Open world battlegrounds

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The Event system will also create a variety of PvP situations in the open world. From small skirmishes that lead into sieges to battles over capture points during a node or castle siege, PvP objectives will play a crucial role in determining the tide of battle.[1]

The majority of Ashes of Creation players will experience pvP through opt-in objective-based battlegrounds (also called sanctioned PvP events).[2][3][4][5] These are high risk and high reward encounters that do not utilize the corruption system.[4][6][7]

The majority of PvP that players will encounter- the vast majority- will be through consensual systems, meaning opt-in systems like sieges, like caravans, like wars, or going out into the open sea. These are conscious decisions that players will make knowing the risk profile- assessing that- and they will opt-in to those things..[4]Steven Sharif
  • Sanctioned PvP events allow players to join different teams during the event.[2][3][4]
There are going to be events with sanctioned PvP, where there are multiple team options to join.[2]Clayton Stamper
In a sanctioned event- sanctioned meaning that this is something you have the option to opt-out of. That's a castle siege, that's a node siege, that's a caravan, that's a guild war, that's a node war. You can drop your citizenship. You can drop your guild tag. You can drop participating in one of those things. In any of those types of opt-in and opt-out events, the death penalties do not exist. These are sanctioned. They're intended to allow people to engage in PvP. Now if I die to an NPC while I'm out hunting, or if I die to another player through the flagging system, those are where death penalties come into play; and that's where debt experience can be earned; and that's where corruption can be had. So it's important to separate those two realms.[3]Steven Sharif
During PvP events such as caravans, guild wars, and sieges, the death penalties are disabled between participating characters on opposing sides. Attacking and killing players on the opposing side doesn't trigger the purple and red flags, nor does dying drop any resources or loot. However, you can't hide in this state as a Red corrupted player either. If you are Red, you'll still be Red in the siege or caravan and open to anyone to kill you and drop your loot, regardless of the side you are on. Being Red trumps everything.[10]
We will have limited functionality where players can spectate from either ghost camera from fixed positions at certain battlefields; some of which might include castles.[18]Steven Sharif
We will have certain systems that won't lend well to streaming, because certain systems have a requirement of secrecy and/or at least some level of strategic ambiguity. So players need to be conscientious of that fact when they're intending to both stream and play Ashes of Creation. Those are things that we cannot solve because intrigue is an intrinsic part of the game.[19]Steven Sharif
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.[20]Steven Sharif

Caravan PvP

Caravan PvP in Alpha-2.[21]

One of the most important aspects of caravans is that there is no reward without significant risk in Ashes of Creation; and the caravan system is of particular risk, because it is how materials and commodities are transited within the world of Verra; and it's difficult to navigate the world of Verra: It's a large world and the terrain is not always kind, especially to large vehicles like a caravan.[22]Steven Sharif

Caravan PvP party icons
Friendly Defender IconAlpha.png Friendly defender
Friendly Attacker IconAlpha.png Friendly attacker
Enemy Defender IconAlpha.png Enemy defender
Enemy Attacker IconAlpha.png Enemy attacker
UI message when opting in to join the defenders of a caravan PvP event.[23]

