Ashes of Creation [Information] World PvP Guide
I’ve combined and summarized the info we’ve been given so far on open world PvP. This info is subject to change as new information is provided.
PvP in Ashes of Creation is intended to be both organized and organic. Player combat is both vast and intimate. It spans many aspects from great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders.
For open world PvP, we have designed a flagging system that severely deters people from griefing other players. The PvP mechanics follow static PvP zones at certain points of interest where players fight for control over cities, castles, caravans, or hunting grounds.
Our players can participate in PvP with one another without having to resort to murder. It would be near impossible to camp a player in Ashes of Creation.
The caravan system revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit. Initiating a caravan from one city to another will create a caravan that players will need to defend while it moves along its route to the selected destination.
These caravans create a static PvP zone around them, allowing players to engage in PvP in attempt to defend or destroy the caravans in order to loot the content.
There are three levels of flagging for world PvP.
- Non-combatant (green) – Everyone in the world starts as a non-combatant. If a Non-Combatant enters a PvP zone (which includes things like castles, city sieges, and caravans) they are automatically flagged as combatant while in the zone and for a period of time after leaving that zone.
- Combatant (purple) – Players are flagged as combatants if they if they enter a PvP zone or if they attack another player. If the attacked players fight back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant. Players can kill combatants without repercussions, and are encouraged to do so, since dying while a Combatant means you suffer reduced death penalties (See Player death below).
- Corrupt (red) – If a combatant player kills a non-combatant player, they will be flagged as corrupt. If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.
Party members, raid members, guild members and alliance members do not flag each other.
- A player’s corruption score increases with each non-combatant player killed.
- The wider the level disparity between the players the more corruption will be gained.
- The higher the corruption score, the higher drop percentage when the corrupted player is killed (see Player death below).
- The higher the corruption score, the more skill and stat dampening applies, until the corrupt player ultimately becomes ineffective at combat.
- Corruption is removed through death. Multiple deaths may be necessary to remove all corruption. There may be other mechanics to reduce corruption.
- Corruption has a visible effect on a player’s appearance.
- A corrupt player’s location is revealed to bounty hunters.
- A non-combatant who dies suffers normal penalties, which include experience debt, durability loss, as well as dropping a percentage of carried raw materials.
- A combatant who dies suffers these same penalties, but at half the rate of a non-combatant.
- A corrupt player suffers penalties at three 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 weapons, gear, and inventory items.
- After death, players respawn at random spawn locations.
- Players can acquire the bounty hunter title through a quest available only to citizens of Military Stage 4 (Town) nodes.
- Bounty hunters will be able to see corrupted players on their map.
- Corrupted players may kill bounty hunters without acquiring additional corruption score.