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PvP

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Alpha-2 open world caravan PvP.[2]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. 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.[3]

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
During sanctioned PVP events we turn off typical death penalties. You're not going to get res penalties. You're not going to get XP debt. You're not going to get durability damage. You will still drop the things you have in your inventory though: in your material inventory, specifically.[18]Chris Justo
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.[26]Steven Sharif

Background

While Ashes of Creation took inspiration from Lineage II (and other games) it has also addressed several flaws in the implementation of those games.[28][29][30][31] 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.[28]

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.[28]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.[28]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.[29][32][33][34][35] Corruption penalties occur as the corruption is gained.[36]
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.[37]Steven Sharif
  • Non-combatants can attack corrupted players without flagging themselves as combatants.[37][43]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[37][47]

Objective-based PvP battlegrounds

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.[48]

The majority of Ashes of Creation players will experience PvP through opt-in objective-based battlegrounds (also called sanctioned PvP events).[49][50][17][8][18] These are high risk and high reward encounters that do not utilize the corruption system.[8][9][10]

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..[8]Steven Sharif
  • Sanctioned PvP events allow players to join different teams during the event.[50][17][8]
There are going to be events with sanctioned PvP, where there are multiple team options to join.[50]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.[17]Steven Sharif
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.[56]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.[57]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.[6]Steven Sharif

Caravan PvP

Caravan PvP in Alpha-2.[58]

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.[59]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.[60]

Caravans create an objective-based PvP event in the open-world that players can choose to attack, defend, or ignore via a UI window.[60][61][62][63]

  • Only the caravan owner and those in the caravan's raid group will be able to see it on the world map.[64][65]
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.[64]Steven Sharif
  • Players that choose to attack or defend the caravan will be flagged as combatants.[66]
    • The UI notification will include the caravan owner's name and guild.[67]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[61]
    • Once registered as a defender, a player can't switch to attack the caravan.[68]
    • 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.[69]
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.[69]Steven Sharif
  • Players can be registered participants in a caravan event involving multiple caravans.[73][68] It is not possible for a player to participate in more than one caravan event at a time.[74]
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.[73]Steven Sharif
  • Players or mounts trying to block caravans will be pushed out of the way.[77][78]
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.[77]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.[79] 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 realm.[80]
  • There is no limit to the number of times caravans can be commandeered or the number of times caravans get destroyed and replaced.[81]
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.[81]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • A group will be required to successfully attack a caravan.[82][83]

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Sieges

Castle sieges

Alpha-1 castle siege gameplay.[1]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[3]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[84]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[88][89][90][91][92]
Q: Is 500x500 still the goal for castle sieges?
A: Our metrics currently point to a very positive trend when it comes to how the networking backend is facilitating Alpha-2 right now. Given that in order to achieve the types of player versus player scaling that we want to, we are not a far cry off from facilitating those types of numbers. So, I would say that given time and given the ability to inspect the Alpha-2 performance and the data that we collect with Alpha-2 tester participation, we are going to achieve 500 versus 500.[88]Steven Sharif
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[93]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[103]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[104][105][106]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[105]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[105][106]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[106][107]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[105][106]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[106][107]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[108]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[109]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[106]Steven Sharif

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Node sieges

Node sieges are scheduled for release in Alpha-2 phase-2.[110][111]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[112]Margaret Krohn

Node sieges enable players to destroy nodes starting at Village (stage 3).[112] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[94][113][114][115][116]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[116]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[93]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![6]Steven Sharif
We will have our first iteration of node sieges available come December 20th. This is going to be obviously an event that can occur based off of players acquiring a siege scroll. It'll be in its functional form to begin with and then we will continue to iterate and expand on it as we move forward.[110]Steven Sharif

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Guild wars

Guild wars are objective-based PvP events between guilds.[117][118] Guild war mechanics are work-in-progress and subject to change.[119]

Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[117]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

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Naval PvP

Ships moving into an open sea naval PvP zone (open waters/deep ocean areas) will automatically flag players as Combatants (purple).[123][124][8][14][15] Corrupted (red) players will remain red while in the open sea.[125][126][52]

Another important change that has occurred is the open seas is now an automatic flagged location. So when you move off of land we have a flagging system that protects and the open seas are international waters where you need to be careful; and there is a lot of opportunity at Sea; and because there's a lot of opportunity that's unique to that content- that's unique to that sea: that's treasure finding; that's NPCs; that's a lot of different stuff there needs to be risk associated with opportunity.[14]Steven Sharif
If you are not corrupt and you enter the open seas you will be taking a mitigated form of the death penalties, which means you will have a debuff applied upon death and in addition you will still suffer the gear degradation or gear decay upon death as well. But you will essentially be either significantly reduced in the experience debt accrued through death in the open seas if you're not corrupt, or there won't be experience debt accrued in the open sees if you are not corrupt.[125]Steven Sharif
  • Open sea zones have better resources in more abundance to compensate for the added level of risk.[123][7]
We have a very intuitive UI that as you approach the border between open sea and coastal area you are notified of that. You are warned ahead of time. There's a countdown when approaching. We interpolate the distance travel and speed you're moving and you get to see "I'm entering open waters"; and when you do you have this big trophy call out on screen that says "You have entered the open sea. Territory fraught."[127]Steven Sharif

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following cases.[15]

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Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server realm time. This is subject to testing.[86][87][128]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[129][130]
The key about the server prime time is that events cater to prime time. So, these inflection points where our expectation from a gameplay design is to allow or afford players an opportunity to participate in highly impactful events within the game: Those get delegated to prime time.[129]Steven Sharif

Open-world PvP

Open-world PvP in Ashes of Creation is subject to the player flagging and corruption systems.[8][11]

