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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

אלפא-1 open world caravan PvP.[23]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[24]

PvP (קרב שחקן מול שחקן) יהיה הזרז לשינוי בAshes of Creation. [25] קרב בין שחקנים נועד להיות בעל משמעות, החל מקרב קרוואנים וכלה בעימותים גדולים בעולם הפתוח שילחמו על גאוותם של מלכים ומלכות.[26]

מכיוון ששחקנים מונעים מדברים שונים, מכיוון שהם רוצים משהו מהמשחק ששחקנים אחרים לא רוצים, זה יגרום לאנשים להתנגח. שחקנים שונים ירצו חוויות שונות והקונפליקט בין שניהם ייצור דבר גדול וטוב יותר. מתוך סכסוך מגיעה לידה מחדש וזה סמל הליבה, זה נושא הליבה שחוזר על עצמו לאורך כל המשחק.[27]Jeffrey Bard

יש הרבה סיבות להשתתף בPvP בעולם הפתוח של Ashes of Creation.[28]

רק מכיוון שמערכת הסימון שלנו נותנת שחיתות לpkers (רוצחי שחקנים), לא אמור ש- PvP לא יקרה. יש הרבה סיבות לכך ש- PvP יתרחש בעולם פתוח. משאבים נדירים, שטחי ציד בעולם פתוח, קרוואנים, מצור, מלחמת גילדות וכו '.[28]Steven Sharif

ש: האם חשבת על איזורים בעלי סיכון גבוה בVerra בהם השלל בPvP יהיה גדול יותר?

ת: לא חשבנו על כך, הסיבה לכך היא ששמערכות הPvP כבר מאפשרות איבוד רכוש דרך מערכת הסימון (flagging system) או דרך מערכות אחרות של אירועי PvP גם. [32]Steven Sharif

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.[33]Steven Sharif

קווים מנחים בתכנון

The design of Ashes of Creation adheres to five main pillars.[34]

  1. סיפור סוחף ומרתק
  2. עולם דינמי
  3. אינטרקציה בין שחקנים
  4. פעולות השחקן
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[34]

See also

הפניות