- Player corruption gained through the PvP flagging system.
- The negative aspect of The Essence, spread by The Ancients during the Apocalypse (Lore).
- 1 Player corruption
- 2 A great calamity
- 3 Artwork
- 4 See also
- 5 References
- 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.. – Steven Sharif
- Corruption penalties occur as the corruption is gained. The higher the corruption score:
- The more skill and stat dampening applies (lower health and mana, lower gear proficiency), until the corrupt player ultimately becomes ineffective at combat. This dampening only affects PvP combat.
- 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. – Steven Sharif
- The higher chance of dropping of carried raw materials and gear (Weapons and Armor) when the corrupted player dies.
- Corruption has a visible effect on a player’s appearance.
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
- A corrupt player’s location is revealed to bounty hunters on their world map.
- Corrupted players may kill bounty hunters without acquiring additional corruption score.
- Corrupted player's combat penalties do not apply when battling bounty hunters.
- Player to player trading and the ability to store items in public warehouses is disabled for corrupt players.
- 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. – 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. – Steven Sharif
- Players can participate in open world PvP with one another without having to resort to murder.
- The penalties are intended to be severe enough to deter any type of spawn camping.
- Non-combatant (green)
- All players start as non-combatants.
- Non-forced attacks (such as AoE) will not hit non-combatant players.
- 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.
- Non-combatants will not be flagged for looting bodies.
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. – Steven Sharif
- Combatant (purple)
- 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.
- 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.
- Non-combatants who heal, buff, or otherwise (positively) interact with combatants or corrupted players will be flagged as combatants.
- Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.
- Players are not able to manually set their flagging status to combatant.
- Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.
- Players cannot log out while flagged as combatants.
- Corrupted (red)
- If a combatant player kills a non-combatant player, they will be flagged as corrupted.
- Corruption multiplies death penalties and reveals a corrupted player's location to bounty hunters.
- A player’s corruption score increases with each non-combatant player killed.
- If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
- Corrupted players may kill bounty hunters without acquiring additional corruption score.
- There is a 60 second timer to logout while corrupt.
Players will be able to opt-in (via a checkbox) to allow their beneficial or non-beneficial AoEs to hit flagged players. If this is checked then AoE heals or damage will affect flagged players. If it is not checked then the AoE will not damage or heal any flagged players, and as such will not cause the caster to be flagged themselves (if they are not already).
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. – Steven Sharif
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. – Steven Sharif
- Dying removes a significant portion of a player's corruption score.
- Gaining experience will also slowly reduce a player's corruption score.
- A quest may be utilized to reduce the player kill (PK) count of a corrupt player in order for them to accumulate less corruption score in the future.
- Corruption duration is reduced in military nodes.
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties. These ash piles are immediately lootable by any player. Player flagging is not triggered by looting.
- A non-combatant (green player) who dies suffers normal penalties, which include:
- Experience debt (negative experience).
- Durability loss.
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss. – Steven Sharif
- Dropping a percentage of carried gatherables and processed goods.
- This also includes a percentage of the certificates a player is carrying.
- If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.
- If a player's mule dies its corpse will contain the same percentage of lootable items as the player.
- A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.
- A corrupt (red player) suffers penalties at four times the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:
- Dropping weapons and gear.
- These dropped items may be looted by other players.
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.
- Non-corrupt players always respawn at the closest active respawn point (to their death).
- Dampening (due to corruption) only affects PvP combat.
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested. – Steven Sharif
- 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.
- Players that drown will respawn on shore.
- At the moment, the plan is for players to not lose gold upon death, no matter their corruption level. – Cody Peterson
Bounty hunter maps
Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title. The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.
Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.
Bounty hunter Pathfinding ability
|Skill||Icon||Rank 1||Rank 2||Rank 3|
|Pathfinding||Reveals corrupted player locations on the bounty hunter's map. Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation. The pathfinding ability can be toggled on or off.||The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.||The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.|
A great calamity
Long ago, the world of Verra was besieged by a great calamity (also called the Fall, the Apocalypse, and the Exodus), brought about by the primary antagonists of the world: The Ancients and The Others.
- The apocalypse began with comet-like celestial bodies called Harbingers arriving on Verra. The Ancients flowed out of the conduits that opened at the center of the Harbingers and started conquering the planet.
- Their desire was to pervert the creation of the gods (the Seven) as an affront to their endeavors; and in doing so they created monstrosities by manipulating nature with corruption, which is the negative aspect of The Essence.
- Some unlucky citizens didn't quite make it through the gateways in time and fell back to the planet to fight for survival. This underpinned the lore behind the Ashes of Creation Apocalypse battle royale mode.