Q: In the open-world PvP system, will there be a "prevent attacking innocent" option that when turned on will prevent me from accidentally attacking a non-corrupted player?
A: The open-world flagging PvP system requires what we call the "Force function" in order to initiate an attack against another player, and by default that's even against players who are already flagged, though not against players who are corrupt; and they're in the settings. You will have options by which you can persist that force function if you wish through another keystroke input. And then additionally you can set your AoEs so that if you initiate an AoE attack against a location and there are flagged players there, you will either- you can set it so that you can automatically hit those flagged players, but by default it doesn't. So, those are options in your in your settings that you will have access to and be able to adjust.[134]Steven Sharif

Player flagging

The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[132][98][135][136]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[135]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[137]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[138]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[139][140]
  • Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[141]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[35]

  • Non-combatant (green)
    • All players start as non-combatants.[43]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[142][143]
    • 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.[144]
    • 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.[29]
    • Player flagging can be triggered by looting a non-corrupted character who is not in the same raid, party, or guild within a certain timeframe.[145][146] Previously it was stated that non-combatants will not be flagged for looting bodies.[147]
    • A UI setting will able players to opt-in to allow (or prevent) their beneficial spells or non-beneficial AoEs, from hitting combatants.[148][134][149]
There's supposed to be a combat setting that allows you to, by default, not affect non-flagged players with AoE. So, even if you're force flagged, that setting only applies the targeted spell against other flagged or corrupted players.[148]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.[134][150][43]
    • 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.[35]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[37][44][45][46]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[43]
    • Players are not able to manually set their flagging status to combatant.[150]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[152]
    • Players cannot log out while flagged as combatants.[47]
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.[153]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.[154][139][136]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[154]
    • A character's Blight increases with each non-combatant player killed over the lifetime of that character.[8][29][32][33][35]
    • The wider the level disparity between the players, and the higher the attacker's Blight, the more corruption score they gain.[8][29][32][33][35]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[136]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[43]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[155]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[37][47]
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.[144]Steven Sharif

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Player corruption

Corrupted player in the Alpha-1 preview.[158]

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.[39]Steven Sharif

If a combatant (purple) character, or their summon, kills (PKs) a non-combatant (green) character, or any of their controlled entities, in Open-world PvP, they will be flagged as corrupted (red).[159][154][139][136] Corruption gained for killing controlled entities is a lower value than killing players.[154] Player corruption is a status effect (status condition).[160]

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.[135]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.[21]Steven Sharif
  • A player's corruption score (corruption value) increases with each non-combatant player killed.[159][8][32][33][35] Corruption score has a scaling impact on the efficacy of a character's skills in PvP combat.[161][37][34] 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.[40]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.[163]Steven Sharif
    • Corruption penalties occur as the corruption is gained.[36]
Blight is essentially a cumulative PK score that gets kept track of as a stat on your character and even if you have no corruption but you've killed 30 people over the last five days, and you worked off that corruption, your 31st kill will accrue much faster corruption, and so will your 32nd and 33rd regardless of your corruption states. So that is intended to to help curtail the amount of corruption that's happening.[165]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..[166]Steven Sharif
  • Corruption during Alpha-2 is actively being iterated on. It will likely be over-tuned be more debilitating to compensate for players who are not concerned with losing gear or progression during a testing phase.[167][168]
The corruption system has been something that we have prioritized iteration on over the course of these last few weeks as, of course, there is a competing problem with corruption right now, in the sense that 1) it's not fully feature complete, but 2) we're also in a temporary phase of development being in Alpha, where a lot of player perspective on their gear potential loss and/or progression loss that corruption is supposed to deter for is just not as strong hitting in an Alpha environment, where people are willing to lose their character. So, in that sense we're going to balance a little bit perhaps overbalance for corruption during the testing period.[167]Steven Sharif
  • Corrupted players may kill bounty hunters without acquiring additional corruption score.[169][155]
    • Corrupted player's combat penalties do not apply when battling bounty hunters.[169]
  • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[37][47]
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.[172]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.[173]Steven Sharif
  • There are no plans currently to introduce policies or mechanics for players to designate specific areas as corruption-free or "high stakes" zones.[25][26]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Corruption has a visible effect on a player’s appearance.[177]

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Hunting grounds

You are on the prowl, and notice an unsuspecting player chopping trees. What would you do?[178]

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[179]

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.[182]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.[181]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.[183]

Read more...

Arenas

Arenas are instanced PvP scenarios and are not part of open world PvP.[185][186]

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.[185]Steven Sharif

Arena ladder

The arena ladder system records a player's progress within PvP seasons based on their arena win/loss ratios.[185][188]

  • Titles can be received from arena play.[192]
  • Other rewards will be revealed at a later time.[191]
  • Arena points that can be used to buy gear is not currently in the design.[192]

Read more...

