Dificultad del juego

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Ashes of Creation se situará en el nivel de dificultad más alto en lo que respecta al compromiso.[1]

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so that's the way we really want that emergent gameplay to come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[2]Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[2]Peter Pilone

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.[3]

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.[4]Steven Sharif
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.[7]Steven Sharif

Escalado por nivel

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.[8][9]

Programa de mentores

Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[9]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[11]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[10]Steven Sharif

Curva de aprendizaje

Ashes of Creation será fácil de comprender pero difícil de dominar.[12]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[13]Steven Sharif

Meta

La eficacia de las clases, habilidades y equipo dependerá del adversario o del reto. Habrá builds óptimas para diferentes retos y grados de dificultad. Este diseño pretende evitar que hay un meta evidente o que haya muchas builds cortadas por el mismo patrón en Ashes of Creation.​[14]

  • Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[14]

Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[14]Steven Sharif

Jugadores casual vs hardcore

Las diferentes vias de progresión en Ashes of Creation ofrecen diferentes "caminos" para los jugadores según el tiempo que tengan disponible para jugar.[15]

  • Algunas de estas vías se podrán lograr de forma más inmediata, y son más adecuadas para jugadores casuales.[15]
    • Los eventos "provocados" como las cravanas y los asedios permitirán a los jugadores casuales participar en eventos impactantes sin una inversión de tiempo significativa.[16]
    • Los personajes de nivel inferior serán útiles en las partes de los combates masivos, que no dependen de su nivel, como manejar armas de asedio, ayudar reparando las fortificaciones, otorgar "buffs" basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Todo esto es relevante para el devenir de la batalla y no requiere que el jugador tenga el nivel máximo o que tenga estadísticas de combate elevadas.[17]

There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[16]Steven Sharif

  • Otras vías de progresión requerirán una inversión de tiempo significativa que los jugadores casuales tardarán más en logran que los jugadores "hardcore".[15]
    • La contribución que pueden hacer un gran número de jugadores casuales trabajando juntos puede tener un mayor impacto en la progresión de un nodo que la de los jugadores "hardcore". Los jugadores "hardcore" pueden avanzar al contenido final del juego más rápido que los casuales, pero pueden carecer del número necesario para influir en los nodos en esos lugares tan rápido como la población más grande de jugadores casuales.[15]

Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[15]Steven Sharif

Población objetivo

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[18]Steven Sharif

Tipos de jugador

Ashes of Creation se adaptará a una gran variedad de tipos de jugadores, desde jugadores PVE o Pvp hasta jugadores de rol y crafters.[19]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[19]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[19]Steven Sharif

Combate

Alpha-2 solo PvE ranger combat.[21]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[22]Steven Sharif

El combate en Ashes of Creation se centra en la estrategia y la táctica.[23]

  • El combate es el sistema con el que más se interactúa en el juego. Es necesario que se sienta cómodo, móvil y fluído. Necesita dar una sensación desatisfacción.[22]
We are taking our time when it comes to the quality of this game; and what that means is the additional bells and whistles: the more polished look of animations and visual effects; and as we expand on this idea of combat with class rotations, all this stuff is going to get is going to come together into a very tactile, kinetic style of combat and that's our goal.[24]Steven Sharif
  • El combate está basado en animaciones para garantizar que sea impactante y entusiasme.[25]
    • Los efectos visuales y de sonido son una parte importante a la hora de sentir la inmersión en el combate.[26][27]
    • Los efectos de cámara como el movimiento de la pantalla y el desenfoque radial, se emplean para "garantirzar esta inmersión sin que quede exagerado".[28]
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[27]Keenan Reimer

Se implementará un sistema de combate mejorado durante y después de las pruebas de la Alpha-1.[29][30]

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Logs de combate

Hay logs del combate en Ashes of Creation.[34]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[13]Steven Sharif

Equilibrio del juego

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[35]Steven Sharif

Equilibrio de las clases

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[36][37][38]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[38]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[39]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[36]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [37][40]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[41][42][43][40][44]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[45]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[37]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[45]Steven Sharif

Equilibrio de los asedios

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[46]Steven Sharif

Escalada de poder

Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[47]

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Progresión

Se puede progresar a través de diferentes vías.[48][49]

The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[48]Steven Sharif

The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[53]Steven Sharif

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[54]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[55]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[56]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[56]Steven Sharif

La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[57][58]

  • Algunos niveles pueden ofrecer más recompensas que otros.[62]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[62]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[63]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[65]Steven Sharif
  • Un jugador podría, en teoría, subir a máximo nivel en un único nodo, siempre que ese nodo estuviera en un nivel lo suficientemente alto, aunque no sería el medio más eficaz para subir de nivel.[66]

