Player flagging

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The open world PvP flagging system is designed to deter people from griefing other players.[1]

  • Players can participate in open world PvP with one another without having to resort to murder.[2]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[3]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[4]

  • Non-combatant (green)
    • All players start as non-combatants.[5]
    • Non-forced attacks (such as AoE) will not hit non-combatant players.[6]
  • 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.[4]
    • 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.[5]
    • Non-combatants who heal, buff or otherwise interact with combatants will be flagged as combatants.[7]
    • Non-combatants who attack a player using combat pets (or any other player-controlled entities) will be flagged as combatants.[8]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[5]
  • Corrupt (red)
    • If a combatant player kills a non-combatant player, they will be flagged as corrupt.[1]
    • Corruption mutliplies death penalties and reveals a corrupt player's location to bounty hunters.[1]
    • A player’s corruption score increases with each non-combatant player killed.[4]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[5]

A player may not flag on members of the same party, raid, guild or alliance.[9]

Sieges, caravans and guild wars do not use the flagging system.[10]

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.[11]Steven Sharif

Hunting grounds

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[12]

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.[15]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.[14]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.[16]

Affiliations

An "affiliation tree" is still under development that determines which entities can participate in attacks against other entities within its heirerchy.[17]

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.[17]Steven Sharif

Player corruption

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 you know 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.[18]Steven Sharif

If a combatant (purple) player kills a non-combatant (green) player in PvP, they will be flagged as corrupt (red).[1]

  • A player’s corruption score increases with each non-combatant player killed.[4]
  • The wider the level disparity between the players, the more corruption will be gained.[4]
  • The higher the corruption score:
    • The more skill and stat dampening applies, until the corrupt player ultimately becomes ineffective at combat.[19] This dampening only affects Player vs Player combat.[20]
    • The higher chance of dropping of carried raw materials and gear (Weapons and Armor) when the corrupted player dies.[19][21]
  • Corruption has a visible effect on a player’s appearance.[22]
  • A corrupt player’s location is revealed to bounty hunters on their world map.[1]
  • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[5]

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.[23]Steven Sharif

Reward without risk is meaningless... Corruption is just another word for risk.[24]Steven Sharif

Removing corruption

The primary means to remove corruption is through death. Multiple deaths may be necessary to remove all corruption.[5]

  • An alternate way to remove corruption is through religious quests. These quests are considered time sinks.[25]

It's not going to be easy or quick but it is probably going to be the only other way to get rid of corruption other than dying.[25]Jeffrey Bard

Player death

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[11]Steven Sharif

  • A non-combatant (green player) who dies suffers normal penalties, which include:[19]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[19]
  • A corrupt (red 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:[19]
    • Dropping weapons and gear.[21]
    • These dropped items may be looted by other players.[30]
    • Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.[31]
  • Death penalties do not differ between PvP and PvE, but this is subject to change.[32]
  • Death by drowning is possible.[33]

See also

References