PvP quests

There will be PvP quests in Ashes of Creation.[197]

There are quests that interact with PvP. PvP is not a secondary component of the game. PvP is an equitable component of the game. Remember we are a PvX game, which means that we emphasize both PvE quest lines and story modes and content as well as PvP. It is an intended design theory for Ashes of Creation that the world is not filled with just your friends. The world is also filled with adversaries; and because of that we will provide opportunities to encourage social friction; and that may be in the form of these PvP oriented questlines.[197]Steven Sharif

Factions

There are no predefined factions in Ashes of Creation.[198][199]

It's important to note that Ashes of Creation is a non-faction-based game. What that means is you're not told who your enemy and your friend is. You are not restricted with the players that you can participate in content with. Instead that choice is left to you, the players, and that is an element of the sandbox environment that we're trying to create with Ashes of Creation.[198]Steven Sharif
Because we are non-faction-based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[200]Steven Sharif
This brings in the concept of what's called pseudo factions; and again we are not a faction-based game by design, however we do introduce many mechanisms by which pseudo factions can come to be; and the reason for that is because these pseudo factions help create player friction, which relate to the last conversation we just had, the last question: how do we soft introduce opportunities where players interests can be at odds even within their guild organizations. If you have a node that half of your members are a part of and a node that another half of your members are a part of, and you have an adversary who is aware of this, they can start to pit interests against against one another, because of the scarcity of resource design. So, by that truth we want nodes to be apart and separate from guilds. We want social organizations to be apart and separate. We want religions to be apart and separate. These are all competing progression paths that don't have really a strong relationship with guilds.[201]Steven Sharif

Affiliations

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[160][204][205]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[204]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[205]Steven Sharif

Read more...

Threat assessment

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[206]Steven Sharif

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[207][208][209][210]

  • This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing, but will not reveal the exact gear items.[207][209] The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[211]
I think that players tend to look at transmog as an additional layer of obfuscation for you, as a player in PvP, to understand who and what you're going up against. And that is why, from a design perspective, I've included this concept of essentially [a] gear composition buff that players, when selecting a target can see they're wearing three pieces of light and five pieces of heavy. That gives you an indicator of at least their kind of damage mitigation stat against what types of incoming damage power. So, I think that to a degree counters the concern around transmog, but still allows for players to leverage that cosmetic flare and customization option.[207]Steven Sharif
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[210]Steven Sharif

Player health

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[214]

Players that are not in the same party, raid, alliance, or guild will not be able to see other player's exact health bar values or percentages.[215][216][214][144][217][166] This information will instead be displayed in quarters. A player may be able to progress to see sixths or eighths.[216]

  • NPCs will always show exact health values.[215]
  • Previously it was stated that a player's name plate would deteriorate to give an indication of how much damage they have taken.[217][166][218]
If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[216]Steven Sharif

Character nameplate

Alpha-2 nameplates, targeting plates, and raid frame UI.[220]

There have been some updates to a little bit of the nameplates that Colby and the UI team have implemented, as well as some of the targeting plates as well.[220]Steven Sharif

Nameplate in the Alpha-2 party UI.[221]

The icon in the corner next to Steven's nameplate: that little icon is actually his secondary archetype that he hasn't unlocked.[222]Margaret Krohn

Nameplates are displayed above the head of player characters and NPCs. These are currently undergoing rework by the UI engineering team.[223][224]

  • The size and priority of nameplates will be relate to their distance (away from the camera).[225]
You can set nameplates to always appear. You can set it to only appear on targets. You can set it to only appear on targets that have taken damage. You can set it to only appear on targets that are aggroing you or your party members. You can set it for your allies, for yourself, for whatever: There's a lot of highly customizable options that are currently in the game.[228]Steven Sharif
Player character nameplates
Summons nameplates
  • Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[232]
Mob nameplates
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Player death

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[236][237][238][41][239]

We have the concept of introducing flagging as a part of looting a body that is not a member of your raid, party, or guild; and if you do loot that body successfully after the required time you will be flagged and then can become a valid target in PvP.[146]
  • The developers intend to have a visual callout and a minimap indicator to identify a player's own loot pile.[240]
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.[244]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.[245]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[245][246]
  • Death by falling is possible.[249]
    • 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.[249]

Death penalties

Player death in an open world dungeon in Alpha-1.[253]

There are three primary consequences for dying; and obviously the way you die can influence the balance of those three consequences. First and foremost is you have a death debuff that lasts for you know anywhere from 5 to 10 minutes depend depending on how often you've died. That death debuff is going to have some stat and dampening effects. It's going to influence you negatively. The second thing that you have that happens to you is you acquire experience debt. Experience debt is something that lives on your progression tracker. This is experience debt that you need to go and gain experience in order to recover. Okay, now experience debt- the more you accumulate, the more impact it has stat dampening on your efficacy in battle and this is efficacy in battle with PvP or PvE. It doesn't matter. Now, the ceiling for that is, if you accrue 100% experience debt within a level, you're going to have to work off that 100% experience debt; and you will have roughly 20% max ceiling on how much your efficacy is curbed. The third thing that happens on death is that you drop parts of your material inventory: a percentage of your material inventory. Now, you could drop potentially completed items if you're corrupt when you die, so it depends the state in which you're dying. If you're when you die: if you're participating in PvP, you will suffer less consequences across the board for those three things.[55]Steven Sharif

Objective-based PvP events accumulate lesser amounts of experience debt on death, but other penalties remain.[55][16] Previously it was stated that death penalties are not applied to event-based deaths.[17][8][18][19][20][10]

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[125]

