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Template: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