PvX

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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.[1]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.[2]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[3][2][4][5] It is unlikely that a player could purely focus on just Pvp or just PvE.[2][1][4][5]

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.[3]Steven Sharif
  • 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.[7][8][9][10][11]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[3][4][12]
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.[11]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Pvp

Alfa-1 Open world Pvp alla carovana .[16]

Il combattimento tra giocatori in Ashes of Creation è vasto e intimo. Si spande tra tanti aspetti del gioco stesso. Da grandi battaglie politiche svolte su campi di castelli enormi, a conflitti in Open World combattuti per l'onore dei capi Gilda. Un giocatore può scegliere di partecipare al destino del mondo cambiando le sorti della battaglia con la sua capacità di combattere. Le nostre mecchaniche di PvP seguono un sistema di attivazione, assieme a zone statiche di PvP attorno a certi luoghi d'interesse; combatti per il controllo su città, castelli, carovane, o campi di caccia. Il nostro PvP è studiato per offrire ai giocatori un mondo equo e ben bilanciato da scolpire con penna, o con spada se così vorranno scegliere.[17]

Il Pvp (combattimento "Player versus Player") è il catalista dei cambiamenti in Ashes of Creation.[18] I combattimenti fra giocatori sono considerati importanti, a partire dalle battaglie per le Carovane fino a vasti conflitti nel mondo combattuti per l'orgoglio di Re e Regine.[19]

Siccome i giocatori sono spinti da motivazioni differenti, siccome vogliono qualcosa dal gioco che altri giocatori non vogliono, ciò è causa di scontro tra le persone. Giocatori differenti vorranno esperienze differenti e il confritto fra loro creerà qualcosa di più grande e migliore. Ai conflitti segue la rinascita e questo è il simbolo di base, il tema fulcro ricorrente nel gioco.[20]Jeffrey Bard
Soltanto perchè il nostro sistema di attivazione dà corruzione ai PKers, ciò non vuol dire che il PvP non accadrà. Ci sono un sacco di ragioni per cui "Open World PvP" accade. Risorse scarse, campi di caccia, carovane, assedi, guerre di gilda ecc.[25]Steven Sharif
D: Avete considerato una zona PvP ricca di bottino ad alto rischio in Verra?
R: Non l'abbiamo considerato; e la ragione è perchè il nostro sistema di PvP già consente rischi attraverso il sistema di attivazione o attraverso altri sistemi a ingresso basati su eventi PvP.[34]Steven Sharif

Gli archetipi come Tank e Bardo sono validi in Pvp visto la filosofia di design a sasso-carta-forbice, dove ogni classe è forte contro una certa composizione di abilità.[35]

Opt-in PvP battlegrounds

The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[36]

The majority of Ashes of Creation players will experience Pvp through opt-in objective-based battlegrounds (also called sanctioned PvP events).[37][38][22][30] These are high risk and high reward encounters that do not utilize the corruption system.[22][23][24]

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..[22]Steven Sharif
  • Sanctioned PvP events allow players to join different teams during the event.[37][38][22]
There are going to be events with sanctioned PvP, where there are multiple team options to join.[37]Clayton Stamper
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.[38]Steven Sharif
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.[41]
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.[44]Steven Sharif
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.[45]Steven Sharif
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.[20]Steven Sharif

Contesto

Mentre Ashes of Creation si ispira a Lineage II (e altri giochi), ha anche preso in considerazione parecchi difetti nell'implementazione di quei giochi.[46][47][48][49] L'approccio verso il sistema di attivazione in Ashes of Creation è di disincentivare maggiornmente il griefing ma nel contempo mantenere il rischio rilevante nell'ambiente open-world.[46]