Soon after the exodus, the gateways dimmed and became dormant. Centuries turned to millennia, burying them beneath myriad calamities. Over eons, history became legend, then even the great legends were at last forgotten.
- The Ancients learned from The Others how to use The Essence to achieve immortality. This was a pure form of immortality, more akin to the godhood that exists among the Pantheon. This immortality prohibited them from encompassing undeath in the manner of King Atrax.
- The Ancients were imbued with all of the traits of the Gods, whereas the four parent races of Verra had those attributes spread amongst them.
- King Atrax unwittingly alerted the Ancients to the location of Verra in his efforts to discover and exploit The Essence.
- The Ancients arrived at Verra through the Harbingers, which are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.
You're going to see lieutenants, captains, generals, and raid bosses and they're all going to take different forms because their whole perversion of Essence through the corruption is to take creation on the material realm, that the Pantheon of good Gods did, and twist and bend it to the corruption that exists within the Essence, because they view that as a more powerful form, a more raw and arcane form of what magic is meant to be used for. There's no point in these false constructs of morality when utilizing and harnessing the power that comes from the Essence. That is a social construct that was created by inferior gods, according to the Others; and it limits the ability of their creation to really capitalize on what the Essence is to be used for in its pure, innate nature. – Steven Sharif
- The Ancients' race exists in a cast-oriented system because the Essence has a profound effect biologically, physically, and visually on the appearance of the creatures that are manipulating it and are corrupted by it.
- Grunts are the peons or soldiers on the front lines who are specifically geared toward combat, or magic utilization, or specific environments or climates.
- Lieutenants have wing structures and more asymmetrical appearances.
- Captains and generals are also ranks in the caste system.
- Large raid bosses and/or world bosses are monolithic in their appearance and unlike what standard creatures look like. These are huge, imposing creatures.
The gods... wanted to represent their qualities, their characteristics, their attributes within creation with the creation of something, so they started with a race that are now known as The Ancients; and they imbued them with all of their qualities. Essentially now that that turned out to be a mistake because with those types of qualities all in one species there was a a pride that happened- a desire to become more; and that led a little bit of conflict between the Ancients; and actually there was a partition created between some of the the gods within the pantheon that embraced the idea of introducing the Ancients as part of essentially their plane of existence and teaching them the ways of the Essence, in all of its facets: not just what can be used for good, but also what could be used for evil as well. And three of the gods kind of split off and went against the quorum that was established about not interfering with the Ancients after they started this down this road of learning more of the essence and how to manipulate it; and these three gods are known as The Others. So the others really kind of embraced teaching the Ancients knowledge of the essence that they had learned through their eternal existence; and this caused a celestial battle to occur; and the pantheon of the Seven were able to defeat the others; and they banished the Ancients and the Others from the material plane and from the plane of the gods to the void which is the furthest from being connected to the essence. – Steven Sharif
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.
- These are sources of NPC events that players need to address before they grow out of hand.
- Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.
- If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.
- Corrupted areas do not confer corruption onto a player.
There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community. – Steven Sharif
Ashes of Creation Apocalypse lore
- Some unlucky citizens didn't quite make it through the gateways in time and fell back to the planet to fight for survival. This underpins the battle royale mode.
- Certain citizens are fighting for control over Castles that they believe to be last bastions of defense against the forces of corruption. This underpins the castle siege mode.
- The last stand against the forces of corruption takes place in the horde mode.
Initially you're playing the Battle Royale you're a part of the last group of survivors to try to leave Verra. And as you're leaving you get cut off. The slipstream ends and you start falling back to the planet. Now the activities that occur and the fighting amongst yourselves is a result of the influence of corruption: Corrupting your soul basically; and as we move into the Castle Siege mode that's where you see the survivors now trying to seek refuge in some of the last defendable bastions of of society. So you're kind of fighting over those for your families and your friends to get into that keep to try to ride out the storm so to say; and that's what the Castle Siege is predicated on. Then moving into the Hordes is this is now the final showdown. How long can you last? And that's kind of the narrative behind Apocalypse as a whole. – Steven Sharif
- Chapter 1 is called The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.
