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Stats
Los jugadores tendrán una gran influencia en la distribución de sus estadísticas.[6]
- Las estadísticas básicas definidas por el arqeutipo primario de un personaje pueden mejorarse con equipo, tatuajes y otras mejoras, como objetos de incrustados.[6]
- You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[6] – Steven Sharif
Ciertas estadísticas pueden tener rendientos decrecientes, pero no habrá límites (caps) estrictos.[7]
Aumento de estadísticas
El aumento de estadísticas lleva el siguiente orden.[8]
- La raza proporciona las estadísticas base de un jugador.[8]
- El arquetipo primario aumenta las estadísticas base.[8]
- El arquetipo secundario (clase) no hace que las estadísticas aumenten.[9] Esto es un repaso de la declaración anterior.[8]
Different races have different stat compositions. Those stats can be important, but we also don't want them to dictate any meta for what classes are best used with different races.[10] – Steven Sharif
La elección de una profesión no afecta a las estadísticas de un jugador.[11]
El equipo tiene aproximadamente un 40-50% de influencia en el poder total de un jugador en el juego.[12]
Stat adjustment (via the Tattoo system)
Tattoos in Ashes of Creation refers to.
- Decals applied through the character creator.[15]
- The developers are considering whether to allow custom tattoos to be uploaded by users.[16]
- Objetos cosméticos that allow players to customize their character in-game.[17]
- Tattoos that can be applied to a character to adjust their stats.[14][19]
- These will have slots to allow stats to be migrated with a give-and-take relationship.[14]
- Higher quality magical tattoos can be applied to adjust stats.[14]
- They may also provide stat augments or other boosts.[19]
Tattoos can be removed.[19]
Stats on gear
Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[20][21]
- Los maestros artesanos podrán modificar varias (pero no todas) estadísticas de sus objetos fabricados.[20][22]
- Las estadísticas de los objetos crafteados variarán en función de su rareza.[23]
- También habrá formas de mover los bloques de estadísticas, pero no será una tarea fácil.[24][20]
- A todo el equipo se le podrá asignar cualquier estadística.[20]
Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[20] – Jeffrey Bard
Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[21] – Steven Sharif
El equipo se divide en estadísticas básicas y estadísticas adicionales..[25]
Gear progression
Las armas tienen su propio progreso.[28][29]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[30][31][32][33][34][35][12][36][28][37][38]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[28][38]
- Procs de efectos secundarios basados en los tipos de encantamientos.[38]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[38]
- Las armas duales tendrán su propia progresión según el tipo de arma.[39]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[37]
- 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.[37] – 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.[38] – Steven Sharif
Gear enhancement
Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[38][40]
- Las mejoras de equipo no aumentan el requisito de nivel del objeto .[41]
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.[40] – Jeffrey Bard
- La progresión en varios sistemas Pvp desbloqueará piedras de mejora que otorgan al equipo beneficios temporales centrados en PvP (mediante un sistema de engarce).[42] El rendimito se mide en temporadas PvP de 6 meses.[43]
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.[42] – 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.[44][45]
- Enchantment scrolls can be sold on the open market.[46][44][47]
- Enchanting does not increase an item's level requirement.[41]
- 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.[41] – Steven Sharif
Escalada de poder
Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[27]
Salud
La salud es una estadística en Ashes of Creation.[48][4]
- Los jugadores que no estén en el mismo grupo, raid, allianza, o gremio no podrán ver los porcentajes de salud de otros jugadores ni los valores exactos de sus barras de salud.[49][48][4]
- La placa de identificación de un jugador se deteriorará para dar una indicación de cuánto daño ha recibido..[48][4][50]
With regards to seeing another player's health: As you know their name plate will deteriorate or give you an indication of like hey they've taken damage they're significantly injured, but you're not going to get a percentage. You're not gonna get an exact bar value, unless you're in their party or in their raid.[4] – Steven Sharif