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End game

No tendremos el típico end-game en Ashes of Creation.[9]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[9]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[67]Sarah Flanagan

Nivel máximo

Se espera que el límite de nivel en el lanzamiento sea nivel 50.[68]

  • En el momento del lanzamiento, los desarrolladores prevén que el nivel máximo se podrá alcanzar en unos 45 días si se juega entre 4 y 6 horas al día.[69][70]
  • En la versión Alpha-1 la progresión fue hasta el nivel 15.[71]
  • En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[72]

Los personajes de nivel inferior tendrán una utilidad en los combates masivos (como los asedios a los nodos) que no depende directamente de su nivel, como por ejemplo manejar armas de asedio, ayudar a reparar fortificaciones, aportar buffs basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Este tipo de cosas son relevantes en el fragor de la batalla y no requieren que el jugador sea de nivel máximo o tengas uans estadísticas de combate elevadas.[17]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[69]Steven Sharif

Grindeo

La repetición no será parte de la progresión en Ashes of Creation.[73]

  • No habrá misiones de "grindeo".[73]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[74]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[73]

AFK leveling

No habrá AFK leveling (auto-leveling) en Ashes of Creation.[63][64]

Queremos que este juego se juegue. Si hay cosas que puedes hacer para no jugar al juego y aún así progresar, hemos hecho algo mal.[64]Jeffrey Bard

Progresión de clases

Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[75]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[82]

Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[14]

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[83][84][85]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[86]Steven Sharif

Game design

When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[87]

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[88]Steven Sharif

Pilares del diseño

El diseño de Ashes of Creation se adhiere a cinco pilares principales.[89]

  1. Historia atractiva y envolvente
  2. Mundo reactivo
  3. Interacción entre jugadores
  4. Impacto de los jugadores
  5. Riesgo vs recompensa

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[89]

Addons/mods

Los addons y los medidores de DPS y amenaza no se permitirán.[90][91][92][93]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[92]Steven Sharif
  • Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[94]
  • Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[91][95][93]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[91]Steven Sharif
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[91]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Habrá integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se ofrecerá a través de una API por el momento.[96]
  • El diseño de la API del juego aún está bajo consideración.[97]