  • These penalties will be less than those for a green player.[266]
Q: We know that the normal death penalty incurs a myriad of penalties for the player, but we don't know the numbers behind this penalty. For instance, what percentage of materials do players drop? What percentage of glint is dropped? How severe is the skill and stat dampening? What is the average time it will take a player to work off XP debt from one death?
A: You're asking about percentile values. You're asking about time that it takes to recoup the percentage and whatnot. Any time that we're at a stage we're in now, and that in Alpha-2 we're going to be testing this, those values are the most subject to change. So to be clear, we're going to do [a] best-guess balance pass for Alpha-2 with the full expectation and understanding that the purpose is- and take into consideration player interaction with those numbers, and what feels best. So just off the bat, those values are not what we should be focusing on at this stage; but, to give you an idea where we are: First of all, when we're talking about dropping items that are in your material inventory, whether that be glint or that be other material types, we're talking roughly between anywhere from 20 to 30% of a stack is going to be lootable on a per-death basis. Now, that is a value that can change based off of the types of bags that you are using to carry those materials. In addition, there's other progression that can allow you, and some stats I believe, that can allow you to mitigate that value also. When we are talking about the percentage that's lost, or excuse me, not lost, the percentage of your level that is accrued as experience debt from death, generally you can expect that that's going to live around three to four percent of the level in accrued experience debt per death. However, additionally, there is a way to mitigate that percentage debt; and that is through the resurrection ability that's provided to Clerics. So, Clerics have the ability to resurrect their allies, and that resurrection will return a percentage that would have been accrued as experience debt. And that return percentage is predicated on the investment into the resability [sic], as well as the stat of the Cleric that is tied to the resurrection effect as well. So those can return percentages, so you can mitigate that to a degree. How long will it take you to recover that, and what stat dampening occurs? Anywhere within a level, if you acquire 100% experience debt for that level, you max out the experience debt, essentially, you don't ever buy that down, you're probably looking around a 20% stat efficacy dampener. So on average, if you're at 100% debt for a level, and you got to work all that off before you can start progressing at the level again, you're at around 20% overall stat dampening. Time it takes you to regain that debt is predicated on the level you're at and how you exp. So, that's a highly variable value.[254]Steven Sharif

Safe zones

Currently the plan is when you're on the footprint of a home, you can't be damaged by other players. Like all things that are a work in progress, this can change... which ties to your other question. Where specifically PvP can or can't happen isn't a core pillar. For example, when we said while on the footprint of your home building on a Freehold that you can't be harmed by other players, this doesn't change a core pillar of the game. Alpha Two will be significant moment for us to test, to get feedback, and iterate on things.[268]Ry Schueller
Q: Does 'home' also mean apartment or in-node house?
A: Home is the "home area" of player housing. Instanced apartments and inns are player housing.[267]Ry Schueller
Q: Why was it decided to allow some areas to have "PvP light" interactions?
A: Part of that has to do with the current state of our guard deterrence and fine-tuning that- also some of that has to do with we don't have a cumulative corruption PK tracker, which is supposed to augment the amount of corruption you gain on PKs. So, right now what's happening is we have a lot of players that are just going red on other players, killing themselves, making sure they're not losing their gear as a result of that, having a friend nearby, and then they can go kill another person right after and just do recycle repeat. And so, in order for that to actually have sting, we need to keep a cumulative value on the corruption occurrences. So, if I kill you once and then I lose my corruption and I come back and kill you a second time, I'm gaining more base corruption as a result of that cumulative value. And so that acts as a deterrent for me, because eventually if I kill 10, 20 people, this character now is going to be real painful for me to kill one person again in the future, and that's going to deter me from doing it. So in order to help alleviate that, what we have done is we've taken our PvP zone tech, which is applied to the lawless territories, we've created the inverse of that and created this PvP suppression zones, and we'll be applying that to certain locations temporarily until the long-term intended system goals of PKing, corruption, and flagging come online to do the proper deterrence.[273]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[279]

Read more...

PvP seasons

Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of ~6 month PvP seasons (season duration is subject to Alpha-2 testing). At the end of each season, a player's cumulative score may unlock various rewards.[280][185][281]

The goal there is obviously that players can rinse clean the history in the season and start fresh. Whether or not those will be six-month, I think that's the goal of Alpha-2 is to help test that. It might be shorter than that, but the intent is to have a system that provides ability to track your wins and losses and to have those wiped fresh on some cadence.[280]Steven Sharif

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server realm.[282]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[282]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[284]

Leaderboards may be seasonal.[285]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[284]Margaret Krohn
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[287][288]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[288]Steven Sharif

Duels

Duels won't be considered a part of the flagging system. The duels are going to be a self-contained event that gets opted into by the inviter and the participants.[290]Steven Sharif

Time to kill

Caravan PvP in Alpha-2.[58]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[216]Steven Sharif

Time to kill (TTK) will be tuned during Alpha-2 testing.[293]

How [constitution] scales towards HP, how damage mitigation scales, how damage values scale across ability usage: all of those things are made so that they're extremely tunable; and over the course of phase one, phase two, and phase three, we're going to be making a lot of balance changes. At first it'll start broad stroke and then once those broad strokes start to dial in where we want to be- and where we want to be is going to be partly informed by player feedback.[293]Steven Sharif
  • Time-to-kill in 1v1 PvP is expected to be between 10 and 30 seconds for same level players with equivalent gear, but this can vary based on the archetypes in question.[294][216] Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[295]
Q: What is the intended time-to-kill in both 1v1 or group PvP scenarios?
A: If I were to say average TTK between same level characters and average gear score, I would say that we're probably talking anywhere from 10 to 15 seconds upwards of 30 seconds, depending on the archetype. So, obviously the more restorative archetypes, like a Cleric or whatever, might be able to last longer, or a Tank might be able to last longer if they're facing another Tank or if they're facing another Cleric. Then it's going to be a 'whiffle bat fest' or something. And then, if you're talking about two DPS against each other, that's going to be real fast. So I would say that's generally the intent. Now what does that mean when talking about group play? That means that if you are really organized in the way that you have um targeting and target assists and that you call- raid calling, there is opportunities there to have multiple DPSs take out a target real quick. And because of that type of precision gameplay, it really raises the skill ceiling when talking about organization and how players play with each other, because now the room for error is smaller; and that is something that I think is important in any competitive style of game which a PvX game is relatively competitive. So that's why we tend to go on the smaller TTK side.[294]Steven Sharif
  • Average non-elite mob PvE time-to-kill for a solo player is intended to be around 6 seconds.[298]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[299]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[299]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[299]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[299]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[299]Steven Sharif