لفاوقلا create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[23][24][25][26]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[27][28]
You will only be able to see the caravan if you are a member of the caravan's raid or if you are the owner of the caravan on the map. If you are not one of those, then you will not see it on the map. If you come within proximity of the caravan you'll be prompted through an event UI to participate if you wish as a defender or an attacker.[27]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[29]
    • The UI notification will include the caravan owner's name and guild.[30]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[24]
    • Once registered as a defender, a player can't switch to attack the caravan.[31]
    • The proximity radius for notification of nearby caravan events can be increased or decreased based on the caravan's components or a player's progression in the highwayman system.[32]
At a certain proximity to the caravan, any player will receive the event notification to participate either as an attacker or as a defender. That proximity radius can be augmented either through players advancement within the Highwaymen system, which is for defenders or attackers you can increase the radius, but also the components can increase and or decrease the radius of that event notification as well.[32]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[36][31] It is not possible for a player to participate in more than one caravan event at a time.[37]
As a player you can participate in events that have as many caravans collocated as you want. So if you have 20 Caravans that you're trying to move all in a single caravan raid with all of your players you can join all 20 of those caravans into the same caravan defense group; and that is that is the intent of the system. The same is true for the attackers. The attackers can join against all of those caravans.[36]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[40][41]
As it stands currently it would be difficult for players to be able to block the caravan. Now that's not to say that certain types of effects cannot be applied to the caravan through ability use, such as slowing effects, or pause effects, stun effects, against the caravan itself, not the rider. But right now we do have a collision priority system which means that vehicles move players and mounts. Mounts and players cannot stop vehicles from moving the vehicle. Its collision has priority; and then ships have the ultimate priority. Nothing can move ships or block ships.[40]Steven Sharif
  • If a caravan's driver is killed or otherwise removed from the caravan then any player will be able to drive the caravan for a period of 15 to 20 minutes before the caravan despawns and becomes a wreckage.[42] A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[43]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[44]
Q: Will there be a limit on the number of times a caravan can change hands if successfully taken over during a journey from one node to another?
A: No. There is no limit a caravan can be destroyed. That caravan can be destroyed. The Caravan thereafter could be destroyed. The driver of the Caravan can be killed and commandeered; and done as many times as is permitted through the situation. That is player driven.[44]Steven Sharif
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • A group will be required to successfully attack a caravan.[45][46]

Hunting grounds

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[47]

Hunting grounds are open-world pvP corruption-enabled areas that encompass most of the map.[48]

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.[51]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.[50]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.[52]

Player flagging

The open world pvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[53][54][55][56]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[55]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[57]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[58]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[59][60]
  • رصانعلا are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[61]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[9]

  • Non-combatant (green)
    • All players start as non-combatants.[62]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[63][64]
    • Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[65]
    • Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[66]
    • Non-combatants will not be flagged for looting bodies.[67]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[68][69]
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.[69]Steven Sharif
  • Combatant (purple)
    • Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[68][70][62]
    • Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[9]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[72][73][74][75]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[62]
    • Players are not able to manually set their flagging status to combatant.[70]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[76]
    • Players cannot log out while flagged as combatants.[77]
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.[78]Steven Sharif
  • Corrupted (red)
    • If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[79][59][56]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[79]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[4][66][80][81][9]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[4][66][80][81][9]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[56]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[62]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[82]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[72][77]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[65]Steven Sharif

Death penalties

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[86][87][88][89][90]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[93]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[94]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[94][95]
  • Death by falling is possible.[99]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[99]
  • Death by drowning is possible.[100][101]
    • Players that drown will respawn on shore.[100]

Ashes of Creation Apocalypse battle royale

Ashes of Creation Apocalypse battle royale lobby screen.[102]

In Apocalypse you have a scene where you have a squad in, or are solo or whatever. That scene will eventually become your house. Your freehold, exactly; and you will earn furniture to place in that freehold and you can build out your house and what-not through special achievements.[103]Steven Sharif

Ashes of Creation Apocalypse battle royale victory screen.[104]

Why did we go with Battle Royale as the first testable arena mode? And the answer for that is honestly, as we're testing and getting people into matches on our servers and testing the replication among players in a battlefield; and making sure that tech is present and capable for hundreds of players on the battlefield: We wanted to have a game mode that was still fun for players to test in: An environment that was fun to test in.[105]Steven Sharif

Ashes of Creation Apocalypse battle royale (also referred to BR mode)[106] was a Battle royale testing mode consisting of up to 100 players.[107][108]

  • This is a last man standing pvP combat mode.[109]
  • هحلسالا and armor found in the world have unique skills associated with them. These interact with the terrain from defensive, offensive and utility standpoints.[109]
  • Players can build buildings and structures such as watchtowers, defensive pillboxes and arcane structures.[109]
  • Everything in the world apart from rocks and trees is destructible.[110]

It's going to have a lot of high octane energy and activity. It's going to be very streamable. It's going to be no NDA. There's going to be a lot of different weapons and skills that were going to be testing. Each of the weapons and armor that you can find in the world are going to have unique spells and skills associated with them that interact with the terrain from a defensive standpoint, from a utility standpoint, from an offensive standpoint. It's going to be able for you to build buildings, complete structures, watchtowers and defensive pillboxes type structures: Arcane structures. You're going to have a lot of fun activity there.[109]Steven Sharif

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[111]

Artwork

See also

عجارملا

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