Hunting grounds

Z Ashes of Creation Wiki
Wersja z dnia 00:25, 11 sie 2022 autorstwa Lex (dyskusja | edycje) (Reorder sections)

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You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[1]

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[2]

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.[5]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.[4]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.[6]

Threat assessment

You decide to gank the player, but find out that you have been ambushed![7]

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.[8][9][10]

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.[11]Steven Sharif
  • The border will indicate the level and quality of the tier set.[8][9][12]
    • This also indicates if the gear is enchanted, along with visual effects associated with enchanted items.[9][13][12]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[14]
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.[10]Steven Sharif

Player health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[15]

Health is a stat in Ashes of Creation.[16][17]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[18]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[21]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[22]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both PvP and PvE elements.[22][23][24] It is unlikely that a player could purely focus on just PvP or just PvE.[22][21][23][24]

  • 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.[26][27][28][29][30]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[23][31]
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.[30]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[35][36]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[55]

Hunting certificates

Glint in a player's inventory in Alpha-2.[57]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[57]Chris Justo

Glint rarities in Alpha-2.[57]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[58][59][40][60][37][38]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[61]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[40][62][37][63][38] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[65][40]

Player flagging

The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[67][28][68][69]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[68]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[23]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[70]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[71][72]
  • Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[73]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[74]

  • Non-combatant (green)
    • All players start as non-combatants.[75]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[76][77]
    • 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.[19]
    • 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.[78]
    • Non-combatants will not be flagged for looting bodies.[79]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[80][81]
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.[81]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.[80][82][75]
    • 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.[74]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[84][85][86][87]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[75]
    • Players are not able to manually set their flagging status to combatant.[82]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[88]
    • Players cannot log out while flagged as combatants.[89]
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.[90]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.[91][71][69]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[91]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[92][78][93][94][74]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[92][78][93][94][74]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[69]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[75]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[95]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[84][89]
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.[19]Steven Sharif

Player corruption

Corrupted player in the Alpha-1 preview.[98]

When you gain that corruption you have the potential of losing your completed items, your weapon, your armor, stuff that is very difficult to achieve; and then the other aspect of that is, that in order to deter basically players taking alternate characters and saying this is my PK alt, the more players you kill, the more corruption you gain, the higher your combat efficacy in PVP diminishes. If you're out there and you killed 20 players... you will not be able to perform in PVP any longer. You will need to take that character and go work off that corruption. The other aspect of corruption is that if you kill another player, who is a non-combatant and the level disparity between you and that player is great, you will gain a higher amount of corruption from that single kill. To the point where you should not be killing a level one character.[99]Steven Sharif

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).[91][71][69] Corruption gained for killing controlled entities is a lower value than killing players.[91]

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.[68]Steven Sharif
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.[100]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[92][93][94][74] Corruption score has a scaling impact on the efficacy of a character's skills in PvP combat.[84][101] The higher the corruption score:
    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.[102]Steven Sharif
    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.[22]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[105]
Reward without risk is meaningless... Corruption is just another word for risk.[106]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[93]Steven Sharif
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..[17]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[112][95]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[112]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[84][89]
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.[115]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.[116]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • Corruption has a visible effect on a player’s appearance.[120]

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[122][75]

  • Dying removes a significant portion of a player's corruption score.[123]
  • Gaining experience will also slowly reduce a player's corruption score.[124][78][122]
    Any experience that's gained by the player, whether it be through achievements in crafting, or in adventuring, or through other types of achievements: All of that experience goes towards your adventuring class experience gained; and then some experience can dual purpose towards professions as well. So if I reach an achievement in my crafting profession and that grants me additional experience within that profession to rank up, it will also grant the same amount of experience over in my adventuring level; and to that point, anytime you gain adventuring experience you tick away at the corruption.[124]Steven Sharif
  • A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.[125][123]
    • This is a design shift from a religious quest being used to directly reduce the corruption score.[126]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[129][41][42][43][37]

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.[132]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.[133]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[133][134]
  • Death by falling is possible.[136]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[136]
  • Death by drowning is possible.[137][138]
    • Players that drown will respawn on shore.[137]

See also

References

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