Dungeon bosses
List of dungeon bosses
Mazmorras
Las mazmorras en Ashes of Creation variarán en tamaño y serán en su mayoría de mundo abierto.[5][6]
- Las mazmorras de mundo abierto estarán pobladas para facilitar multiples grupos.[7]
- Las mazmorras instanciadas también estarán presentes y servirán para misiones solitarias y de grupo.[7]
Habrá mazmorras lineales más pequeñas, más simples. Habrá mazmorras no lineales más grandes, más complejas. Entonces, es un poco de ambos. Queremos que el entorno sea un personaje. Para que el entorno sea un personaje, estos lugares deben ser interesantes y debe haber un dinamismo en ellos.[5] – Jeffrey Bard
La mitad del problema no será solo resolver la mazmorra, sino también resolver a los otros jugadores.[7] – Jeffrey Bard
La dificultad de la mazmorra aumentará cuanto más se aventure el jugador en la mazmorra.[10]
- Las criaturas y sus mecánicas se volverán mas difíciles.[10]
- Los peligros del terreno y ambientales aumentarán.[10]
Tipos de interacciones más profundas y oscuras se encontrarán mas profundo en la mazmorra.[10] – Steven Sharif
Hay aproximadamente 6 o 7 mazmorras en Alpha-1.[11]
Dungeon scale
The intention is that dungeons are going to be "massive" in scale.[13]
- Massive caverns and open world spaces.[13]
- Places to suit larger and smaller commitments.[13]
- Where people with 30 minutes can participate.
- Dungeons are vast and have room for multiple groups.[14]
Dungeon scaling
Los niveles, las estadísticas, o las habilidades no se escalarán para que los jugadores de bajo nivel puedan participar en encuentros con jugadores de mayor nivel.[15][16]
Mundo abierto
Ashes of Creation será una experiencia absoluta de mundo abierto.[6]
Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[18][8][9]
- Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[19]
- Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[20]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[22] – Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[6] – Jeffrey Bard
El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[24]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[22] – Steven Sharif
Ubicaciones de las mazmorras
Las mazmorras y otros puntos de interés se encuentran repartidos por todo el mapa entre las 85 ubicaciones de los nodos.[25]
- A medida que los nodos avanzan y se expanden, influirán en los puntos de interés cercanos, como jefes de mazmorra, jefes de mundo y de raid.[25]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[26]
- POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[26] – Steven Sharif
- El nivel de dificultad y las tablas de botín de estos encuentros cambiarán en función de esta influencia.[27][25]
Listado de mazmorras importantes
- Breaker's Penitentiary
- Cerulean Grotto
- Deepheart Cove
- Drythorne Gulch
- Dünheim
- Dünzenkell Crypt
- Fallow's Hold
- Hungering Maw
- Illwind Ruins
- Manaspring Hollow
- Ruins of Restless Spirits
- Sporelight Caverns
- The Tower of Carphin
- The Underroost
- Underrealm Entrance
- Volcano dungeon
Los Heraldos
Los Heraldos son cuerpos celestes parecidos a cometas, impulsados por una poderosa fuente de magia que actúa como puente entre El Vacío y el Plano Material donde se encuentra Verra.[29]
- Los Antiguos y Los Otros se sirvieron de Los Heraldos para viajar a Verra, iniciando así El Apocalipsis.[29]
- Los Antiguos surgieron de los túneles que se abrieron en el centro de los Heraldos y empezaron a conquistar Verra.[30]
- Los Heraldos que existen en Verra como mazmorras son los lugares desde donde Los Antiguos son capaces de entrar en el Plano Material. Pueden continuar haciéndolo bajo la apariencia de los estragos de la corrupción a medida que se extiende.[31]
The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[32]
Bosses
Los jefes o bosses se dividen en los siguientes tipos, con niveles crecientes de dificultad y tablas de loot, requiriendo un mayor número de jugadores para matar.[25]
- Elites.[35]
- Jefes de aonas de caza.[35]
- Mini-bosses.[35]
- Jefes de Mazmorra.[35][25]
- Jefes de Raid.[35][25]
- Jefes Regionales y Jefes de Mundo.[35][25]
Ciertos jefes y encuentros contaran con pistas de sonido originales específicas compuestas por Bear McCreary.[36]
Los mobs/bosses con nombre suelen tener un aspecto de personaje único.[35]
Dificultad del PVE
La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[37]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[37]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[38][39]
- Los jefes y enemigos no escalarán en función del tamaño del grupo, pero el comportamiento de la IA puede adaptarse dinámicamente al número y tipo de participantes en el encuentro.[38][40]
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[38] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[37]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[41] – Steven Sharif
Saqueo
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[44][45][46]
- Group loot rules are defined on a per-rarity basis.[42]
- A majority of party members must vote to approve any changes to group loot allocation changes.[43]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[47]
- There won't be auto-looting pets.[48]
- It will be possible to kick a player from a party prior to them acquiring loot.[49]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[49] – Steven Sharif
- Free-for-all.[46]
- Whoever is first to loot gets the loot.[44]
- A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[46]
- With round-robin looting, party members take turns looting.[46]
- This is a traditional need before greed system based on dice rolls.[46]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[50]
- Bidding system.[46]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[46]
Loot tables
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[51][52]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[53][54][55][56][51][57]
- The rarity of glint increases with the mob's level.[58]
- Loot tables are disabled for player controlled monsters.[59]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[60]
- Experience debt decreases the drop rate percentages from monsters.[61]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[62][63]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[62][64][65]
- Legendary equipment is only dropped by Legendary world bosses.[25]
- Loot tables will likely not be affected by weather conditions.[67] This was previously listed as a possible effect.[68]
- There won't be specific loot drops for artisans.[69] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[70]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[69]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[71][45]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[71][45]
- These numbers will be balanced based on testing.[71]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[71][45]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[71] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[72] – Steven Sharif
Visuales
2020-03-28
Ver además
Referencias
- ↑ Transmisión en vivo, 2017-05-22 (1:53:32).
