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Loot tables
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[2][3]
- 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.[4][5][6][7][2][8]
- The rarity of glint increases with the mob's level.[9]
- Loot tables are disabled for player controlled monsters.[10]
- 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.[11]
- Experience debt decreases the drop rate percentages from monsters.[12]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[13][14]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[13][15][16]
- Legendary equipment is only dropped by Legendary world bosses.[17]
- Loot tables will likely not be affected by weather conditions.[19] This was previously listed as a possible effect.[20]
- There won't be specific loot drops for artisans.[21] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[22]
- 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.[21]
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[23][24][25][26][27][28]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[29][23][30]
- Crafted gear is considered best-in-slot in Ashes of Creation.[26]
- Previously it was stated that crafted items will be on-par with boss dropped items.[14][31][32]
- Crafters will be able to assign different skills/abilities and stats on gear.[33][34]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[33][35]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[26] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[32]
- Stats on crafted items will vary based on the item's rarity.[18]
- Apariencia del equipo is influenced by the rarity of the crafted item.[36]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[18] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[33][37]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[38]
- A crafter's name is embedded in the items they craft.[39]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[40]
Saqueo
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[42][43][44]
- Group loot rules are defined on a per-rarity basis.[1]
- A majority of party members must vote to approve any changes to group loot allocation changes.[41]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[45]
- There won't be auto-looting pets.[46]
- It will be possible to kick a player from a party prior to them acquiring loot.[47]
- 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.[47] – Steven Sharif
- Free-for-all.[44]
- Whoever is first to loot gets the loot.[42]
- 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.[44]
- With round-robin looting, party members take turns looting.[44]
- This is a traditional need before greed system based on dice rolls.[44]
- 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.[48]
- Bidding system.[44]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[44]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[49][43]
- 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.[49][43]
- These numbers will be balanced based on testing.[49]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[49][43]
- 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[49] – 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.[50] – Steven Sharif
AoE looting
AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[51]
Caravan looting
Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[54]
- Los jugadores no podrán ver el contenido exacto de un caravana antes de que decidan atacar o defender, sin embargo, habrá algunas pistas visuales, como oro, plata o hierro visibles en la parte superior de la caravana.[53]
- La carga se verá de la misma manera incluso si se ha aplicado una skin de apariencia de caravana.[53]
- Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[55][56][57]
- La proximidad a la que aparece la ventana de IU está determinada por la actuación del jugador en raids anteriores, ya sea como defensor o como atacante.[55]
- Para que el ataque a la caravana sea exitoso se necesitará un grupo.[58][59]
- La caravana se mantendrá en el mundo durante un periodo de 5 a 10 minutos desde el momento en que su propietario cierra sesión o se desconecta del servidor.[60]
- Cada carava es como un evento propio personalizado. Los jugadores no pueden participar en más de un evento de caravana a la vez. Aunque enviar caravanas como señuelo es una táctica válida.[61]
- It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[55] – Steven Sharif
Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[62][63] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[64]
- Las penalizaciones de muerte (en su mayoría) no se aplicarán en eventos basados en objetivos (como las caravanas, las guerras de gremios, y los asedios a nodos).[62][63][65][66]
- El desgaste de equipo se aplica a la muerte durante el PvP de caravas.[62][63]
- There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[62] – Steven Sharif
- Un sistema de misiones tomará nota de las defensas y ataques exitosos o fallidos del jugador. Esto dará al jugador recompensas que aumentarán según su historial.[62][63][64]
- The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[64] – Steven Sharif
Destrucción de caravanas
Si una caravana se destruye (pasa a ser escombros) dejará caer una parte de las mercancías que transporta.[58][67][68] El resto de las mercancías de la caravana se pierden cuando la caravana es destruida.[69]