Headshot mechanics

Headshot mechanics (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[299][300][301]

Stat growth

Equalized PvP

There will not be equalized PvP in the open world. There may be equalized PvP in certain arena battlegrounds under specific circumstances.[315]

Gameplay videos

Visuals

Community guides

See also

References

  1. 1.0 1.1 Video, May 28, 2021 (25:44).
  2. Video, January 31, 2024 (3:22).
  3. 3.0 3.1 About Ashes of Creation.
  4. pvp catalyst.png
  5. Ashes of Creation FAQ.
  6. 6.0 6.1 6.2 Video, April 30, 2017 (5:31).
  7. 7.0 7.1 7.2 7.3 Livestream, October 28, 2022 (1:41:55).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 8.14 8.15 8.16 8.17 8.18 8.19 8.20 8.21 8.22 8.23 8.24 8.25 8.26 8.27 8.28 8.29 8.30 8.31 8.32 8.33 8.34 8.35 Livestream, October 28, 2022 (24:28).
  9. 9.0 9.1 9.2 9.3 9.4 Livestream, April 29, 2022 (41:27).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 Livestream, May 5, 2017 (14:26).
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 pvp meaningful.png
  12. 12.0 12.1 12.2 Podcast, April 11, 2021 (49:40).
  13. 13.0 13.1 Livestream, November 17, 2017 (45:19).
  14. 14.0 14.1 14.2 14.3 Livestream, August 26, 2022 (1:00:14).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Livestream, April 30, 2021 (1:06:41).
  16. 16.0 16.1 16.2 16.3 16.4 Video, May 31, 2024 (1:02:06).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Livestream, February 24, 2023 (1:29:45).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Livestream, June 30, 2022 (1:14:52).
  19. 19.0 19.1 19.2 19.3 Livestream, August 27, 2021 (1:22:56).
  20. 20.0 20.1 Livestream, December 22, 2020 (1:13:51).
  21. 21.0 21.1 21.2 Livestream, October 28, 2022 (13:53).
  22. 22.0 22.1 steven-lawless-zones2.png
  23. steven-lawless-zones.png
  24. Livestream, August 16, 2024 (55:18).
  25. 25.0 25.1 Podcast, May 10, 2024 (24:51).
  26. 26.0 26.1 26.2 Livestream, March 31, 2022 (1:12:27).
  27. Livestream, October 14, 2022 (51:25).
  28. 28.0 28.1 28.2 28.3 28.4 steven-asmon-open-world-pvp.png
  29. 29.00 29.01 29.02 29.03 29.04 29.05 29.06 29.07 29.08 29.09 29.10 29.11 29.12 CC effects do notapply to non-combatants.png
  30. 30.0 30.1 30.2 30.3 steven-l2.png
  31. 31.0 31.1 Interview, August 24, 2018 (8:35).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 steven-corruption-value.png
  33. 33.00 33.01 33.02 33.03 33.04 33.05 33.06 33.07 33.08 33.09 33.10 33.11 Interview, July 18, 2020 (41:54).
  34. 34.0 34.1 steven-corruption-score.png
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 35.8 MMOGames interview, January 2017
  36. 36.0 36.1 36.2 36.3 corruption.jpg
  37. 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 37.12 Livestream, October 28, 2022 (26:48).
  38. 38.0 38.1 Interview, May 11, 2018 (5:05).
  39. 39.0 39.1 39.2 39.3 39.4 Podcast, April 23, 2018 (51:31).
  40. 40.0 40.1 40.2 40.3 40.4 Livestream, May 22, 2017 (42:33).
  41. 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Podcast, May 5, 2017 (43:05).
  42. Interview, July 18, 2020 (44:35).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 Interview, April 27, 2017 (0:17).
  44. 44.0 44.1 44.2 steven-healing-corrupt.png
  45. 45.0 45.1 45.2 Interview, April 22, 2019 (54:40).
  46. 46.0 46.1 46.2 Livestream, November 17, 2017 (29:45).
  47. 47.0 47.1 47.2 47.3 steven-flagging-logout.png
  48. 48.0 48.1 Types of Events on Verra.
  49. 49.0 49.1 49.2 49.3 49.4 Interview, November 10, 2024 (1:38:02).
  50. 50.0 50.1 50.2 Video, September 29, 2023 (2:59).
  51. Livestream, May 19, 2017 (45:14).
  52. 52.0 52.1 52.2 jindrack-pvp-events.png
  53. Livestream, April 29, 2022 (27:42).
  54. City hall.
  55. 55.0 55.1 55.2 55.3 55.4 55.5 55.6 55.7 55.8 55.9 Podcast, October 12, 2024 (33:12).
  56. 56.0 56.1 Twitch Bustin - PvP Spectating.
  57. 57.0 57.1 Livestream, October 31, 2023 (1:14:00).
  58. 58.0 58.1 Video, January 31, 2024 (5:22).
  59. Video, January 31, 2024 (2:19).
  60. 60.0 60.1 Video, January 31, 2024 (9:17).
  61. 61.0 61.1 Interview, March 27, 2020 (16:19).
  62. caravan UI.png
  63. Livestream, May 22, 2017 (40:40).
  64. 64.0 64.1 Livestream, January 31, 2024 (1:10:03).