Ver además

Referencias

  1. 1.0 1.1 Transmisión en vivo, 2022-12-02 (1:05:51).
  2. 2.0 2.1 Transmisión en vivo, 2018-06-04 (7:25).
  3. 3.0 3.1 3.2 Entrevista, 2020-07-19 (14:51).
  4. 4.0 4.1 4.2 Transmisión en vivo, 2023-01-27 (1:34:06).
  5. Entrevista, 2021-06-13 (22:20).
  6. Entrevista, 2020-07-19 (17:12).
  7. Transmisión en vivo, 2022-05-27 (1:20:35).
  8. Entrevista, 2021-06-13 (24:14).
  9. 9.0 9.1 9.2 9.3 Vídeo, 2018-04-05 (40:08).
  10. 10.0 10.1 10.2 10.3 10.4 Transmisión en vivo, 2020-09-30 (1:07:22).
  11. Entrevista, 2018-08-24 (8:52).
  12. Pódcast, 2018-05-11 (33:09).
  13. 13.0 13.1 Ashes of Creation Forums - No participation trophy.
  14. 14.0 14.1 14.2 14.3 14.4 Pódcast, 2021-04-11 (54:35).
  15. 15.0 15.1 15.2 15.3 15.4 Pódcast, 2021-04-11 (18:35).
  16. 16.0 16.1 Vídeo, 2018-04-05 (48:03).
  17. 17.0 17.1 Entrevista, 2020-07-08 (1:12:51).
  18. Pódcast, 2018-05-11 (33:09).
  19. 19.0 19.1 19.2 Vídeo, 2018-04-05 (44:06).
  20. Vídeo, 2021-05-28 (25:44).
  21. Vídeo, 2022-09-30 (23:13).
  22. 22.0 22.1 Transmisión en vivo, 2020-08-28 (1:19:24).
  23. Transmisión en vivo, 2017-05-03 (17:59).
  24. Transmisión en vivo, 2022-06-30 (42:29).
  25. Vídeo, 2022-06-30 (21:19).
  26. Transmisión en vivo, 2022-12-02 (1:06:54).
  27. 27.0 27.1 Vídeo, 2022-06-30 (23:00).
  28. Vídeo, 2022-06-30 (24:18).
  29. steven-combat-revamp-update.png
  30. Vídeo, 2021-02-26 (6:17).
  31. 31.0 31.1 Transmisión en vivo, 2021-05-28 (1:13:05).
  32. Transmisión en vivo, 2022-05-27 (1:11:41).
  33. Transmisión en vivo, 2022-07-29 (1:05:20).
  34. Ashes of Creation Forums - No Damage Meter?
  35. Vídeo, 2018-04-05 (49:36).
  36. 36.0 36.1 36.2 36.3 Transmisión en vivo, 2023-12-19 (1:25:16).
  37. 37.0 37.1 37.2 Transmisión en vivo, 2020-10-30 (33:26).
  38. 38.0 38.1 38.2 Pódcast, 2018-04-23 (59:28).
  39. 39.0 39.1 Transmisión en vivo, 2023-12-19 (1:23:00).
  40. 40.0 40.1 Entrevista, 2018-10-20 (2:40:17).
  41. Pódcast, 2021-09-29 (30:04).
  42. Transmisión en vivo, 2021-06-25 (1:05:01).
  43. 43.0 43.1 43.2 43.3 43.4 Entrevista, 2020-07-18 (1:05:04).
  44. Transmisión en vivo, 2018-02-09 (41:56).
  45. 45.0 45.1 Pódcast, 2018-04-23 (1:01:01).
  46. Transmisión en vivo, 2021-06-25 (1:10:52).
  47. Entrevista, 2018-10-20 (2:53:52).
  48. 48.0 48.1 Transmisión en vivo, 2021-12-23 (1:32:10).
  49. Transmisión en vivo, 2017-05-19 (51:52).
  50. 50.0 50.1 Entrevista, 2018-10-20 (1:55).
  51. Transmisión en vivo, 2017-05-12 (42:17).
  52. Transmisión en vivo, 2021-04-30 (1:17:40).
  53. Official Livestream - May 4th @ 3 PM PST - Q&A
  54. Transmisión en vivo, 2018-04-8 (PM) (28:38).
  55. Entrevista, 2018-10-20 (2:53:53).
  56. 56.0 56.1 Transmisión en vivo, 2020-07-31 (1:05:58).
  57. 57.0 57.1 Transmisión en vivo, 2022-10-14 (23:15).
  58. leveling.png
  59. Transmisión en vivo, 2017-05-24 (46:27).
  60. Transmisión en vivo, 2022-05-27 (1:11:10).
  61. Transmisión en vivo, 2020-07-25 (1:33:37).
  62. 62.0 62.1 Transmisión en vivo, 2022-07-29 (1:24:58).
  63. 63.0 63.1 63.2 Entrevista, 2021-06-13 (48:27).
  64. 64.0 64.1 64.2 Transmisión en vivo, 2018-09-27 (52:41).
  65. 65.0 65.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  66. Transmisión en vivo, 2022-04-29 (1:06:34).
  67. 67.0 67.1 February 8, 2019 - Questions and Answers.
  68. Transmisión en vivo, 2017-12-15 (58:48).
  69. 69.0 69.1 Entrevista, 2020-07-08 (1:07:59).
  70. Transmisión en vivo, 2017-05-24 (19:25).
  71. Transmisión en vivo, 2021-04-30 (41:18).
  72. Transmisión en vivo, 2022-01-28 (15:35).
  73. 73.0 73.1 73.2 Transmisión en vivo, 2017-05-15 (26:13).
  74. Entrevista, 2018-08-24 (4:15).
  75. 75.0 75.1 75.2 75.3 progression.png
  76. 76.0 76.1 Entrevista, 2020-07-29 (54:44).
  77. 77.0 77.1 Ashes of Creation class list.
  78. 78.0 78.1 Transmisión en vivo, 2017-07-28 (19:05).
  79. archetypeclass.png
  80. Transmisión en vivo, 2017-05-03 (50:50).
  81. Transmisión en vivo, 2017-07-18 (37:43).
  82. Transmisión en vivo, 2020-07-31 (1:31:11).
  83. Entrevista, 2020-07-19 (19:35).
  84. Transmisión en vivo, 2017-05-15 (30:53).
  85. Blog - Know Your Nodes - The Basics.
  86. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  87. A reactive world - Nodes.
  88. MMOGames interview, January 2017
  89. 89.0 89.1 design pillars.png
  90. Entrevista, 2023-09-10 (34:51).
  91. 91.0 91.1 91.2 91.3 91.4 Transmisión en vivo, 2023-02-24 (1:19:29).
  92. 92.0 92.1 Ashes of Creation Forums - No Damage Meter?
  93. 93.0 93.1 Transmisión en vivo, 2017-05-10 (20:02).
  94. Entrevista, 2018-10-20 (6:29).
  95. Transmisión en vivo, 2020-04-30 (1:28:19).
  96. Entrevista, 2018-05-11 (49:03).
  97. Transmisión en vivo, 2017-05-10 (21:41).