Maná
El maná es una estadística en Ashes of Creation.[25]
- El maná es una energía universal y hace relevantes las estadísticas correspondientes a reserva de maná, consumo y regeneración.[53]
- Todos los arquetipos usarán maná, algunos con más intensidad que otros.[53]
- Incluso los jugadores enfocados totalmente en el cuerpo cuerpo usarán maná para manipular La Esencia para sus habilidades extraordinarias.[54]
- Sentarse puede aumentar la regeneración de maná (mientras se está fuera de combate).[52][55]
Damage
- Damage numbers will not be so large as to be meaningless.[57]
- We don't see the need to have these enormous numbers that are really start to lose meaning. That seems to be an innate design issue with other games as they try to balance the damage output in PvP and in PvE; but our design system allows for a more manageable damage protocol for PvE and PvP to be shared; and those damage protocols relate more to lower numbers.[57] – Steven Sharif
- Aumentos can change damage types and values.[58]
- Death by fall damage is possible.[59]
- Receiving damage can cause casters to fail concentration checks, which does not interrupt the spell, but can result in increased casting time.[60]
Resistances
Different damage types are mitigated by the defensive stats (resistances) on different types of armor.[61]
- Certain damage types will be strong or weak against certain enemy types. So you'll have to be somewhat smart about who you're bringing where, or what abilities or specs. Obviously, you'll be able to do the content, but you'll have an easier time with certain contents if you're using a certain spec over others.[62] – Tradd Thompson
- Magic damage is mitigated by cloth armor (light armor).[63][61][64][65]
- Holy/radiant damage are modifying energy types that have corresponding synergies and resistances.[62][66]
- Physical damage is mitigated by plate armor (heavy armor).[61]
- Different classes of weapons may deal different types of physical damage: Bludgeoning damage, Slashing damage, Piercing damage.[67][35]
- When there's a lot of different complexity that exists between the multi-layered interactions of damage mitigation, resistances, damage penetration... those things stack up over time and there's an opportunity for that subtlety to be more expressed when the receiving target is, let's say, weak to that or... chosen not to spec into any resistances against that. That keeps things fresh and it also keeps a healthy level of itemization progression that's necessary for the player as well.[69] – Steven Sharif
- There is also non-mitigated damage.[61]
- Monsters will have certain types of resistances based on its type.[70][68]
- Not every monster is going to have unique resistances. They'll share groups of types of resistances based on whether that monster is a particular elemental affinity or a particular heavy armor, particular weapon type, stuff like that. So there will be resistances groups that are shared by certain types of monsters and their location and as it relates to their lower background and stuff like that.[68] – Steven Sharif
PvX
Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[72][73][74] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[74]
- Hay un equilibrio entre Pvp y PvE en Ashes of Creation.[74]
- Todas las estadísticas relacionadas con la efectividad en el combate en PvX.[75]* Algunos servidores podrían estar más enfocados al Pvp que otros.[73]
- No habrá servidores de PvE y Pvp pero algunos servidores estarán más enfocados al PVP.[73][76]
- No habrá distinción entre el equipo de Pvp y el de PvE .[77]
- La progresión del juego podría requerir elementos de PvE.[74]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[78] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Transmisión en vivo, 2020-01-30 (25:39).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Transmisión en vivo, 2018-02-09 (7:31).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 Transmisión en vivo, 2020-08-28 (15:21).
- ↑ 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2020-01-30 (1:40:48).
- ↑ 5.0 5.1 5.2 Transmisión en vivo, 2017-05-30 (16:25).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2023-01-27 (1:27:42).
- ↑ Transmisión en vivo, 2021-03-26 (1:02:08).
- ↑ 8.0 8.1 8.2 8.3 Transmisión en vivo, 2017-07-18 (35:58).
- ↑ Transmisión en vivo, 2019-11-22 (1:4:56).
