Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Diferencia entre revisiones de «Dungeons»
(Add section) |
m (Text replacement - "{{PAGENAME}}" to "{{ROOTPAGENAME}}") |
||
Línea 60: | Línea 60: | ||
== Artwork == | == Artwork == | ||
− | {{#dpl:category = {{ | + | {{#dpl:category = {{ROOTPAGENAME}} |
|mode = gallery | |mode = gallery | ||
|namespace= file | |namespace= file |
Revisión del 08:13 29 sep 2018
Las mazmorras en Ashes of Creation variarán en tamaño y serán en su mayoría de mundo abierto.[4][5]
- Las mazmorras de mundo abierto estarán pobladas para facilitar multiples grupos.[6]
- Las mazmorras instanciadas también estarán presentes y servirán para misiones solitarias y de grupo.[6]
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.[4] – Jeffrey Bard
La mitad del problema no será solo resolver la mazmorra, sino también resolver a los otros jugadores.[6] – Jeffrey Bard
La dificultad de la mazmorra aumentará cuanto más se aventure el jugador en la mazmorra.[9]
- Las criaturas y sus mecánicas se volverán mas difíciles.[9]
- Los peligros del terreno y ambientales aumentarán.[9]
Tipos de interacciones más profundas y oscuras se encontrarán mas profundo en la mazmorra.[9] – Steven Sharif
Hay aproximadamente 6 o 7 mazmorras en Alpha-1.[10]
Mundo abierto
Ashes of Creation será una experiencia absoluta de mundo abierto.[5]
Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[13][7][8]
- Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[14]
- Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[15]
- 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.[17] – 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.[5] – Jeffrey Bard
El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[19]
- 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.[17] – Steven Sharif
Dungeon scale
The intention is that dungeons are going to be "massive" in scale.[21]
- Massive caverns and open world spaces.[21]
- Places to suit larger and smaller commitments.[21]
- Where people with 30 minutes can participate.
- Dungeons are vast and have room for multiple groups.[22]
Dungeon content
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[24][25]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[23][26]
- Aparecerán Edificios adicionales.[23]
- Aparecerán Enemigos adicionales.[23]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[23][26]
- La población cambiará.[26]
- La dificultad del contenido cambiará.[26]
- El contenido puede ser completamente diferente.[26]
- Ganchos de misiones diferentes.[23]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[27]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[28]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[29][30]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[27]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[27]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[31]
- La ubicación de los puntos de interés será la misma en cada servidor, pero algunos servidores pueden tener acceso limitado o inexistente a los mismos.[32]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[27]
Raid strategies
Incursiones will have elements that can be pre-planned.[33]
Raids will also have dynamic elements that can change from session to session.[33]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[33]
- Variables are manifested based on node progression.[33]
- The number of metropolis nodes developed.[33]
- The types of metropolis nodes developed.[33]
- 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.[33]{{ndash|Steven Sharif}
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[35][36][37]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[38]
- Incursiones will have 40 man groups.[39]
- Content will be tailored for 40, 16 and 8 person group sizes.[40]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[41]
- Asedios a castillos are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[43][44][45][46]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[46] – Steven Sharif
Alpha-1 group sizes
Loot tables
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[48][49]
- 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.[50][51][52][53][48][54]
- The rarity of glint increases with the mob's level.[55]
- Loot tables are disabled for player controlled monsters.[56]
- 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.[57]
- Experience debt decreases the drop rate percentages from monsters.[58]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[59][40]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[59][60][61]
- Legendary equipment is only dropped by Legendary world bosses.[30]
- Loot tables will likely not be affected by weather conditions.[63] This was previously listed as a possible effect.[64]
- There won't be specific loot drops for artisans.[65] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[66]
- 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.[65]
