- There are pseudo-factions (temporary factions) in Ashes of Creation.
- Node wars flag the citizens of the warring nodes and their allies as enemies for the duration of the node war.
- Guild wars flag the members of the warring guilds and their allies as enemies for the duration of the guild war.
- Social organizations offer quest lines to assault other organizations.
Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in. – Steven Sharif
PvP (Player versus player combat) is the catalyst for change in Ashes of Creation. Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.
Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game. – Jeffrey Bard
Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc. – Steven Sharif
Open world battlegrounds
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. – Steven Sharif
- Hunting grounds refer to killing monsters or NPCs in the open-world.
- This also refers to contesting resources.
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. – 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. – 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.
- Players can participate in open world PvP with one another without having to resort to murder.
- The penalties are intended to be severe enough to deter any type of spawn camping.
- Non-combatant (green)
- Combatant (purple)
- Non-combatants entering an open world battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.
- Players are 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.
- Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.
- Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.
- Corrupt (red)
- If a combatant player kills a non-combatant player, they will be flagged as corrupt.
- Corruption multiplies death penalties and reveals a corrupt player's location to bounty hunters.
- A player’s corruption score increases with each non-combatant player killed.
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
- Corrupted players may kill bounty hunters without acquiring additional corruption score.
- Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).
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. – Steven Sharif
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. – Steven Sharif
There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship. – Steven Sharif
- Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.
- This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.
- The pathfinding ability can be toggled on or off.
- It is possible that bounty hunters will be permanently flagged versus corrupted players with the pathfinding ability toggled off. This design change will be decided based on testing.
- The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.
- Corrupted players may kill bounty hunters without acquiring additional corruption score.
- Corrupted player's combat penalties do not apply when battling bounty hunters.
- Chief bounty hunter is a node government title that grants special access to NPCs in a node.
Bounty hunter maps
Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title. The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.
Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.
Bounty hunter Pathfinding ability
|Skill||Icon||Rank 1||Rank 2||Rank 3|
|Pathfinding||Reveals corrupted player locations on the bounty hunter's map. Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation. The pathfinding ability can be toggled on or off.||The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.||The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.|
Corrupt players killing bounty hunters
- Livestream, 26 May 2017 (39:36).
- Interview, 18 July 2020 (22:26).
- Livestream, 8 April 2018 (PM) (11:27).
- Video, 31 May 2020 (1:09:50).
- About Ashes of Creation.
- Ashes of Creation FAQ.
- Video, 30 April 2017 (5:31).
- Livestream, 5 May 2017 (14:26).
- Livestream, 19 May 2017 (45:14).
- Livestream, 17 November 2017 (45:19).
- MMOGames interview, January 2017
- Livestream, 9 July 2018 (44:56).
- Livestream, 17 November 2017 (45:17).
- Livestream, 1 June 2017 (35:42).
- Livestream, 19 May 2017 (24:17).
- Livestream, 12 May 2017 (24:52).
- Interview, 27 April 2017 (0:17).
- Livestream, 17 November 2017 (29:45).
- Livestream, 31 October 2018 (44:12).
- Interview, 27 April 2017 (1:18).
- Interview, 8 July 2020 (1:05:27).
- Podcast, 23 April 2018 (49:21).
- Interview, 11 May 2018 (58:07).
- Livestream, 26 June 2020 (1:50:24).
- Interview, 27 April 2017 (9:28).
- Livestream, 24 May 2017 (48:00).
- Livestream, 26 July 2019 (1:20:48).
- Interview, 20 January 2017 (06:12).
- The mighty beard!
- Interview, 20 October 2018 (15:51).