  65. Video, January 31, 2024 (10:15).
  66. caravan zone.png
  67. Livestream, October 31, 2023 (1:32:54).
  68. 68.0 68.1 Video, October 31, 2023 (37:16).
  69. 69.0 69.1 Livestream, October 31, 2023 (1:11:26).
  70. Livestream, January 31, 2024 (1:15:05).
  71. 71.0 71.1 Video, October 31, 2023 (29:36).
  72. 72.0 72.1 Livestream, January 29, 2021 (1:25:14).
  73. 73.0 73.1 Livestream, October 31, 2023 (1:32:04).
  74. Livestream, October 28, 2022 (1:36:10).
  75. Livestream, October 31, 2023 (1:08:22).
  76. Livestream, October 31, 2023 (1:33:48).
  77. 77.0 77.1 77.2 Livestream, October 31, 2023 (1:30:52).
  78. Livestream, April 28, 2023 (1:21:29).
  79. Livestream, October 31, 2023 (1:27:50).
  80. Livestream, July 25, 2020 (55:32).
  81. 81.0 81.1 Livestream, February 29, 2024 (1:27:36).
  82. Livestream, May 15, 2017 (45:20).
  83. Livestream, May 22, 2017 (40:41).
  84. 84.0 84.1 castle nodes.png
  85. Livestream, July 29, 2022 (1:12:14).
  86. 86.0 86.1 Interview, July 29, 2020 (31:05).
  87. 87.0 87.1 Interview, July 18, 2020 (13:13).
  88. 88.0 88.1 Interview, October 16, 2024 (10:18).
  89. Livestream, September 24, 2021 (52:48).
  90. Interview, July 8, 2021 (57:19).
  91. Interview, July 19, 2020 (44:28).
  92. castle-siege-scale.png
  93. 93.0 93.1 Twitch Bustin - Practice Sieges?
  94. 94.0 94.1 94.2 Interview, November 10, 2024 (13:47).
  95. 95.0 95.1 Livestream, July 3, 2024 (1:59:34).
  96. 96.0 96.1 steven-instancing.png
  97. 97.0 97.1 Podcast, May 10, 2024 (46:50).
  98. 98.0 98.1 98.2 98.3 98.4 Livestream, March 31, 2023 (1:00:16).
  99. 99.0 99.1 Livestream, January 28, 2022 (17:50).
  100. steven-siege-zone.png
  101. Livestream, April 30, 2021 (41:18).
  102. Blog: Creative Director's Letter, April 14 2021
  103. Interview, September 10, 2023 (25:14).
  104. Livestream, July 31, 2024 (2:40:49).
  105. 105.0 105.1 105.2 105.3 Livestream, August 28, 2020 (1:43:03).
  106. 106.0 106.1 106.2 106.3 106.4 106.5 Podcast, April 23, 2018 (21:55).
  107. 107.0 107.1 Livestream, August 23, 2017 (23:00).
  108. Podcast, April 23, 2018 (15:14).
  109. castle-taxes5.png
  110. 110.0 110.1 110.2 Livestream, November 27, 2024 (19:51).
  111. 111.0 111.1 2024-11-27 - Development Update with Alpha Two Giants and Demons.
  112. 112.0 112.1 112.2 Blog - Know Your Nodes - Advance and Destroy.
  113. 113.0 113.1 Livestream, April 28, 2023 (1:28:14).
  114. 114.0 114.1 Interview, June 13, 2021 (36:38).
  115. Interview, May 11, 2018 (44:20).
  116. 116.0 116.1 A reactive world - Nodes.
  117. 117.0 117.1 Interview, September 10, 2023 (18:10).
  118. Podcast, August 4, 2018 (1:54:15).
  119. Interview, October 16, 2024 (44:49).
  120. Livestream, August 16, 2024 (55:12).
  121. Livestream, March 31, 2023 (1:24:21).
  122. Livestream, May 15, 2017 (17:20).
  123. 123.0 123.1 123.2 Interview, November 10, 2024 (1:49:26).
  124. Interview, November 10, 2024 (1:46:01).
  125. 125.0 125.1 125.2 125.3 125.4 125.5 125.6 125.7 Interview, July 9, 2023 (36:56).
  126. 126.0 126.1 jindrack-naval-pvp.png
  127. 127.0 127.1 Livestream, August 26, 2022 (1:03:43).
  128. Interview, July 8, 2020 (22:37).
  129. 129.0 129.1 Livestream, May 31, 2024 (1:48:21).
  130. steven-wars-prime-time.png
  131. Livestream, October 25, 2024 (29:53).
  132. 132.0 132.1 132.2 132.3 Livestream, April 28, 2023 (2:06).
  133. Podcast, September 29, 2021 (35:17).
  134. 134.0 134.1 134.2 Livestream, December 2, 2022 (2:41).
  135. 135.0 135.1 135.2 Livestream, May 31, 2023 (1:30:45).
  136. 136.0 136.1 136.2 136.3 136.4 pvp flagging.png
  137. 137.0 137.1 Livestream, May 12, 2017 (24:52).
  138. pvp camping.png
  139. 139.0 139.1 139.2 139.3 steven-summons-pvp-1.png
  140. steven-summons-pvp-2.png
  141. Livestream, July 28, 2023 (3:58).
  142. Livestream, October 28, 2022 (1:34:52).
  143. PvP.jpg
  144. 144.0 144.1 144.2 144.3 Livestream, July 30, 2021 (1:10:34).
  145. 145.0 145.1 145.2 145.3 145.4 Alpha-2 update notes: 2024-11-14.
  146. 146.0 146.1 146.2 Interview, November 10, 2024 (1:01:13).
  147. Podcast, April 11, 2021 (34:41).
  148. 148.0 148.1 Interview, November 10, 2024 (35:53).
  149. Interview, July 8, 2020 (1:05:27).
