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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.

El aumento de estadísticas lleva el siguiente orden.[1]

  1. La raza proporciona las estadísticas base de un jugador.[1]
  2. El arquetipo primario aumenta las estadísticas base.[1]
  3. El arquetipo secundario (clase) no hace que las estadísticas aumenten.[2] Esto es un repaso de la declaración anterior.[1]

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.[3]Steven Sharif

La elección de una profesión no afecta a las estadísticas de un jugador.[4]

El equipo tiene aproximadamente un 40-50% de influencia en el poder total de un jugador en el juego.[5]

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[6]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[7]Steven Sharif

Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[7][8][9] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[9]

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.[13]Steven Sharif

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