PvP background

Fonte: Ashes of Creation Wiki
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While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[1][2][3][4] 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.[1]

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.[1]Steven Sharif
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.[1]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.[2][5][6][7][8] Corruption penalties occur as the corruption is gained.[9]
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.[10]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[10][17]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[10][21]

Open-world PvP

Alpha-1 open world caravan Pvp.[22]

O combate entre jogadores no Ashes of Creation é vasto e pessoal. Ele abrange muitos aspectos do jogo em si. Desde grandes batalhas políticas realizadas nos campos de castelos maciços, até conflitos mundiais abertos, lutando pelo orgulho dos Líderes da Guilda. Um jogador pode escolher participar do destino do mundo balançando a maré de batalha com sua destreza de combate. Nossas mecânicas de PvP seguem um sistema de sinalização, bem como zonas estáticas de PvP em certos pontos de interesse; lute pelo controle de cidades, castelos, caravanas, ou locais de caça. Nosso PvP é projetado para oferecer aos jogadores um mundo equilibrado e justo para moldar através da caneta, ou da espada, caso eles escolham.[23]

O Pvp (combate jogador vs jogador) é o catalisador para a mudança no Ashes of Creation.[24] O combate entre jogadores pretende ser significativo, desde batalhas de Caravanas até vastos conflitos mundiais abertos disputados pelo orgulho de Reis e Rainhas.[25]

Os jogadores são motivados por coisas diferentes, porque querem algo do jogo que os outros jogadores não querem, isso vai fazer com que as pessoas tenham desavenças. Jogadores diferentes vão querer experiências diferentes e o conflito entre os dois vai criar uma coisa maior e melhor. Da briga vem o renascimento e isso é um símbolo central, é um tema central que ocorre durante todo o jogo.[26]Jeffrey Bard

Há muitas razões para engajar no PvP de mundo aberto em Ashes of Creation.[27]

Só porque nosso sistema de sinalização dá corrupção aos pkers, não significa que o PvP não vai acontecer. Há muitas razões para o PvP ocorrer em um mundo aberto. Recursos escassos, áreas de caça no mundo aberto, caravanas, cercos, guerras entre guildas, etc.[27]Steven Sharif

As penalidades de morte não se aplicam a eventos baseados em objetivos (tais como caravanas, guerras entre guildas, e cercos de bases).[28]

Ashes of Creation inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[4]

In terms of what came before, we're trying to figure out who did what best and take inspiration from that: Move the genre forward; keep things updated and bring it into the 21st century.[4]Jeffrey Bard
A lot of the systems in Lineage 2 were based around a concept that got lost today in mmorpgs, and that's risk versus reward. You know this idea that the more you risk the greater potential reward should be present is a complete paradigm shift away from everyone's a winner, everybody gets a participation reward, and here you go, congratulations you're a player in this game; and that's boring. It gives nothing for a person to aspire to achieve something, or to feel the bite of loss when you fail. Those are the driving forces of why people want to play games and it's a reason why new games when they come out have such a short lifespan, because they are always competing with WOW. You don't have to compete with WOW. You don't have to be a WOW killer. You can focus on something that is different from a philosophical design standpoint; and I think that's just what a lot of studios today don't want to take the risk on.[29]Steven Sharif

Pilares de design

O design de Ashes of Creation adere a cinco Pilares de Design.[30]

  1. História imersiva
  2. Mundo reativo
  3. Interação entre jogadores
  4. Agência do Jogador
  5. Risco vs Recompensa

Ao projetar o Ashes of Creation, nós aderimos cada detalhe a cinco pilares principais: História Imersiva, um Mundo Reativo, Interação entre Jogadores, Agência do Jogador, e Risco vs Recompensa. Mesmo no ambiente, tudo o que você, como jogador, faz, vai amarrar a estes pilares, enquanto tudo o que sua guilda faz, tudo o que seu servidor faz, no final das contas, vai manter o mundo fresco, sempre em mudança e, o mais importante... excitante.[30]

Ver também

Referências