  150. 150.0 150.1 Livestream, November 30, 2020 (1:09:06).
  151. Livestream, October 31, 2018 (44:12).
  152. steven-flagging-duration.png
  153. Podcast, April 23, 2018 (49:21).
  154. 154.0 154.1 154.2 154.3 Livestream, October 28, 2022 (1:35:36).
  155. 155.0 155.1 Interview, April 27, 2017 (1:18).
  156. flagging.jpg
  157. pvp flagging lockouts.png
  158. Video, May 31, 2020 (5:29).
  159. 159.0 159.1 159.2 Interview, November 10, 2024 (34:26).
  160. 160.0 160.1 160.2 160.3 160.4 160.5 160.6 160.7 160.8 Livestream, July 29, 2022 (1:07:20).
  161. 161.0 161.1 161.2 Livestream, October 25, 2024 (38:19).
  162. 162.0 162.1 Livestream, November 17, 2017 (35:20).
  163. Podcast, April 11, 2021 (38:31).
  164. steven-pk-value.png
  165. Interview, November 10, 2024 (35:06).
  166. 166.0 166.1 166.2 166.3 166.4 Livestream, January 30, 2020 (1:40:48).
  167. 167.0 167.1 Interview, November 10, 2024 (33:17).
  168. Interview, October 14, 2024 (17:17).
  169. 169.0 169.1 steven-bounty-hunters-1.png
  170. 170.0 170.1 Livestream, February 24, 2023 (1:12:24).
  171. 171.0 171.1 Livestream, April 30, 2021 (1:14:49).
  172. Livestream, August 27, 2021 (1:20:09).
  173. Livestream, August 27, 2021 (1:20:51).
  174. 174.0 174.1 vaknar-gold.png
  175. Livestream, March 31, 2023 (54:22).
  176. Livestream, June 25, 2021 (1:32:24).
  177. Interview, February 1, 2017 (39:33).
  178. Twitter - What a glorious day for ganking!
  179. 179.0 179.1 Livestream, July 9, 2018 (44:56).
  180. Livestream, November 17, 2017 (45:17).
  181. 181.0 181.1 Livestream, June 1, 2017 (35:42).
  182. Livestream, May 19, 2017 (24:17).
  183. pvp about.png
  184. Video, July 16, 2017 (0:01).
  185. 185.0 185.1 185.2 185.3 185.4 Livestream, September 24, 2021 (1:22:46).
  186. Livestream, May 5, 2017 (16:53).
  187. Livestream, 2017-18-7 (15:15).
  188. 188.0 188.1 188.2 partysize.png
  189. Livestream, May 26, 2017 (48:12).
  190. 190.0 190.1 190.2 Livestream, October 28, 2022 (1:38:33).
  191. 191.0 191.1 arena rewards.png
  192. 192.0 192.1 192.2 192.3 192.4 Podcast, May 11, 2018 (52:20).
  193. gladiators.jpg
  194. Livestream, May 26, 2017 (29:13).
  195. Interview, March 27, 2020 (11:04).
  196. Livestream, August 23, 2017 (16:44).
  197. 197.0 197.1 Livestream, May 31, 2023 (1:06:47).
  198. 198.0 198.1 Livestream, May 31, 2023 (45:53).
  199. Livestream, May 26, 2017 (39:36).
  200. Livestream, 2018-04-8 (PM) (11:27).
  201. 201.0 201.1 201.2 201.3 Interview, November 10, 2024 (23:18).
  202. 202.0 202.1 202.2 202.3 Interview, July 18, 2020 (22:26).
  203. Livestream, May 26, 2017 (49:05).
  204. 204.0 204.1 204.2 204.3 204.4 204.5 204.6 204.7 Livestream, March 29, 2019 (17:10).
  205. 205.0 205.1 205.2 205.3 205.4 205.5 205.6 205.7 205.8 Interview, May 11, 2018 (58:07).
  206. Podcast, September 29, 2021 (52:58).
  207. 207.0 207.1 207.2 Interview, November 10, 2024 (56:29).
  208. 208.0 208.1 208.2 208.3 208.4 Livestream, August 28, 2020 (2:07:26).
  209. 209.0 209.1 209.2 209.3 209.4 Livestream, July 25, 2020 (53:08).
  210. 210.0 210.1 210.2 Livestream, June 26, 2020 (1:28:10).
  211. Livestream, July 28, 2017 (23:20).
  212. 212.0 212.1 Livestream, July 28, 2017 (1:34:55).
  213. Official Livestream - May 4th @ 3 PM PST - Q&A
  214. 214.0 214.1 [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  215. 215.0 215.1 215.2 215.3 Livestream, May 31, 2024 (1:59:02).
  216. 216.0 216.1 216.2 216.3 216.4 216.5 216.6 216.7 Livestream, January 31, 2024 (59:45).
  217. 217.0 217.1 217.2 217.3 Livestream, July 25, 2020 (1:33:37).
  218. steven-health-nameplate.png
  219. Constitution Stat Description.png
  220. 220.0 220.1 Video, May 31, 2023 (11:13).
  221. Video, March 31, 2023 (10:09).
  222. 222.0 222.1 222.2 Livestream, March 31, 2023 (56:44).
  223. 223.0 223.1 223.2 Interview, October 14, 2024 (22:10).
  224. 224.0 224.1 Interview, May 11, 2018 (2:45).
  225. Livestream, January 27, 2023 (1:08:45).
  226. Livestream, October 14, 2022 (48:45).
  227. Livestream, September 30, 2022 (1:23:28).
  228. 228.0 228.1 Livestream, March 29, 2024 (2:06:06).
  229. Livestream, December 2, 2022 (1:03:28).
  230. Livestream, May 22, 2017 (51:00).