Innanzitutto, PvP in Ashes esiste sia tamite adesione ed eventi, sia con il nostro sistema di attivazione in Open World. E mentre è vero che mi è piaciuto e mi sono ispirato fortemente a Lineage 2, abbiamo innovato e adattato il nostro approccio al sistema di attivazione di Ashes per disincentivare il Griefing ma nel contempo mantenere il rischio rilevante nell'ambiente Open World. La stragrande maggioranza delle esperienze PvP in Ashes sarà tramite sistemi a consenso come carovane, assedi, guerre, il mare aperto ed altri eventi. I giocatori faranno una scelta se partecipare in quei sistemi o no. E se decideranno di partecipare ci saranno ricompense significative per vince.[46]Steven Sharif

In Open World, quando c'è competizione per le risorse, raid, dungeon e campi di caccia, il nostro sistema di attivazione introduce un elemento importante di rischio contro ricompensa. I giocatori devono tener conto di ciò che è attorno a loro e la reputazione degli altri giocatori che possono essere nelle vicinanze. Il sistema di attivazione è mirato a dare un elemento di rischio in qualsiasi situazione, ma anche strutturato per assicurare che il Griefing e il PK'ing non valgono quasi mai la pena.[46]Steven Sharif

  • L'incremento di Corruzione tiene in considerazione la disparità dei livelli tra l'assalitore e il giocatore che è stato ucciso. Più grande è la disparità e più grande è la corruzione attribuita.[47][50][51][52][40] All'ottenimento di corruzione delle penalità vengono applicate.[53]
  • Le abilità di Crowd Control non hanno effetto su giocatori non combattenti. Questo è per prevenire che i giocatori inizino l'ingaggio con attacchi che stordiscono giocatori non attivati per PvP.[47]

PvP quests

There will be PvP quests in Ashes of Creation.[56]

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.[56]Steven Sharif

Open world

Alpha-1 open world dungeon entrance.[57]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[58]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[59]

  • No loading time or loading screens between regions.[59]

There will be an approximately 80/20 split between open world vs instanced encounters.[60][9][58][61][62]

  • 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.[60][7][9]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[9]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[63]
  • Dungeon and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[64] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[9][65] Outside of these and arenas there will not be too much instancing anywhere else.[59]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[66]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[59]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[68][9][69]

  • Healthy competition is seen as 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.[68][9]
  • 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.[68][9][66]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[66]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[9]Steven Sharif

Campi di Caccia

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[70]

Campi di Caccia are open-world Pvp corruption-enabled areas that encompass most of the map.[71]

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.[69]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.[73]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.[74]