What happened before you came back? What did your ancestors have to go through? What did these civilizations have to endure? ... You get to experience the world of Ashes of Creation. You get to take a peek under the hood of the art assets and the style that that art will be when you play the game; and at the same time while you're doing all of that and we're hitting the servers with as many people as possible, we are continuing production and implementing new art; and we are updating those those chapters of this story; and that's what each season so speak is called for us is a chapter. In fact the first chapter of Apocalypse will be titled the Exodus. So chapter one is the Exodus and players will have an opportunity to earn unique rewards in each chapter. So that chapter's period of time is roughly ten weeks- between eight and twelve. We'll see how those go, but right now it's set for ten weeks; and every ten weeks you're going to see an introduction of new content. – Steven Sharif
Ashes of Creation Apocalypse battle royale corruption storm
|Circle number||Duration (mm:ss)||Shrink time (mm:ss)|
- A world with consequences.
- Livestream, 8 November 2020 (9:51).
- Ashes of Creation - A world with consequences.
- Livestream, 26 March 2021 (22:53).
- Video, 31 May 2020 (5:29).
- Podcast, 23 April 2018 (51:31).
- Interview, 18 July 2020 (41:54).
- MMOGames interview, January 2017
- Livestream, 30 January 2020 (1:40:48).
- Podcast, 5 May 2017 (43:05).
- Interview, 11 May 2018 (5:05).
- Podcast, 11 April 2021 (38:31).
- Livestream, 17 November 2017 (35:20).
- Livestream, 22 May 2017 (42:33).
- Interview, February 2017 (39:33).
- Interview, 27 April 2017 (0:17).
- Interview, 22 April 2019 (54:40).
- Livestream, 17 November 2017 (29:45).
- Interview, 27 April 2017 (1:18).
- Livestream, 30 April 2021 (1:14:49).
- Livestream, 27 August 2021 (1:20:09).
- Livestream, 27 August 2021 (1:20:51).
- Livestream, 12 May 2017 (24:52).
- Livestream, 30 July 2021 (1:10:34).
- Podcast, 11 April 2021 (34:41).
- Livestream, 30 November 2020 (1:09:06).
- Livestream, 31 October 2018 (44:12).
- Interview, 8 July 2020 (1:05:27).
- Podcast, 23 April 2018 (49:21).
- Livestream, 9 July 2018 (20:41).
- Interview, 18 July 2020 (44:35).
- Interview, 19 July 2020 (30:51).
- Livestream, 4 June 2018 (2:18).
- Livestream, 28 March 2020 (1:58:24).
- Livestream, 24 September 2021 (51:20).
- Livestream, 26 March 2021 (1:07:33).
- Interview, 18 July 2020 (27:11).
- Livestream, 19 May 2017 (13:37).
- Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- Interview, 7 February 2021 (13:14).
- Interview, 29 July 2020 (16:46).
- Livestream, 29 January 2021 (1:24:27).
- Livestream, 27 September 2018 (47:46).
- Interview, 11 May 2018 (15:41).
- Interview, 27 April 2017 (9:28).
- Livestream, 25 June 2021 (1:15:37).
- Interview, 11 May 2018 (3:43).
- Livestream, 28 May 2021 (1:50:50).
- Livestream, 22 December 2020 (1:13:51).
- Livestream, 15 May 2017 (36:23).
- Livestream, 25 February 2022 (1:06:45s).
- Livestream, 29 April 2022 (1:08:27).
- Livestream, 28 July 2017 (50:22).
- Interview, 20 January 2017 (06:12).
- Livestream, 24 May 2017 (48:00).
- The mighty beard!
- Unreal Engine Interview, 23 May 2017.
- Interview, 19 July 2020 (50:10).
- Interview, 20 July 2020 (13:33).
- Interview, 20 April 2018 (5:46).
- Livestream, 27 September 2018 (6:22).
- Livestream, 31 October 2018 (36:59).
- Interview, 20 July 2020 (15:18).
- Livestream, 8 April 2018 (23:04).
- Kickstarter $2,500,000 New Player Race Achieved.
- Livestream, 8 November 2020 (11:48).
- Livestream, 8 November 2020 (11:57).
- Livestream, 26 March 2021 (26:31).
- Blog: Creative Director's Letter, January 2021.
- Livestream, 8 November 2020 (12:47).
- Livestream, 8 November 2020 (0:00:00).
- Livestream, 8 November 2020 (05:31).
- Livestream, 8 November 2020 (00:49).
- Podcast, 15 November 2020 (42:22).
- Livestream, 8 November 2020 (10:41).
- Livestream, 26 March 2021 (50:03).
- Livestream, 25 June 2021 (1:13:30).
- Livestream, 28 January 2022 (1:17:12).
- Livestream, 25 June 2021 (1:32:24).
- Livestream, 6 December 2018 (14:32).
- Livestream, 6 December 2018 (28:45).
- Livestream, 27 September 2018 (24:09).