Mazmorras submarinas
Las mazmorras submarinas forman parte del contenido naval en Ashes of Creation .[68]
Zergs
Los Zergs están fortalecidas por el viaje rápido. Los tiempos de viajes tan signficativos evita que el juego de zerg sea una gran influencia.[71]
Los encuentros se diseñan para tener significado en términos de jefes, habilidades y la aptitud relacionada con las composiciones, tácticas y estrategias del grupo. El Zerging no experimenta este contenido.[72] Hay diferentes maneras de hacer que una pelea sea más difícil para que grupos más grandes, sin depender únicamente de los potenciadores de estadísticas o hacer que el jefe sea una "esponja de daño".[73]
- Los jefes de raids y mazmorras tienen mecánicas y habilidades específicas que los jugadores deben aprender y reaccionar.[73] Los Zergs que no sean conscientes de estas mecánicas o que no reaccionen a ellas como es debido, serán eliminados.[72]
- Puede haber peligros ambientales y efectos de AoE que causen más daño según la cantidad de jugadores presentes.[73]
- Hay un toma y daca para los gremios que quieren ver una mayor cantidad de miembros en lugar de un grupo más reducido y enfocado que puede ser parte de una alianza.[74]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[74] – Steven Sharif
Las mecánicas que fomentan la intriga política desempeñarán un papel en la desestabilización de los zergs.[75]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[75] – Steven Sharif
El juego basado en objetivos ayuda a equilibrar la mentalidad de zerg.[76]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[76] – Steven Sharif
Las zonas instanciadas no juegan un papel importante en la limitación de zergs, debido a que el 80% del contenido en Ashes of Creation es mundo abierto.[14]
- Puede haber zonas instanciadas dentro de asedios a castillos y nodos donde grupos en particular pueden participar en ciertos puntos de referencia basados en objetivos.[14]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[14] – Steven Sharif
Tablas de clasificación
Habrá tablas de clasificación de mazmorras y raid .[77]
- Algunas tablas de clasificación estarán en todos los servidores.[78]
Jumping mechanics
Eventualmente aparecerán puzles de salto en el mundo.[80]
- Los puzles de salto estuvieron presentes en las mazmorras mostradas durante la Alpha-1.[79]
- Los puzles de salto estuvieron presentes en la mazmorra Dünheim de la Alpha-0.[81]
Announcements/Notifications
There will be local, regional, or global (server-wide) announcements/notifications of important events.[84][85]
- Asedios a castillos.[85]
- Asedios de nodos.[85]
- Legendary world boss spawns.[85]
- Mob attacks and Monster coin events.[86][87][88]
- Dungeon opportunities.[88]
Event notifications will utilize different methods depending on the stage (scope and level) of the event.[84]
- Local events
- Local events (such as caravan PvP)[89][90][91] may prompt players via the UI asking if they wish to participate or not.[84]
- Other local events may offer audible or visual cues without any UI notifications.[84]
- Local events that have not been addressed may start to expand regionally or even globally.[84]
- One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[84] – Steven Sharif
- Node-based events
- Certain node-based events will be broadcast to node citizens,[84][88] others, such as caravans, will not be announced and will instead rely on player word-of-mouth.[85]
- Avance del nodo notifications will be broadcast depending on the node's stage.[92]
- Expedición (fase 1) and Campamento (fase 2) nodes will announce within proximity of the node.[92]
- Aldea (fase 3) nodes will have region-wide announcements.[92]
- Pueblo (fase 4) and higher will likely broadcast world-wide.[92]
- New citizens of a node may be announced in a dedicated node citizen chat channel.[93]
- Election notices will be mailed to the accounts of citizens.[93]
- Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[88] – Steven Sharif
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.[94]
- Algunos edificios de nodos y organizaciones ofrecen misiones que pueden ser iniciadas por un mentor para ayudar a los nuevos jugadores. Se ofrecen recompensas tanto para el mentor como para el alumno al completarlas.[95]
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.[96] – 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.[95] – Steven Sharif
Artwork
Ver además
Referencias
- ↑ 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).
- ↑ 4.0 4.1 Transmisión en vivo, 2017-06-01 (39:21).
- ↑ 5.0 5.1 5.2 5.3 5.4 Transmisión en vivo, 2017-05-22 (20:59).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2018-09-27 (43:21).
- ↑ 7.0 7.1 7.2
- ↑ 8.0 8.1 8.2 Transmisión en vivo, 2020-03-28 (1:48:36).
- ↑ 9.0 9.1 9.2 9.3 Transmisión en vivo, 2020-04-30 (1:32:06).
- ↑ 10.0 10.1 Transmisión en vivo, 2021-03-26 (39:08).
- ↑ 11.0 11.1 11.2 11.3 Transmisión en vivo, 2017-11-17 (17:50).
