Raid bosses
- There will initially be between 12 to 15 raid bosses in the world.[3]
- Legendary equipment is only dropped by Legendary world bosses.[3]
- A single digit percentage of the population will be capable of defeating certain content.[4]
- There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[4] – Steven Sharif
List of raid bosses
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
Incursiones
Incursiones will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[7]
- We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[8] – Steven Sharif
Raid tiers
Tiers of raid difficulty are in accordance with the world's node structure.[9][10]
The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[10] – Steven Sharif
Raid strategies
Incursiones will have elements that can be pre-planned.[11]
Raids will also have dynamic elements that can change from session to session.[11]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[11]
- Variables are manifested based on node progression.[11]
- The number of metropolis nodes developed.[11]
- The types of metropolis nodes developed.[11]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[11]{{ndash|Steven Sharif}
Raid mechanics
Boss fights will have fairly intricate mechanics.[13]
- Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[13] – Steven Sharif
- Multiple phase fights.[13]
- Adds.[13]
- Random skill usage.[13]
- Fights will require location, mobility and strategy.[13]
- Boss mechanics may be affected by changes in climate or time of day.[14]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[15][13]
- Players can utilize boss mechanics against other players.[15]
- Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[15] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[16]
- Animation tells.
- Templates.
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.[3]
- Elites.[20]
- Jefes de aonas de caza.[20]
- Mini-bosses.[20]
- Jefes de Mazmorra.[20][3]
- Jefes de Raid.[20][3]
- Jefes Regionales y Jefes de Mundo.[20][3]
Ciertos jefes y encuentros contaran con pistas de sonido originales específicas compuestas por Bear McCreary.[21]
Los mobs/bosses con nombre suelen tener un aspecto de personaje único.[20]
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.[22]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[22]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[23][24]
- 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.[23][25]
- 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.[23] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[22]
- 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.[26] – Steven Sharif
Saqueo
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[29][30][31]
- Group loot rules are defined on a per-rarity basis.[27]
- A majority of party members must vote to approve any changes to group loot allocation changes.[28]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[32]
- There won't be auto-looting pets.[33]
- It will be possible to kick a player from a party prior to them acquiring loot.[34]
- 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.[34] – Steven Sharif
- Free-for-all.[31]
- Whoever is first to loot gets the loot.[29]
- 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.[31]
- With round-robin looting, party members take turns looting.[31]
- This is a traditional need before greed system based on dice rolls.[31]
- 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.[35]
- Bidding system.[31]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[31]
Loot tables
Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[36][37]
- Monsters drop glint, Artículos and crafting materials rather than gold.[38][39]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[36][46][47]
- 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.[48]
- Crafted gear is the best gear in Ashes of Creation.[49]
- Legendary equipment is only dropped by Legendary world bosses.[3]
- Stats on dropped items will vary based on the rarity of the item.[50]
- Loot tables are disabled for player controlled monsters.[51]
- Experience debt decreases the drop rate percentages from monsters.[52]
- Loot tables will likely not be affected by weather conditions.[14] This was previously listed as a possible effect.[53]
- There won't be specific loot drops for artisans.[54]
- 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.[54]
Glint
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[57][58][41][59][38][39]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[60] – Steven Sharif
- Glint is not localized to specific regions.[40][41][42][43][38][44] Previously it was stated that glint was specific to an economic region.[61][38][62][39]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[40]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[63]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[41][61][38][62][39] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[64][41]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[41][42][43][38][44] Glint taken from caravan wreckages is also classed as stolen.[65] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[41][42]
- Glint may be used to pay housing taxes and citizen dues.[60][41][59]
- Glint can be stored within node warehouses.[38]
- Glint is not intended as crafting materials.[59]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[66][30]
- 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.[66][30]
- These numbers will be balanced based on testing.[66]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[66][30]
- 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[66] – 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.[67] – Steven Sharif
Visuales
2023-06-02 2023-06-01 2022-08-27
Ver además
Referencias
- ↑ Transmisión en vivo, 2022-03-31 (1:10:43).
- ↑ Vídeo, 2021-05-28 (5:40).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ 4.0 4.1 Pódcast, 2018-08-04 (1:42:14).
- ↑ Vídeo, 2020-05-31 (1:40:18).
- ↑ Vídeo, 2020-05-31 (1:17:42).
- ↑
- ↑ Pódcast, 2018-04-23 (27:14).
- ↑
- ↑ 10.0 10.1 Pódcast, 2018-08-04 (1:39:47).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Pódcast, 2018-07-09 (22:24).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
- ↑ 14.0 14.1 Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ 15.0 15.1 15.2 Entrevista, 2023-09-10 (32:16).
- ↑ Transmisión en vivo, 2017-05-22 (49:38).
- ↑ Transmisión en vivo, 2020-03-28 (1:58:18).
- ↑ Transmisión en vivo, 2020-11-08 (12:40).
- ↑ Transmisión en vivo, 2020-11-08 (12:47).
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 20.6 Transmisión en vivo, 2023-01-27 (1:10:12).
- ↑ Entrevista, 2021-06-13 (11:15).
- ↑ 22.0 22.1 22.2 Entrevista, 2020-07-19 (14:51).
- ↑ 23.0 23.1 23.2 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).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Vídeo, 2023-01-27 (16:44).
- ↑ 28.0 28.1 Vídeo, 2023-01-27 (32:01).
- ↑ 29.0 29.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ 30.0 30.1 30.2 30.3 Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ 31.00 31.01 31.02 31.03 31.04 31.05 31.06 31.07 31.08 31.09 31.10 31.11 Group dynamics blog.
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 34.0 34.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 36.0 36.1 Entrevista, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 Entrevista, 2020-07-18 (27:11).
- ↑ 39.0 39.1 39.2 39.3 Transmisión en vivo, 2017-05-24 (44:14).
- ↑ 40.0 40.1 40.2
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Entrevista, 2023-09-10 (53:47).
- ↑ 42.0 42.1 42.2 42.3 Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑ 43.0 43.1 43.2
- ↑ 44.0 44.1 44.2 Pódcast, 2017-05-05 (43:05).
- ↑ 45.0 45.1
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Transmisión en vivo, 2022-06-30 (1:18:55).
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 54.0 54.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 56.0 56.1 56.2 Vídeo, 2023-10-31 (4:45).
- ↑ Transmisión en vivo, 2023-10-31 (1:06:32).
- ↑ Vídeo, 2023-10-31 (3:34).
- ↑ 59.0 59.1 59.2 Transmisión en vivo, 2021-10-29 (1:06:31).
- ↑ 60.0 60.1 60.2 Vídeo, 2023-10-31 (5:06).
- ↑ 61.0 61.1 Entrevista, 2020-07-19 (1:08:22).
- ↑ 62.0 62.1 Entrevista, 2019-04-17 (49:55).
- ↑ Vídeo, 2023-10-31 (6:07).
- ↑ Vídeo, 2023-10-31 (8:05).
- ↑
- ↑ 66.0 66.1 66.2 66.3 66.4 Transmisión en vivo, 2022-03-31 (1:23:06).
- ↑ Transmisión en vivo, 2022-06-30 (1:16:22).