Template:PvP background

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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]
  • 1.0 1.1 1.2 1.3 1.4 steven-asmon-open-world-pvp.png
  • 2.0 2.1 2.2 2.3 2.4 2.5 CC effects do notapply to non-combatants.png
  • 3.0 3.1 3.2 steven-l2.png
  • 4.0 4.1 Interview, August 24, 2018 (8:35).
  • 5.0 5.1 steven-corruption-value.png
  • 6.0 6.1 Interview, July 18, 2020 (41:54).
  • steven-corruption-score.png
  • 8.0 8.1 MMOGames interview, January 2017
  • 9.0 9.1 corruption.jpg
  • 10.0 10.1 10.2 10.3 10.4 Livestream, October 28, 2022 (26:48).
  • Livestream, October 28, 2022 (24:28).
  • Interview, May 11, 2018 (5:05).
  • Podcast, April 23, 2018 (51:31).
  • Livestream, May 22, 2017 (42:33).
  • Podcast, May 5, 2017 (43:05).
  • Interview, July 18, 2020 (44:35).
  • 17.0 17.1 Interview, April 27, 2017 (0:17).
  • steven-healing-corrupt.png
  • Interview, April 22, 2019 (54:40).
  • Livestream, November 17, 2017 (29:45).
  • steven-flagging-logout.png