (1:52:37).
- ↑ 187.0 187.1 187.2 Entrevue, 2023-09-10 (53:47).
- ↑ 188.0 188.1 Direct, 2022-02-25 (1:06:45).
- ↑ 189.0 189.1 Direct, 2022-04-29 (1:08:27).
- ↑ Direct, 2017-07-28 (50:22).
- ↑ Direct, 2020-03-28 (1:58:24).
- ↑ 192.0 192.1 192.2 192.3 Direct, 2024-03-29 (3:21).
- ↑ Direct, 2017-05-19 (13:37).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 195.0 195.1 Entrevue, 2021-02-07 (13:14).
- ↑ Entrevue, 2020-07-29 (16:46).
- ↑ 197.0 197.1 Direct, 2022-12-02 (1:26:02).
- ↑ Entrevue, 2018-05-11 (15:41).
- ↑
- ↑ Entrevue, 2017-04-27 (9:28).
- ↑ Direct, 2021-06-25 (1:15:37).
- ↑ Direct, 2017-05-15 (36:23).
- ↑ Entrevue, 2023-07-09 (38:03).
- ↑ 204.0 204.1 204.2 204.3 Direct, 2021-07-30 (31:22).
- ↑ Direct, 2021-05-28 (1:14:50).
- ↑
- ↑ Vidéo, 2021-02-26 (6:17).
- ↑ 208.0 208.1
- ↑ 209.0 209.1 Direct, 2021-02-26 (27:41).
- ↑ Entrevue, 2021-02-07 (49:18).
- ↑ Entrevue, 2021-06-13 (4:12).
- ↑ 212.0 212.1 Direct, 2021-05-28 (1:13:05).
- ↑ Direct, 2021-08-27 (1:15:39).
- ↑ 214.0 214.1
- ↑ 215.0 215.1
- ↑ 216.0 216.1 Direct, 2023-06-30 (1:49:00).
- ↑ Direct, 2021-11-19 (54:26).
- ↑ Direct, 2020-08-28 (2:04:00).
- ↑ Direct, 2017-05-19 (28:04).
- ↑ Direct, 2017-10-16 (59:39).
- ↑ 221.0 221.1 221.2 221.3 Entrevue, 2020-07-18 (16:34).
- ↑ Direct, 2024-01-31 (59:45).
- ↑ 223.0 223.1 223.2 223.3 223.4 223.5 223.6 Podcast, 2018-08-04 (1:47:21).
- ↑ 224.0 224.1
- ↑ 225.0 225.1 225.2 225.3 225.4 225.5 225.6 Direct, 2023-05-31 (2:21).
- ↑ 226.0 226.1 226.2 Direct, 2017-07-18 (58:50).
- ↑ Direct, 2017-05-15 (44:10).
- ↑ 228.0 228.1 228.2 228.3 Direct, 2021-06-25 (1:12:37).
- ↑ 229.0 229.1 229.2 229.3 Entrevue, 2020-07-29 (14:28).
- ↑ 230.0 230.1 230.2 230.3 Direct, 2021-12-23 (1:29:27).
- ↑ 231.0 231.1
- ↑ 232.0 232.1 Entrevue, 2018-10-20 (3:25:46).
- ↑ Direct, 2019-11-22 (5:51).
- ↑ 234.0 234.1 Entrevue, 2018-10-20 (9:10).
- ↑ 235.0 235.1 235.2 235.3 235.4 235.5 Direct, 2020-10-30 (1:15:59).
- ↑
- ↑ 237.0 237.1
- ↑ 238.0 238.1 Entrevue, 2018-10-21 (9:10).
- ↑ Entrevue, 2018-10-20 (3:25:31).
- ↑ 240.0 240.1 240.2 Direct, 2018-09-27 (34:49).
- ↑ 241.0 241.1 241.2 241.3 Direct, 2017-07-18 (35:58).
- ↑ Direct, 2019-11-22 (1:4:56).
- ↑ Direct, 2018-04-8 (AM) (25:52).
- ↑ Direct, 2017-07-18 (37:25).
- ↑ Entrevue, 2020-07-19 (53:59).
- ↑ Direct, 2017-05-15 (34:59).