Template:PvP
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PvP (Player versus player combat) is the catalyst for change in Ashes of Creation.[4] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[5]
- 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.[6] – Jeffrey Bard
- The majority of players will experience PvP through opt-in objective-based battlegrounds. These are high risk and high reward encounters that do not utilize the corruption system.[7][8][9][10]
- Sieges.[8][11][10][12][10]
- Caravans.[8][10][11]
- Guild wars.[8][13][11]
- Naval PvP in the open sea.[8][14][15]
- Better things in more abundance can be found in the open-sea zone. And as a result, that is why there's an added level of risk associated with opting into those locations.[7] – Steven Sharif
- Death penalties (mostly) do not apply to objective-based events (also called sanctioned events).[16][17][18][19]
- Gear degradation applies on death during Caravan PvP.[17][18]
- There are also reasons to engage in open world PvP, which is subject to the player flagging and corruption system.[8][11]
- The risk of gaining corruption is expected to deter the vast majority of players from griefing other players but this doesn't mean that PvP won't occur in the open-world.[20][11]
- 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.[11] – Steven Sharif
- Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
- A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[21] – Steven Sharif
- Archetypes such as Tank and Bard are viable in PvP due to the rock-paper-scissors design philosophy, where each class is naturally strong against certain skill compositions.[22]