Mazmorras

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Mundo abierto

Alpha-1 open world dungeon entrance.[4]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[5]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[6]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[6]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[5][7][8]

  • Los asedios a castillos y nodos pueden tener zonas instanciadas donde grupos específicos pueden participar en encuentros basados en objetivos.[9]
  • Las mazmorras y las raids mantendrán una sensación de mundo abierto, aprovechando al mismo tiempo las mecánicas instanciadas.[10]
    • La creación de zonas instanciadas solo se verá en determinadas mazmorras con el objetivo de tener un mayor impacto narrativo.[11] Más allá de esto y de las arenas no habrá casi zonas instanciadas en ningún lugar.[6]
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.[12]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.[14]

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.[12]Steven Sharif

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[15]

  • Massive caverns and open world spaces.
  • Places to suit larger and smaller commitments.
    • Where people with 30 minutes can participate.

Group sizes

Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[16]

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[17]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[17][18][19]

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.[20]
  • Incursiones will have 40 man groups.[21]
  • Content will be tailored for 40, 16 and 8 person group sizes.[22]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[23]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[24]
  • 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.[25][26][27][28]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[28]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[29]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[29]Jeffrey Bard

Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[30][31]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[29][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.[33]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[39], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[40]

Los Zergs están fortalecidas por el viaje rápido. Los tiempos de viajes tan signficativos evita que el juego de zerg sea una gran influencia.[41]

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.[42] 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".[43]

  • Los jefes de raids y mazmorras tienen mecánicas y habilidades específicas que los jugadores deben aprender y reaccionar.[43] Los Zergs que no sean conscientes de estas mecánicas o que no reaccionen a ellas como es debido, serán eliminados.[42]
  • Puede haber peligros ambientales y efectos de AoE que causen más daño según la cantidad de jugadores presentes.[43]
  • 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.[44]

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.[44]Steven Sharif

Las mecánicas que fomentan la intriga política desempeñarán un papel en la desestabilización de los zergs.[45]

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.[45]Steven Sharif

El juego basado en objetivos ayuda a equilibrar la mentalidad de zerg.[46]

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.[46]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.[9]

  • 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.[9]

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.[9]Steven Sharif

Tablas de clasificación

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 tablas de clasificación de mazmorras y raid .[47]

  • Algunas tablas de clasificación estarán en todos los servidores.[48]

Jumping mechanics

Acertijo de salto en la entrada de una mazmorra en Alpha-1.[49]

Eventualmente aparecerán puzles de salto en el mundo.[50]

Ver además

Referencias

  1. Livestream, 18 January 2018 (16:34).
  2. Livestream, 9 February 2018 (4:42).
  3. 3.0 3.1 3.2 3.3 3.4 Livestream, 17 November 2017 (17:50).
  4. Transmisión en vivo, 2020-04-30 (1:05:34).
  5. 5.0 5.1 Entrevista, 2020-07-19 (11:04).
  6. 6.0 6.1 6.2 6.3 Transmisión en vivo, 2017-05-22 (20:59).
  7. openworldinstancedsplit.png
  8. Transmisión en vivo, 2020-03-28 (1:48:36).
  9. 9.0 9.1 9.2 9.3 Transmisión en vivo, 2022-01-28 (17:50).
  10. dungeon open.png
  11. Pódcast, 2021-09-29 (34:11).
  12. 12.0 12.1 Pódcast, 2021-09-29 (35:17).
  13. steven-siege-zone.png
  14. Transmisión en vivo, 2017-05-19 (24:17).
  15. Livestream, 19 May 2017 (23:00)
  16. Vídeo, 2024-02-29 (33:57).
  17. 17.0 17.1 Transmisión en vivo, 2022-09-30 (2:40).
  18. Transmisión en vivo, 2020-11-30 (1:20:25).
  19. solo2.png
  20. 20.0 20.1 Group dynamics blog.
  21. Transmisión en vivo, 2017-05-09 (34:38).
  22. February 8, 2019 - Questions and Answers.
  23. partysize.png
  24. Transmisión en vivo, 2017-05-26 (48:12).
  25. Transmisión en vivo, 2021-09-24 (52:48).
  26. Entrevista, 2021-07-08 (57:19).
  27. Entrevista, 2020-07-19 (44:28).
  28. 28.0 28.1 castle-siege-scale.png
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 Transmisión en vivo, 2021-03-26 (50:33).
  30. Transmisión en vivo, 2021-03-26 (22:53).
  31. Transmisión en vivo, 2017-11-17 (36:22).
  32. 32.0 32.1 32.2 32.3 32.4 Transmisión en vivo, 2017-11-17 (18:29).
  33. 33.0 33.1 33.2 33.3 MMOGames interview, January 2017
  34. steven-pois.png
  35. steven-dungeons.png
  36. Transmisión en vivo, 2020-07-25 (46:08).
  37. Transmisión en vivo, 2022-04-29 (40:21).
  38. jindrack-pois.png
  39. pillars-confusion.png
  40. Blog: 10 facts about castle sieges in the MMORPG.
  41. Transmisión en vivo, 2017-05-05 (23:26).
  42. 42.0 42.1 Transmisión en vivo, 2017-05-19 (25:18).
  43. 43.0 43.1 43.2 Transmisión en vivo, 2020-11-30 (1:16:09).
  44. 44.0 44.1 Transmisión en vivo, 2017-05-22 (57:37).
  45. 45.0 45.1 Entrevista, 2018-05-11 (44:20).
  46. 46.0 46.1 Entrevista, 2018-08-08 (11:52).
  47. Transmisión en vivo, 2017-07-18 (58:50).
  48. Transmisión en vivo, 2017-05-15 (44:10).
  49. 49.0 49.1 Vídeo, 2020-05-31 (26:42).
  50. Transmisión en vivo, 2017-07-28 (39:49).
  51. Transmisión en vivo, 2018-02-09 (10:42).