See also

Riferimenti

  1. 1.0 1.1 Video, 2018-04-16 (1:32).
  2. 2.0 2.1 2.2 Podcast, 2021-04-11 (38:31).
  3. 3.0 3.1 3.2 Trasmissione in diretta, 2024-03-29 (2:27:46).
  4. 4.0 4.1 4.2 Trasmissione in diretta, 2017-05-12 (24:52).
  5. 5.0 5.1 Trasmissione in diretta, 2017-05-05 (33:25).
  6. Trasmissione in diretta, 2023-08-31 (20:54).
  7. 7.0 7.1 Trasmissione in diretta, 2023-05-31 (45:47).
  8. Trasmissione in diretta, 2023-04-07 (55:22).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Trasmissione in diretta, 2023-03-31 (1:00:16).
  10. Trasmissione in diretta, 2022-10-28 (32:52).
  11. 11.0 11.1 Trasmissione in diretta, 2017-06-01 (37:39).
  12. MMORPG Interview, 2016-12-12.
  13. pvx stats.png
  14. Trasmissione in diretta, 2017-05-15 (14:05).
  15. Video, 2021-05-28 (25:44).
  16. Video, 2020-05-31 (1:09:50).
  17. About Ashes of Creation.
  18. pvp catalyst.png
  19. Ashes of Creation FAQ.
  20. 20.0 20.1 Video, 2017-04-30 (5:31).
  21. 21.0 21.1 Trasmissione in diretta, 2022-10-28 (1:41:55).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 22.13 22.14 22.15 22.16 Trasmissione in diretta, 2022-10-28 (24:28).
  23. 23.0 23.1 23.2 23.3 Trasmissione in diretta, 2022-04-29 (41:27).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 Trasmissione in diretta, 2017-05-05 (14:26).
  25. 25.00 25.01 25.02 25.03 25.04 25.05 25.06 25.07 25.08 25.09 25.10 25.11 pvp meaningful.png
  26. 26.0 26.1 Podcast, 2021-04-11 (49:40).
  27. 27.0 27.1 Trasmissione in diretta, 2017-11-17 (45:19).
  28. 28.0 28.1 Trasmissione in diretta, 2022-08-26 (1:00:14).
  29. 29.0 29.1 Trasmissione in diretta, 2021-04-30 (1:06:41).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 30.6 Trasmissione in diretta, 2022-06-30 (1:14:52).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Trasmissione in diretta, 2021-08-27 (1:22:56).
  32. 32.0 32.1 32.2 Trasmissione in diretta, 2020-12-22 (1:13:51).
  33. Trasmissione in diretta, 2022-10-28 (13:53).
  34. Trasmissione in diretta, 2022-03-31 (1:12:27).
  35. Trasmissione in diretta, 2022-10-14 (51:25).
  36. 36.0 36.1 Types of Events on Verra.
  37. 37.0 37.1 37.2 Video, 2023-09-29 (2:59).
  38. 38.0 38.1 38.2 38.3 38.4 Trasmissione in diretta, 2023-02-24 (1:29:45).
  39. Trasmissione in diretta, 2017-05-19 (45:14).
  40. 40.0 40.1 40.2 MMOGames interview, January 2017
  41. 41.0 41.1 jindrack-pvp-events.png
  42. Trasmissione in diretta, 2022-04-29 (27:42).
  43. City hall.
  44. 44.0 44.1 Twitch Bustin - PvP Spectating.
  45. 45.0 45.1 Trasmissione in diretta, 2023-10-31 (1:14:00).
  46. 46.0 46.1 46.2 46.3 46.4 steven-asmon-open-world-pvp.png
  47. 47.0 47.1 47.2 47.3 47.4 47.5 CC effects do notapply to non-combatants.png
  48. 48.0 48.1 48.2 steven-l2.png
  49. 49.0 49.1 Colloquio, 2018-08-24 (8:35).
  50. 50.0 50.1 steven-corruption-value.png
  51. 51.0 51.1 Colloquio, 2020-07-18 (41:54).
  52. steven-corruption-score.png
  53. corruption.jpg
  54. Colloquio, 2020-07-18 (44:35).
  55. Colloquio, 2017-04-27 (0:17).
  56. 56.0 56.1 Trasmissione in diretta, 2023-05-31 (1:06:47).
  57. Trasmissione in diretta, 2020-04-30 (1:05:34).
  58. 58.0 58.1 Colloquio, 2020-07-19 (11:04).
  59. 59.0 59.1 59.2 59.3 Trasmissione in diretta, 2017-05-22 (20:59).
  60. 60.0 60.1 Colloquio, 2023-09-10 (58:47).
  61. openworldinstancedsplit.png
  62. Trasmissione in diretta, 2020-03-28 (1:48:36).
  63. Trasmissione in diretta, 2022-01-28 (17:50).
  64. dungeon open.png
  65. Podcast, 2021-09-29 (34:11).
  66. 66.0 66.1 66.2 Podcast, 2021-09-29 (35:17).
  67. steven-siege-zone.png
  68. 68.0 68.1 68.2 Trasmissione in diretta, 2023-04-28 (2:06).
  69. 69.0 69.1 Trasmissione in diretta, 2017-05-19 (24:17).
  70. Twitter - What a glorious day for ganking!
  71. 71.0 71.1 Trasmissione in diretta, 2018-07-09 (44:56).
  72. Trasmissione in diretta, 2017-11-17 (45:17).
  73. 73.0 73.1 Trasmissione in diretta, 2017-06-01 (35:42).
  74. pvp about.png