Gear enhancements

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Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[1][2]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[2]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[4]Steven Sharif

Enchanting

Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[6][7]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[3]Steven Sharif

Enchantments

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[6]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[10]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[11]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[8] Vertical enchantments include risks.[11]
    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[13]Steven Sharif
    • Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[13][14][15]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[16][10][14]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[16]Steven Sharif
  • Horizontal enchantments are more situational. This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[11]
    • For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[11]
    • This type of enchanting assumes no risk, just time and effort.[11]

Enchantment appearance

Enchantments have visual effects associated with them, such as glows and colors on weapons.[17][18]

Temporadas PvP

El rendimiento de varios sistemas Pvp (como las Caravanas, Arenas, Guerras de gremios) se mide en el transcurso de temporadas PvP que duran 6 meses . Al final de cada temporada, la puntuación acumulada del jugador puede desbloquear varias recompensas:[19][5]

Clasificación en las arenas

El sistema de clasificatorias de las arenas registra el progreso del jugador en tenporadas PvP en función de sus ratios de victorias y derrotas en las arenas.[19][21]

  • Se pueden conseguir títulos jugando arenas.[22]
  • Otras recompensas se revelarán más adelante.[23]
  • El uso de puntos de arena para comprar equipo no está actualmente contemplado en el diseño.[22]

Rangos de gremios

La clasificación de los gremios establece el rango de los mismos en función de su rendimiento en las actividades competitivas:[24][25]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[25]Steven Sharif

Progresión de armas

In-game achievable sword and polearm 3D renders.[26]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[27]Steven Sharif

Las armas tienen su propio progreso.[28][29]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[38]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[1]Steven Sharif

Habilidades de arma

Basic weapon attack livestream teaser.[40]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[33]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[41] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[30][31][32][33][34][35][36][37][28][38][1] Esta sinergia también se aplica a las habilidades activas de otros personajes.[42]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[30]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[37]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[36]Steven Sharif

Weapon classes

Armas 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[44]

Las clases de armas (también denominadas tipos de armas y grupos de armas) en Ashes of Creation.[35]

  • Armas contundentes
  • Armas blancas
  • Armas punzantes

Elementos

Habrá elementos (como Aire, Fuego, Agua, Rayo) en Ashes of Creation, cada uno con sus propias resistencias.[45][46][47]

  • Los elementos pueden tener más influencia en determinadas estaciones y climatologías. Por ejemplo, las habilidades de escarcha pueden ser más potentes en invierno. Esto afecta tanto al PvE como al Pvp.[49][50]
  • Puede haber líneas ley y lugares mágicos fuertes en el mundo que cambien o alteren la forma en que funcionan los hechizos.[51]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[50]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[50]Jeffrey Bard

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Transmisión en vivo, 2018-06-04 (1:11:19).
  2. 2.0 2.1 Transmisión en vivo, 2018-06-04 (21:37).
  3. 3.0 3.1 3.2 Transmisión en vivo, 2021-03-26 (1:15:57).
  4. 4.0 4.1 4.2 4.3 4.4 Entrevista, 2020-07-18 (14:22).
  5. 5.0 5.1 5.2 5.3 5.4 Entrevista, 2020-07-18 (16:34).
  6. 6.0 6.1 6.2 Transmisión en vivo, 2022-05-27 (1:20:00).
  7. Transmisión en vivo, 2017-05-26 (51:37).
  8. 8.0 8.1 Transmisión en vivo, 2023-11-30 (1:38:47).
  9. Transmisión en vivo, 2017-05-17 (58:55).
  10. 10.0 10.1 steven-enchanting2.png
  11. 11.0 11.1 11.2 11.3 11.4 enchanting.png
  12. Rng crafting.jpg
  13. 13.0 13.1 13.2 Entrevista, 2023-07-09 (1:50:10).
  14. 14.0 14.1 14.2 Entrevista, 2020-07-29 (15:04).
  15. 15.0 15.1 Transmisión en vivo, 2017-05-05 (20:41).
  16. 16.0 16.1 steven-enchanting1.png
  17. Transmisión en vivo, 2022-01-28 (56:12).
  18. 18.0 18.1 18.2 Official Livestream - May 4th @ 3 PM PST - Q&A
  19. 19.0 19.1 Transmisión en vivo, 2021-09-24 (1:22:46).
  20. Transmisión en vivo, 2017-08-23 (16:44).
  21. partysize.png
  22. 22.0 22.1 Pódcast, 2018-05-11 (52:20).
  23. arena rewards.png
  24. 24.0 24.1 24.2 24.3 Transmisión en vivo, 2021-06-25 (1:12:37).
  25. 25.0 25.1 25.2 25.3 Entrevista, 2020-07-29 (14:28).
  26. Transmisión en vivo, 2021-04-30 (53:08).
  27. Entrevista, 2018-10-20 (2:53:52).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Transmisión en vivo, 2020-01-30 (1:28:40).
  29. Transmisión en vivo, 2018-05-04 (45:37).
  30. 30.0 30.1 30.2 Transmisión en vivo, 2022-06-30 (1:12:38).
  31. 31.0 31.1 31.2 Transmisión en vivo, 2022-09-30 (53:15).
  32. 32.0 32.1 32.2 Transmisión en vivo, 2022-09-30 (43:45).
  33. 33.0 33.1 33.2 33.3 Vídeo, 2022-09-30 (24:49).
  34. 34.0 34.1 34.2 Pódcast, 2021-09-29 (47:57).
  35. 35.0 35.1 35.2 35.3 Entrevista, 2021-02-07 (49:18).
  36. 36.0 36.1 36.2 36.3 36.4 Entrevista, 2020-07-19 (53:59).
  37. 37.0 37.1 37.2 37.3 37.4 Entrevista, 2020-07-18 (1:07:51).
  38. 38.0 38.1 38.2 38.3 February 8, 2019 - Questions and Answers.
  39. Transmisión en vivo, 2021-06-25 (1:29:39).
  40. Twitter - What’s your go-to weapon?
  41. Transmisión en vivo, 2022-10-14 (18:34).
  42. Entrevista, 2020-07-29 (55:44).
  43. Transmisión en vivo, 2020-02-28 (1:10:21).
  44. Transmisión en vivo, 2021-08-27 (1:04:30).
  45. 45.0 45.1 Entrevista, 2020-07-18 (1:05:04).
  46. Transmisión en vivo, 2017-05-24 (27:47).
  47. 47.0 47.1 Transmisión en vivo, 2018-04-8 (PM) (26:19).
  48. Vídeo, 2022-09-30 (15:28).
  49. Transmisión en vivo, 2020-09-30 (1:04:56).
  50. 50.0 50.1 50.2 Transmisión en vivo, 2017-06-01 (20:23).
  51. Transmisión en vivo, 2020-06-26 (1:32:16).