- ↑ Transmisión en vivo, 2020-04-30 (1:05:34).
- ↑ 13.0 13.1 Entrevista, 2020-07-19 (11:04).
- ↑ 14.0 14.1 14.2 14.3 Transmisión en vivo, 2022-01-28 (17:50).
- ↑
- ↑ Pódcast, 2021-09-29 (34:11).
- ↑ 17.0 17.1 Pódcast, 2021-09-29 (35:17).
- ↑
- ↑ Transmisión en vivo, 2017-05-19 (24:17).
- ↑ Transmisión en vivo, 2020-03-28 (1:53:18).
- ↑ 21.0 21.1 21.2 Transmisión en vivo, 2017-05-19 (23:00).
- ↑ Transmisión en vivo, 2018-02-09 (45:30).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 26.0 26.1 26.2 26.3 26.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑ 27.0 27.1 27.2 27.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 30.0 30.1 Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2022-04-29 (40:21).
- ↑
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 33.8 Pódcast, 2018-07-09 (22:24).
- ↑ Vídeo, 2024-02-29 (33:57).
- ↑ 35.0 35.1 Transmisión en vivo, 2022-09-30 (2:40).
- ↑ Transmisión en vivo, 2020-11-30 (1:20:25).
- ↑
- ↑ 38.0 38.1 Group dynamics blog.
- ↑ Transmisión en vivo, 2017-05-09 (34:38).
- ↑ 40.0 40.1 February 8, 2019 - Questions and Answers.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (48:12).
- ↑ Transmisión en vivo, 2021-09-24 (52:48).
- ↑ Entrevista, 2021-07-08 (57:19).
- ↑ Entrevista, 2020-07-19 (44:28).
- ↑ 46.0 46.1
- ↑ Vídeo, 2023-01-27 (16:44).
- ↑ 48.0 48.1 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.
- ↑ 59.0 59.1 Entrevista, 2020-07-19 (8:43).
- ↑ 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).
- ↑ 65.0 65.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑
- ↑ Transmisión en vivo, 2017-05-17 (30:53).
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Transmisión en vivo, 2017-05-05 (23:26).
- ↑ 72.0 72.1 Transmisión en vivo, 2017-05-19 (25:18).
- ↑ 73.0 73.1 73.2 Transmisión en vivo, 2020-11-30 (1:16:09).
- ↑ 74.0 74.1 Transmisión en vivo, 2017-05-22 (57:37).
- ↑ 75.0 75.1 Entrevista, 2018-05-11 (44:20).
- ↑ 76.0 76.1 Entrevista, 2018-08-08 (11:52).
- ↑ Transmisión en vivo, 2017-07-18 (58:50).
- ↑ Transmisión en vivo, 2017-05-15 (44:10).
- ↑ 79.0 79.1 Vídeo, 2020-05-31 (26:42).
- ↑ Transmisión en vivo, 2017-07-28 (39:49).
- ↑ Transmisión en vivo, 2018-02-09 (10:42).
- ↑ Types of Events on Verra.
- ↑ Transmisión en vivo, 2022-04-29 (32:29).
- ↑ 84.0 84.1 84.2 84.3 84.4 84.5 84.6 84.7 84.8 Transmisión en vivo, 2022-04-29 (42:31).
- ↑ 85.0 85.1 85.2 85.3 85.4 85.5 Transmisión en vivo, 2018-05-04 (48:14).
- ↑ Transmisión en vivo, 2022-04-29 (39:00).
- ↑ Transmisión en vivo, 2021-06-25 (1:13:30).
- ↑ 88.0 88.1 88.2 88.3 Entrevista, 2018-08-17 (24:48).
- ↑ Entrevista, 2020-03-27 (16:19).
- ↑
- ↑ Transmisión en vivo, 2017-05-22 (40:40).
- ↑ 92.0 92.1 92.2 92.3 Transmisión en vivo, 2021-04-30 (1:01:10).
- ↑ 93.0 93.1 Transmisión en vivo, 2020-10-30 (1:01:00).
- ↑ Vídeo, 2018-04-05 (40:08).
- ↑ 95.0 95.1 95.2 95.3 95.4 Transmisión en vivo, 2020-09-30 (1:07:22).
- ↑ Entrevista, 2018-08-24 (8:52).