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„PvP” változatai közötti eltérés
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{{Caravan PvP}} | {{Caravan PvP}} | ||
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+ | == Sieges == | ||
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+ | === Castle sieges === | ||
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+ | {{Castle sieges}} | ||
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+ | === Node sieges === | ||
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+ | {{Node sieges}} | ||
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+ | == Guild wars == | ||
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+ | {{Guild wars}} | ||
== Arenas == | == Arenas == |
A lap 2018. május 26., 23:47-kori változata
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 Kings and Queens.[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
Battlegrounds
Lakókocsik
Lakókocsik are vehicles that facilitate the transfer of cargo across Verra.[8][9][10][11][12][13][14][15][16]
- Caravans are the induction of emergent gameplay, which means you cannot predict the situation you're going to be in when you use a caravan. That's part of the risk: The risk is the unknown. If you could predict it then your ability to mitigate that risk would unfortunately remove that dynamic- that ratio of risk versus reward.[17] – Steven Sharif
- Personal caravans are used to transport cargo for one or more players.[12][13][14]
- Mayoral caravans are used by Mayors to transfer cargo between nodes with established trade agreements or alliances.[10][11]
- Caravans are initiated from and arrive at caravansary node buildings within Village (színpad 3) nodes and above.[18][12][19][20]
- Lakókocsik create an objective-based PvP event in the open-world that players can choose to attack, defend, or opt-out of.[21][22][23][24]
- PvE caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[25][26]
- It is possible to launch decoy caravans and merchant ships, but there are visual hints of what is contained in a caravan.[27][28][29] Decoy crates may be available via social organization progression.[27]
Caravan PvP
Friendly defender | |
Friendly attacker | |
Enemy defender | |
Enemy attacker |
Lakókocsik create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[31][21][22][23]
- Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[32][33]
- You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[32] – Steven Sharif
- Players that choose to attack or defend the caravan will be flagged as combatants.[24]
- The UI notification will include the caravan owner's name and guild.[34]
- The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[21]
- Once registered as a defender, a player can't switch to attack the caravan.[35]
- The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[36]
- At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[36] – Steven Sharif
- There will be visual hints relating to the cargo being transported on caravans, but players will not be able to see the exact contents of the caravan.[27][28][29] Cargo is represented in this way even if a cosmetic caravan skin has been applied to the caravan.[28][29]
- Players can be registered participants in a caravan event involving multiple caravans.[37][35] It is not possible for a player to participate in more than one caravan event at a time.[38]
- As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[37] – Steven Sharif
- Caravan components can be individually destroyed by directional attacks against the caravan. All components are destroyed if the caravan is destroyed.[39]
- Some defensive abilities may be effective against blocking projectiles from hitting caravans.[40]
- Basic attacks will not slow caravans, but certain slowing abilities may be able to do so.[8]
- As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[8] – Steven Sharif
- If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[42] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[43]
- There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[44]
- Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
- A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[44] – Steven Sharif
Sieges
Ostromok vár
Céhek participate in Ostromok vár in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[47]
- 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.[51][52][53][54]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[55]
- There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[56]
- I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[61] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[62][63]
- 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.[62] – Steven Sharif
- 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.[62][63]
- 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.[62][63]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[63][64]
- 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.[65]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[66]
- There will be benefits to attracting people... even if they're not in your guild or alliance – 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.[63] – Steven Sharif
Node ostromok
A Node ostrom lehetővé teszi egy Node rombolását.[68] Ez megnyitja a környező Node-ok fejlesztési lehetőségeit, ezzel korábban elzárt tartalomhoz is hozzáférést biztosítva. Ennek köszönhetően, a politikai viszály komoly szerepet játszik a világ formálásában.[69]
Egy Node ostromlása nem lesz egyszerű feladat a támadók számára. A városok és a metropoliszok komoly védelmi előnnyel bírnak.[69]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![70] – Steven Sharif
A Node-ok szintet veszíthetnek a Node bomlás során.[68]
Guild Wars
Guild Wars are objective-based PvP events between guilds.[71][72]
- Guild Wars can be declared at any time, but the objectives will only spawn during server prime-time.[73][74]
- Players can kill each other at any time during the war (not only during server prime-time).[73]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[71][75][76][74]
- 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.[75][77]
- Guild wars operate outside the PvP flagging system.[78][79][80][81][77]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[78][79][80][81]
- 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.[71] – Steven Sharif
Arénák
Arénák are instanced Pvp scenarios and are not part of open world PvP.[84][85]
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.[84] – Steven Sharif
- Arénák will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[86]
- Arenas will have a minimum level requirement to participate.[88]
- There won't be bifurcated brackets with separate player pools.[88]
- There might be some form of an ELO system that gets flushed on a seasonal basis.[88]
- There will be an arena ladder system.[84][86]
- Mayors of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[91][90]
- The arena system may support cross-server combat.[92]
- Arena style combat is instanced but spectators may be possible through an interface.[93]
Duels
There will be a duel mechanic.[94]
PvX
Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[97][96][98][99] It is unlikely that a player could purely focus on just Pvp or just PvE.[96][95][98][99]
- Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[97] – Steven Sharif
- A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and Pvp changes the world.[100]
- 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 game design.[101][102][103][104][105]
- There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[97][98][106]
- We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[105] – Steven Sharif