- The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[68] – Steven Sharif
- Cualquiera puede saquear los escombros de la caravana.[69]
- Los componentes de la caravana también pueden caer cuando la caravana se destruye. Estos componentes pueden recuperarse por el propietario de la caravana o por otros jugadores, en el caso de componentes de alta calidad.[70]
- Las caravanas dejan caer certificados de mercancías pesadas que se pueden canjear en el nodo de origen a cambio de una parte de las mercancías.[71][68]
- Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
- A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[72] – Steven Sharif
Currency
Currency may refer to:
- Gold is the general in-game currency in Ashes of Creation.[73][2][3]
- Bound currencies are progression-based currencies that cannot be traded.[73][74][2]
- Embers is a virtual currency that can be used to purchase cosmetic items within Ashes of Creation.[78]
- Intrepid Bucks are earned through the Referral program.[79]
Mount and pet drops
Monturas and pets are dropped by world bosses on a very rare basis.[80]
Temporary mounts
Temporary mounts that drop from bosses will age and eventually die.[81]
Muerte del personaje
Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[84][6][7][8][2] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[6] El marcado de jugadores (flagging) no se activa al saquear.[85]
- Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[8]
- Deuda de experiencia (experiencia negativa).[86]
- Pérdida de durabilidad.[87][88][8]
- When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[87] – Steven Sharif
- Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[89][7][8]
- Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[89]
- También se dejan caer un porcentaje de los certificados que lleva el jugador.[2]
- Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[90]
- Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[90][91]
- Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[8]
- Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[92][93] This includes:[93][8]
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[95] – Steven Sharif
- Estos objetos pueden ser saqueados por otros jugadores.[96]
- Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[97]
- Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[98]
- Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[99]
- La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[100]
- Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[62][63][65]
- There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[65] – Steven Sharif
- La degradación de equipo se aplica al morir durante el PvP de caravanas.[62][63]
La muerte por caída es posible.[102]
- El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[102]
La muerte por ahogamiento es posible.[103][104]
- Los jugadores que se ahoguen resurgirán en la orilla.[103]
Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[90]
- Si la mula de un jugador muere su cadáver tendrá el mismo porcentaje de objetos de botín que el jugador.[90][91]
Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[105]
- At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[105] – Cody Peterson
Item rendering
Items that are dragged out of a player's inventory are destroyed.[106]
- Allowing player-dropped items (such as Equipo and Currency) to exist in the world is likely not going to be allowed.[106][107]
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Vídeo, 2023-01-27 (16:44).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Entrevista, 2020-07-18 (27:11).
- ↑ 3.0 3.1 3.2 Transmisión en vivo, 2017-05-24 (44:14).
- ↑
- ↑ 5.0 5.1 Entrevista, 2023-09-10 (53:47).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑ 7.0 7.1 7.2
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Pódcast, 2017-05-05 (43:05).
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ 12.0 12.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 13.0 13.1 Entrevista, 2020-07-19 (8:43).
- ↑ 14.0 14.1 February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ 18.0 18.1 18.2 Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 21.0 21.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 23.0 23.1
- ↑
- ↑ Transmisión en vivo, 2023-04-07 (31:49).
- ↑ 26.0 26.1 26.2 Transmisión en vivo, 2022-06-30 (1:18:55).
- ↑ Transmisión en vivo, 2020-01-30 (1:38:26).
- ↑ Transmisión en vivo, 2017-05-12 (1:00:18).
- ↑
- ↑ Entrevista, 2023-09-10 (47:13).
- ↑
- ↑ 32.0 32.1 Transmisión en vivo, 2017-05-10 (14:45).
- ↑ 33.0 33.1 33.2 Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ Pódcast, 2018-08-04 (59:58).
- ↑
- ↑ Transmisión en vivo, 2023-11-30 (1:40:11).
- ↑ Transmisión en vivo, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ 41.0 41.1 Vídeo, 2023-01-27 (32:01).
- ↑ 42.0 42.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ 43.0 43.1 43.2 43.3 Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ 44.00 44.01 44.02 44.03 44.04 44.05 44.06 44.07 44.08 44.09 44.10 44.11 Group dynamics blog.
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 47.0 47.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 49.0 49.1 49.2 49.3 49.4 Transmisión en vivo, 2022-03-31 (1:23:06).