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ Transmisión en vivo, 2018-01-18 (16:34).
- ↑ Transmisión en vivo, 2018-02-09 (4:42).
- ↑ 5.0 5.1 Transmisión en vivo, 2017-06-01 (39:21).
- ↑ 6.0 6.1 6.2 6.3 6.4 Transmisión en vivo, 2017-05-22 (20:59).
- ↑ 7.0 7.1 7.2 Transmisión en vivo, 2018-09-27 (43:21).
- ↑ 8.0 8.1 8.2
- ↑ 9.0 9.1 9.2 Transmisión en vivo, 2020-03-28 (1:48:36).
- ↑ 10.0 10.1 10.2 10.3 Transmisión en vivo, 2020-04-30 (1:32:06).
- ↑ 11.0 11.1 Transmisión en vivo, 2021-03-26 (39:08).
- ↑ Transmisión en vivo, 2020-03-28 (1:53:18).
- ↑ 13.0 13.1 13.2 Transmisión en vivo, 2017-05-19 (23:00).
- ↑ Transmisión en vivo, 2018-02-09 (45:30).
- ↑ Entrevista, 2021-06-13 (24:14).
- ↑ Vídeo, 2018-04-05 (40:08).
- ↑ Transmisión en vivo, 2020-04-30 (1:05:34).
- ↑ 18.0 18.1 Entrevista, 2020-07-19 (11:04).
- ↑ Transmisión en vivo, 2022-01-28 (17:50).
- ↑
- ↑ Pódcast, 2021-09-29 (34:11).
- ↑ 22.0 22.1 Pódcast, 2021-09-29 (35:17).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (24:17).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 25.8 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ 26.0 26.1
- ↑
- ↑ Dillias diary.
- ↑ 29.0 29.1 29.2 Transmisión en vivo, 2020-11-08 (0:00:00).
- ↑ Transmisión en vivo, 2020-11-08 (11:48).
- ↑ 31.0 31.1 31.2 Transmisión en vivo, 2020-11-08 (12:47).
- ↑ Week 1, entry 1.
- ↑ Transmisión en vivo, 2020-03-28 (1:58:18).
- ↑ Transmisión en vivo, 2020-11-08 (12:40).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Transmisión en vivo, 2023-01-27 (1:10:12).
- ↑ Entrevista, 2021-06-13 (11:15).
- ↑ 37.0 37.1 37.2 Entrevista, 2020-07-19 (14:51).
- ↑ 38.0 38.1 38.2 Transmisión en vivo, 2023-01-27 (1:34:06).
- ↑ Entrevista, 2021-06-13 (22:20).
- ↑ Entrevista, 2020-07-19 (17:12).
- ↑ Transmisión en vivo, 2022-05-27 (1:20:35).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 Vídeo, 2023-01-27 (16:44).
- ↑ 43.0 43.1 Vídeo, 2023-01-27 (32:01).
- ↑ 44.0 44.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ 45.0 45.1 45.2 45.3 Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 46.11 Group dynamics blog.
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 49.0 49.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 51.0 51.1 Entrevista, 2020-07-18 (27:11).
- ↑ Transmisión en vivo, 2017-05-24 (44:14).
- ↑
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑
- ↑ Pódcast, 2017-05-05 (43:05).
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 62.0 62.1 Entrevista, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 69.0 69.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 71.0 71.1 71.2 71.3 71.4 Transmisión en vivo, 2022-03-31 (1:23:06).
- ↑ Transmisión en vivo, 2022-06-30 (1:16:22).