pvP

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PvP is the catalyst for change in Ashes of Creation.[1] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings.[2]

PvP battlegrounds

pvP battlegrounds[3] are events that occur at points of interest, where players fight for control over nodes, castles, caravans, or open world hunting grounds. These are open world PvP zones that flag everyone for battle.[4]

Outside of these zones, normal PvP flagging rules apply.

تاحاسلا

تاحاسلا are instanced pvP scenarios and are not part of open world PvP.[6][7]

The arena system as we've spoken about before is going to have ladder systems where people can progress within certain seasons based on their win/loss ratios. The importance of arenas are obviously that players have an opportunity to participate [and] practice out certain builds from a PvP perspective and can compete with one another within the system.[6]Steven Sharif

Player flagging

The open world PvP flagging system is designed to deter people from griefing other players.[16]

  • Players can participate in open world PvP with one another without having to resort to murder.[17][18]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[19]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[20]

  • Non-combatant (green)
    • All players start as non-combatants.[21]
  • Combatant (purple)
    • Non-combatants entering an open world PvP battleground are automatically flagged as combatant and remain flagged for a period of time after leaving that battleground.
    • Players are also 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.
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.
  • Corrupt (red)
    • If a combatant player kills a non-combatant player, they will be flagged as corrupt.
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.

A player may not flag on members of the same party, raid, guild or alliance.[22]

Player corruption

Corrupted player in the Alpha-1 preview.[23]

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 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.[24]Steven Sharif

If a combatant (purple) character, or their summon, kills a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[25][26][27] Corruption gained for killing controlled entities is a lower value than killing players.[25]

There is no incentive to go corrupt... There's zero incentive for a player to go red. It actually gives you negatives for doing that- very significant downsides.[28]Steven Sharif
It is my expectation that the system will perform very well in keeping risk alive, but significantly curtailing or deterring the ability for players to grief.[30]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[29][31][32][33] Corruption score has a scaling impact on the efficacy of a character's skills in pvP combat.[34][35] The higher the corruption score:
    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.[37]Steven Sharif
    If you go on a murder spree and you have 10 pks under your belt then you might start feeling a significant dampening to your skill effects against other players. I don't want to give necessarily a number or curve for players to extrapolate prior to us having the ability to actually test these ideas and where those numbers are going to lie; but I would say what is the intent behind that dampening: The intent isn't to limit the fun of the player, the intent is to provide a give-and-take or a risk-versus-reward; and the risk of continuing down the road of accruing corruption is not only the loss of your gear and amplified death effects but also your ability to perform in that activity.[41]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[42]
Reward without risk is meaningless... Corruption is just another word for risk.[43]Steven Sharif
Corruption value from PK'ing a non-combatant is based on level disparity along with the PKer's cumulative PK value.[31]Steven Sharif
You can't necessarily time perfectly the damage or understand even the health of the player. Unless you were in their party you cannot see an opponent's health as well, so that's another component that adds risk..[45]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[54][55]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[54]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[34][58]
Q: Will there be any large-scale consequences when many players in a group guild region religion etc become corrupted frequently or for an extended period of time?
A: There are not group dynamics or mechanics that revolve around mass murdering people in the world. The corruption system is intended to deter mass murdering, not to provide incentives by which players can go out and gain corruption.[59]Steven Sharif
Q: If my guild has no one corrupted and your guild is like always killing people and always corrupted, will your guild have repercussions because they're corrupted versus my guild?
A: No I don't think so either. And the reason why is we want to deter it, but we don't want to make the system meaningless; and if the deterrent becomes too heavy-handed then it's a system without a purpose. And I think that the intent behind the corruption is that like during a rise in passion and like anger and whatever you want to make this decision and do something and you'll suffer the repercussions later. But if those repercussions are just overwhelmingly bad and even anti-social in the sense that like your guild is like hey man you went corrupted and this gives us like corruption points on the guild, and like you're out of here, then people just aren't going to choose to use it; and then at which point might as well just take it out. So I think there's a healthy balance between the type of deterrent used.[60]Steven Sharif
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ
  • Corruption has a visible effect on a player’s appearance.[64]

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[66][67][68][38][69]

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.[73]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.[74]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[74][75]
  • Death by falling is possible.[78]
    • 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.[78]
  • Death by drowning is possible.[79][80]
    • Players that drown will respawn on shore.[79]

يدئاص

Players can acquire the bounty hunter title through a quest available to citizens of Military Stage 4 (Town) nodes and potentially their vassals or affiliated nodes.[81][33]

  • Bounty hunters can activate their Pathfinding ability to reveal corrupted player locations on their map.[82][83]
    • This will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[82]
    • The pathfinding ability can be toggled on or off.[82][84]
    • It is possible that bounty hunters will be permanently flagged versus corrupted players with the pathfinding ability toggled off. This design change will be decided based on testing.[85]
  • The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.[86]
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[54][55]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[54]
  • Chief bounty hunter is a node government title that grants special access to NPCs in a node.[87]
  • Credit for killing a corrupted player goes to the bounty hunter who lands the last hit (killing blow). This may be changed to damage contribution in future.[88]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[89]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[41]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both pvP and PvE elements.[41][90][91] It is unlikely that a player could purely focus on just pvP or just PvE.[41][89][90][91]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[93][94][95][96][97]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[90][98]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[97]Steven Sharif
info-orange.png .ﺔﻴﻟﺎﺤﻟﺍ ﺮﻳﻮﻄﺘﻟﺍ ﻖﻳﺮﻃ ﺔﻃﺭﺎﺧ ﻲﻓ ﺓﺩﻮﺟﻮﻣ ﻥﻮﻜﺗ ﻻ ﺪﻗﻭ ﻦﻳﺭﻮﻄﻤﻟﺍ ﻞﺒﻗ ﻦﻣ ﺍﺮًﺧﺆﻣ ﺔﻴﻟﺎﺘﻟﺍ ﺕﺎﻣﻮﻠﻌﻤﻟﺍ ﺾﻌﺑ ﺪﻴﻛﺄﺗ ﻢﺘﻳ ﻢﻟ

See also

عجارملا

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  2. Ashes of Creation FAQ
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  4. Livestream, 19 May 2017 (55:30)
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  11. arena rewards.png
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  16. pvp flagging.png
  17. 350px
  18. Livestream, 12 May 2017 (25:04)
  19. pvp camping.png
  20. MMOGames interview, January 2017
  21. Corruption interview, Adissaric Mordled, 27-April-2017 (Transcript)
  22. pvp flagging lockouts.png
  23. فيديو, 2020-05-31 (5:29).
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  26. steven-summons-pvp-1.png
  27. 27.0 27.1 pvp flagging.png
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  31. 31.0 31.1 31.2 steven-corruption-value.png
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  35. steven-corruption-score.png
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  42. corruption.jpg
  43. corruption2.jpg
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  46. jindrack-naval-pvp.png
  47. jindrack-pvp-events.png
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  50. steven-healing-corrupt.png
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  53. steven-l2.png
  54. 54.0 54.1 54.2 54.3 steven-bounty-hunters-1.png
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  58. steven-flagging-logout.png
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  61. 61.0 61.1 vaknar-gold.png
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  82. 82.0 82.1 82.2 steven-bounty-hunters-2.png
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  84. corruption toggle.png
  85. steven-bounty-hunters-3.png
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  99. pvx stats.png
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