- ↑ Transmisión en vivo, 2022-06-30 (1:16:22).
- ↑ Transmisión en vivo, 2017-05-15 (48:30).
- ↑ Transmisión en vivo, 2020-03-28 (1:27:28).
- ↑ 53.0 53.1 53.2 Transmisión en vivo, 2021-01-29 (1:25:14).
- ↑
- ↑ 55.0 55.1 55.2 Entrevista, 2020-03-27 (16:19).
- ↑
- ↑ Transmisión en vivo, 2017-05-22 (40:40).
- ↑ 58.0 58.1 Transmisión en vivo, 2017-05-15 (45:20).
- ↑ Transmisión en vivo, 2017-05-22 (40:41).
- ↑ Transmisión en vivo, 2020-07-25 (55:32).
- ↑ Transmisión en vivo, 2022-10-28 (1:36:10).
- ↑ 62.0 62.1 62.2 62.3 62.4 62.5 62.6 62.7 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 63.0 63.1 63.2 63.3 63.4 63.5 Transmisión en vivo, 2021-08-27 (1:22:56).
- ↑ 64.0 64.1 64.2 64.3 Transmisión en vivo, 2021-02-26 (1:16:21).
- ↑ 65.0 65.1 65.2 Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑
- ↑ Transmisión en vivo, 2017-12-15 (1:04:25).
- ↑ 68.0 68.1 68.2 Entrevista, 2019-04-15 (26:59).
- ↑ 69.0 69.1 Transmisión en vivo, 2021-04-30 (1:04:23).
- ↑ Entrevista, 2019-04-15 (28:28).
- ↑
- ↑ Transmisión en vivo, 2022-09-30 (1:17:13).
- ↑ 73.0 73.1 Pódcast, 2023-07-15 (15:14).
- ↑
- ↑ Transmisión en vivo, 2023-10-31 (1:06:32).
- ↑ Vídeo, 2023-10-31 (3:34).
- ↑ Transmisión en vivo, 2021-10-29 (1:06:31).
- ↑ Zendesk - What are Embers and how do I use them?
- ↑ Ashes of Creation referral program.
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-03-28 (1:58:24).
- ↑ Pódcast, 2018-04-23 (49:21).
- ↑ Transmisión en vivo, 2021-09-24 (51:20).
- ↑ Pódcast, 2021-04-11 (34:41).
- ↑ Transmisión en vivo, 2017-05-19 (13:37).
- ↑ 87.0 87.1 Entrevista, 2021-02-07 (13:14).
- ↑ Entrevista, 2020-07-29 (16:46).
- ↑ 89.0 89.1 Transmisión en vivo, 2022-12-02 (1:26:02).
- ↑ 90.0 90.1 90.2 90.3 Transmisión en vivo, 2021-01-29 (1:24:27).
- ↑ 91.0 91.1 Transmisión en vivo, 2018-09-27 (47:46).
- ↑ Transmisión en vivo, 2022-10-28 (24:28).
- ↑ 93.0 93.1 93.2 Entrevista, 2020-07-18 (41:54).
- ↑ Transmisión en vivo, 2017-11-17 (35:20).
- ↑
- ↑ Entrevista, 2018-05-11 (15:41).
- ↑ Entrevista, 2017-04-27 (9:28).
- ↑ Transmisión en vivo, 2021-06-25 (1:15:37).
- ↑
- ↑ Transmisión en vivo, 2021-05-28 (1:50:50).
- ↑ Transmisión en vivo, 2017-05-15 (36:23).
- ↑ 102.0 102.1 Transmisión en vivo, 2022-02-25 (1:06:45).
- ↑ 103.0 103.1 Transmisión en vivo, 2022-04-29 (1:08:27).
- ↑ Transmisión en vivo, 2017-07-28 (50:22).
- ↑ 105.0 105.1
- ↑ 106.0 106.1 Transmisión en vivo, 2021-04-30 (1:14:49).
- ↑ Transmisión en vivo, 2017-05-24 (13:19).