  231. X.com - Hidden HP Values.
  232. Livestream, January 29, 2021 (1:21:01).
  233. Livestream, January 27, 2023 (1:09:36).
  234. Video, February 29, 2024 (19:35).
  235. Video, May 31, 2024 (1:02:35).
  236. Livestream, September 24, 2021 (51:20).
  237. 237.0 237.1 237.2 Livestream, March 26, 2021 (1:07:33).
  238. 238.0 238.1 a419c5398b542a713545e4f393d67215.png
  239. 239.0 239.1 Interview, July 18, 2020 (27:11).
  240. Interview, November 10, 2024 (1:03:05).
  241. 241.0 241.1 Interview, November 10, 2024 (59:42).
  242. Podcast, July 15, 2023 (26:31).
  243. Livestream, April 28, 2023 (1:18:48).
  244. Podcast, July 15, 2023 (28:28).
  245. 245.0 245.1 Livestream, January 29, 2021 (1:24:27).
  246. Livestream, September 27, 2018 (47:46).
  247. Livestream, November 30, 2023 (1:52:37).
  248. 248.0 248.1 248.2 Interview, September 10, 2023 (53:47).
  249. 249.0 249.1 Livestream, February 25, 2022 (1:06:45).
  250. 250.0 250.1 Livestream, April 29, 2022 (1:08:27).
  251. Livestream, July 28, 2017 (50:22).
  252. Interview, November 10, 2024 (1:44:06).
  253. Livestream, March 28, 2020 (1:58:24).
  254. 254.0 254.1 254.2 254.3 Livestream, March 29, 2024 (3:21).
  255. Livestream, May 19, 2017 (13:37).
  256. 256.0 256.1 Livestream, December 2, 2022 (1:26:02).
  257. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  258. 258.0 258.1 Interview, February 7, 2021 (13:14).
  259. Interview, July 29, 2020 (16:46).
  260. Interview, May 11, 2018 (15:41).
  261. steven-corruption-gear-drop.png
  262. Interview, April 27, 2017 (9:28).
  263. Interview, October 14, 2024 (31:35).
  264. Livestream, June 25, 2021 (1:15:37).
  265. Livestream, May 15, 2017 (36:23).
  266. Interview, July 9, 2023 (38:03).
  267. 267.0 267.1 ry-home.png
  268. 268.0 268.1 ry-safe-zones.png
  269. 269.0 269.1 Livestream, June 30, 2023 (1:49:00).
  270. Livestream, November 19, 2021 (54:26).
  271. Livestream, August 28, 2020 (2:04:00).
  272. Livestream, May 19, 2017 (28:04).
  273. 273.0 273.1 Interview, October 20, 2024 (54:12).
  274. Interview, October 14, 2024 (38:00).
  275. Interview, November 10, 2024 (38:46).
  276. 276.0 276.1 steven-reddit-pvp-suppression.png
  277. 277.0 277.1 Podcast, October 12, 2024 (23:34).
  278. Livestream, February 28, 2020 (1:14:38).
  279. Livestream, October 16, 2017 (59:39).
  280. 280.0 280.1 Livestream, April 30, 2024 (1:11:12).
  281. 281.0 281.1 281.2 281.3 Interview, July 18, 2020 (16:34).
  282. 282.0 282.1 282.2 282.3 282.4 282.5 282.6 Podcast, August 4, 2018 (1:47:21).
  283. 283.0 283.1 steven-pvp-metrics.png
  284. 284.0 284.1 284.2 284.3 284.4 284.5 284.6 Livestream, May 31, 2023 (2:21).
  285. 285.0 285.1 285.2 Livestream, July 18, 2017 (58:50).
  286. Livestream, May 15, 2017 (44:10).
  287. 287.0 287.1 287.2 287.3 Livestream, June 25, 2021 (1:12:37).
  288. 288.0 288.1 288.2 288.3 Interview, July 29, 2020 (14:28).
  289. 289.0 289.1 Livestream, August 16, 2024 (1:53:31).
  290. 290.0 290.1 290.2 290.3 Livestream, December 23, 2021 (1:29:27).
  291. 291.0 291.1 duels.jpg
  292. Interview, October 14, 2024 (41:09).
  293. 293.0 293.1 Interview, October 14, 2024 (24:42).
  294. 294.0 294.1 Podcast, May 10, 2024 (38:08).
  295. Interview, October 20, 2018 (3:25:46).
  296. Interview, October 20, 2018 (9:10).
  297. Podcast, May 10, 2024 (40:31).
  298. steven-mob-ttk.png
  299. 299.0 299.1 299.2 299.3 299.4 299.5 Livestream, October 30, 2020 (1:15:59).
  300. steven-headshots-1.png
  301. 301.0 301.1 steven-headshots-2.png
  302. 302.0 302.1 Interview, October 21, 2018 (9:10).
  303. Interview, October 20, 2018 (3:25:31).
  304. 304.0 304.1 304.2 Livestream, September 27, 2018 (34:49).
  305. Headshot Description Ranger2.png
  306. Livestream, August 16, 2024 (1:04:20).
  307. Livestream, August 16, 2024 (1:04:13).
  308. Livestream, November 30, 2023 (1:38:47).
  309. 309.0 309.1 Livestream, January 27, 2023 (1:27:42).
  310. Interview, July 19, 2020 (53:59).
  311. Livestream, July 18, 2017 (37:25).
  312. 312.0 312.1 Livestream, November 22, 2019 (1:4:56).
  313. Livestream, July 18, 2017 (35:58).
  314. Livestream, May 8, 2017 (43:30).
  315. Livestream, May 15, 2017 (34:59).