- There will not be different PvP and PvE gear types.[108]
Player flagging
The open world Pvp flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[109][103][110][111]
- We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[110] – 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.[112]
- Summons follow the same PvP flagging rules as players and share the player's flag status.[113][114]
- Elemek are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[115]
There are three levels of flagging for world PvP in Ashes of Creation.[116]
- Non-combatant (green)
- All players start as non-combatants.[117]
- Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[118][119]
- 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.[120]
- 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.[121]
- Non-combatants will not be flagged for looting bodies.[122]
- Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[123][124]
- 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.[124] – 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.[123][125][117]
- This also applies to attacks made by combat pets, summons, or any other player-controlled entities.[113][126]
- 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.[116]
- Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[127][128][129][130]
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[117]
- Players are not able to manually set their flagging status to combatant.[125]
- Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[131]
- Players cannot log out while flagged as combatants.[132]
- 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.[123][125][117]
- 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.[133] – 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.[134][113][111]
- Corruption gained for killing controlled entities is a lower value than killing the players.[134]
- A character's PK value increases with each non-combatant player killed over the lifetime of that character.[135][121][136][137][116]
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[135][121][136][137][116]
- A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[111]
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[117]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[138]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[127][132]
- 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.[134][113][111]
- 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.[120] – Steven Sharif
- Objective-based PvP events do not use the flagging system.[135][139]
Kapcsolatok
An affiliation tree determines how entities are flagged against other entities within its hierarchy.[141][142][143]
- Corrupted players can be attacked (or killed) regardless of other affiliations. This is something that will be tested during Alpha-2.[141]
- Node citizenship.[141][142][143]
- Alliances.[141][142][143]
- Céhek.[141][142][143]
- Parties.[141][142][143]
- Razziák.[141][142][143]
- Family.[142]
- Religion.[143]
- Society.[143]
There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[142] – Steven Sharif
All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[143] – Steven Sharif
Player corruption
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).[134][113][111] Corruption gained for killing controlled entities is a lower value than killing players.[134] Player corruption has been referred to as a status condition.[141]
- 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.[110] – 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.[135][146]
- 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.[146] – Steven Sharif
- A player's corruption score (corruption value) increases with each non-combatant player killed.[135][136][137][116] Corruption score has a scaling impact on the efficacy of a character's skills in Pvp combat.[127][147] The higher the corruption score:
- The more skill and stat dampening applies until the corrupt player ultimately becomes ineffective at combat.[127][135][121][145][148][149] This dampening only affects Pvp combat.[150]
- 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.[148] – Steven Sharif
- The higher chance of dropping of carried raw materials and gear (Fegyverek and Páncél) when the corrupted player dies.[135][137][145][151][148]
- 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.[96] – Steven Sharif
- Corruption penalties occur as the corruption is gained.[152]
- Reward without risk is meaningless... Corruption is just another word for risk.[153] – Steven Sharif
- The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption they gain.[135][121][136][137][116]
- Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[136] – Steven Sharif
- Corrupt players suffer death penalties at four times the rate of a non-combatant.[135][137]
- Death penalties for corrupt players apply in every location, including naval PvP zones.[154]
- 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..[155] – Steven Sharif
- Corrupted players remain corrupted when they enter naval PvP zones.[154][156][157]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.[141]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[159][138]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[159]
- Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players.[160][135][161]
- Previously it was stated that corrupted players could not store items in public warehouses but could utilize private storage within their freehold.[135][161]
- Corrupted players will still be able to enter and leave their freehold buildings but may not deposit or withdraw items from storage.[160]
- There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[127][132]
- 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.[162] – 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.[163] – Steven Sharif
- Players do not lose gold upon death, no matter their corruption level.[164]
- Player corruption is different to the corruption found in corrupted areas.[165][166]
- Corruption has a visible effect on a player’s appearance.[167]
Player death
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[169][170][171][149][172]
- Player flagging is not triggered by looting.[122]
- 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.[175] – 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.[176]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[176][177]
- Players do not lose gold upon death, no matter their corruption level.[164]
- 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.[178][179][170]
Bounty vadászok
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.[183][116]
- Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[184][185]
- This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[184]
- The pathfinding ability can be toggled on or off.[184][186]
- 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.[187]
- The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[188]
- Corrupted players may kill bounty hunters without acquiring additional corruption score.[159][138]
- Corrupted player's combat penalties do not apply when battling bounty hunters.[159]
- Chief bounty hunter is a node government title that grants special access to NPCs in a node.[189]
- Credit for killing a corrupted player goes to the bounty hunter who lands the last hit (killing blow). This may be changed to damage contribution in future.[190]
Bounty hunter maps
Corrupted players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title.[184][191] The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[188]
Taverns 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.[192]
Továbbiak
Hivatkozások
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