Pvp

Fonte: Ashes of Creation Wiki
Revisão em 01h27min de 11 de outubro de 2017 por Lex (discussão | contribs) (Created - DRAFT ONLY)

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PvP is the catalyst for change in Ashes of Creation[1]. Player combat is intended to be meaningful[2], ranging from caravan battles to vast open world conflicts fought for the pride of Kings.

For open world PvP, we have designed a flagging system[3] that severely deters people from griefing other players (See: #Player flagging).

Our players can participate in PvP with one another without having to resort to murder[4]. The penalties are intended to be severe enough to deter any type of spawn camping[5].

Players will naturally come across both PvP and PvE aspects in Ashes, which is why it is labelled as a PvX game[6].

PvP battlegrounds

PvP battlegrounds[7] are events that occur at points of interest, where players fight for control over cities, castles, caravans, or open world hunting grounds. These are open world PvP zones that flag everyone for battle[8].

Outside of these zones, normal PvP flagging rules apply (See: #Player flagging).

Arenas are separate instanced PvP scenarios and are not part of open world PvP[9].

Player flagging

There is a flagging system that's in place that highly disincentivizes outright murder[6].

pvp flagging diagram.png

There are three levels of flagging for world PvP[10].

  • Non-combatant (green) - Everyone in the world starts as a non-combatant.
  • Combatant (purple) - If a non-combatant enters a PvP zone (see above) they are automatically flagged as combatant while in the zone and for a period of time after leaving that zone. Players are also flagged as combatants if they attack another player. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant. Players can kill combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties (See Player death below).
  • Corrupt (red) - If a combatant player kills a non-combatant player, they will be flagged as corrupt. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.

Party members, raid members, guild members and alliance members do not flag each other.

Player corruption

  • A player’s corruption score increases with each non-combatant player killed.
  • The wider the level disparity between the players the more corruption will be gained.
  • The higher the corruption score, the higher drop percentage when the corrupted player is killed (see Player death below).
  • The higher the corruption score, the more skill and stat dampening applies, until the corrupt player ultimately becomes ineffective at combat.
  • Corruption is removed through death. Multiple deaths may be necessary to remove all corruption. There may be other mechanics to reduce corruption.
  • Corruption has a visible effect on a player’s appearance.
  • A corrupt player’s location is revealed to bounty hunters[11].
  • Corruption duration is reduced in military nodes[12].

Player death

  • A non-combatant who dies suffers normal penalties, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.
  • A combatant who dies suffers these same penalties, but at half the rate of a non-combatant.
  • A corrupt player suffers penalties at three or four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes weapons, gear, and inventory items.
  • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.

Caçadores de recompensas

  • Players can acquire the bounty hunter title through a quest available only to citizens of Military Stage 4 (Town) nodes.
  • Bounty hunters will be able to see corrupted players on their map.
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.

Notes