- ↑ Transmisión en vivo, 2018-04-8 (AM) (25:52).
- ↑ Transmisión en vivo, 2017-07-18 (37:25).
- ↑ 12.0 12.1 Entrevista, 2020-07-19 (53:59).
- ↑ Vídeo, 2022-03-31 (22:02).
- ↑ 14.0 14.1 14.2 14.3 Transmisión en vivo, 2021-08-27 (1:18:55).
- ↑ Vídeo, 2022-03-31 (19:49).
- ↑ Transmisión en vivo, 2022-03-31 (1:01:08).
- ↑ Transmisión en vivo, 2017-05-08 (48:49).
- ↑ 18.0 18.1 Transmisión en vivo, 2017-05-26 (14:23).
- ↑ 19.0 19.1 19.2 Vídeo, 2017-09-03 (55:38).
- ↑ 20.0 20.1 20.2 20.3 20.4 Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ 21.0 21.1 Pódcast, 2018-08-04 (59:58).
- ↑
- ↑ Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Pódcast, 2021-09-29 (52:58).
- ↑ 25.0 25.1 Transmisión en vivo, 2020-08-28 (1:14:54).
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 27.0 27.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 28.0 28.1 28.2 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ Transmisión en vivo, 2022-09-30 (53:15).
- ↑ Transmisión en vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Pódcast, 2021-09-29 (47:57).
- ↑ 35.0 35.1 Entrevista, 2021-02-07 (49:18).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 37.0 37.1 37.2 February 8, 2019 - Questions and Answers.
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ 40.0 40.1 Transmisión en vivo, 2018-06-04 (21:37).
- ↑ 41.0 41.1 41.2 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑ 42.0 42.1 42.2 42.3 42.4 Entrevista, 2020-07-18 (14:22).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 44.0 44.1 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2023-11-30 (1:38:47).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ 48.0 48.1 48.2 Transmisión en vivo, 2020-07-25 (1:33:37).
- ↑ 49.0 49.1 Transmisión en vivo, 2021-07-30 (1:10:34).
- ↑
- ↑ Twitter - Resting has its benefits!
- ↑ 52.0 52.1 Transmisión en vivo, 2022-12-02 (54:16).
- ↑ 53.0 53.1
- ↑
- ↑ Vídeo, 2022-12-02 (25:31).
- ↑ Transmisión en vivo, 2020-07-25 (1:34:55).
- ↑ 57.0 57.1 Entrevista, 2018-08-24 (1:45).
- ↑ Pódcast, 2021-09-29 (46:20).
- ↑ 59.0 59.1 Transmisión en vivo, 2022-02-25 (1:06:45).
- ↑ Transmisión en vivo, 2023-12-19 (1:17:45).
- ↑ 61.0 61.1 61.2 61.3 Entrevista, 2020-07-18 (1:02:44).
- ↑ 62.0 62.1 62.2 Vídeo, 2022-12-02 (19:38).
- ↑ Entrevista, 2020-07-18 (1:05:04).
- ↑ Transmisión en vivo, 2017-05-24 (27:47).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (26:19).
- ↑
- ↑ Vídeo, 2023-08-31 (45:06).
- ↑ 68.0 68.1 68.2 Transmisión en vivo, 2021-06-25 (1:08:23).
- ↑ Entrevista, 2023-09-10 (42:09).
- ↑ [to https://twitter.com/AshesofCreation/status/1571960759894286336 Twitter - Creature resistances.]
- ↑ Vídeo, 2018-04-16 (1:32).
- ↑ 72.0 72.1 Pódcast, 2021-04-11 (38:31).
- ↑ 73.0 73.1 73.2 Transmisión en vivo, 2017-05-12 (24:52).
- ↑ 74.0 74.1 74.2 74.3 Transmisión en vivo, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ Transmisión en vivo, 2017-05-15 (14:05).
- ↑ Transmisión en vivo, 2017-06-01 (37:39).