Diferencia entre las páginas «Template:Class abilities» y «Group dynamics»

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As a player [[Progression|progresses]] with their primary [[Archetypes|archetype]], they will have the opportunity to choose a secondary archetype to augment their primary skills with effects from their secondary archetype.<ref name="progression">[[File:progression.png|350px]]</ref> The combination of primary and secondary archetypes is referred to as a ''Class''.
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{{Draft}}
  
<blockquote>For example: If a [[Fighter]] were to choose [[Mage]] as a secondary archetype, the fighter would become a [[Spellsword]]. This combination opens up augments that can be applied to skills in their primary skill tree.
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Group dynamics aim to bring players together.<ref name="group">[https://www.ashesofcreation.com/group-dynamics/ Group dynamics blog.]</ref>
  
Fighters have a [[Rush]] skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A [[Mage's_escape|Mage's escape]] augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.</blockquote>
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Ashes of Creation is still very much in-development. These systems could change through playtesting and player feedback.<ref name="group"/>
  
Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal [[Progression|progression]].
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== Group sizes ==
  
{{{1|==}}} Archetypes {{{1|==}}}
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* The party size is eight (8) players for a single group.<ref name="group"/>
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* [[Raids]] will have 40 man groups.<ref>[https://youtu.be/hIVnt8SDdrY?t=2079 Ashes of Creation Q&A, 9 May 2017]</ref>
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* [[Arenas]] will have 1 man, 3 man, 5 man and possibly 20 man [[wikipedia:Deathmatch|Free-For-All (Deathmatch)]] group sizes.<ref>[[File:partysize.png]]</ref>
  
Players may choose primary and secondary [[Archetypes]].<ref name="progression">[[File:progression.png|350px]]</ref>
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== Looting rules ==
  
* [[Bard]]
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[[Ashes of Creation]] intends to use traditional loot rules, selected by the party leader.<ref name="group"/>
* [[Cleric]]
 
* [[Fighter]]
 
* [[Mage]]
 
* [[Ranger]]
 
* [[Rogue]]
 
* [[Summoner]]
 
* [[Tank]]
 
  
{{{1|==}}} Class abilities {{{1|==}}}
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=== Lootmaster ===
<youtube alignment="right" container="frame" dimensions="400" description="Pre-alpha footage of a [[Mage]] using a utility ability to glide over a city wall.">https://youtu.be/9b_hp9La78g?t=749</youtube>
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* Choosing the same primary and secondary archetype will increase focus on that class.<ref>[[File:class same.png|350px]]</ref>
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A lootmaster (or master looter) is a player designated by the party leader to decide how loot is distributed in a party or raid.<ref>[http://wowwiki.wikia.com/wiki/Master_looter WoW Wiki - Master looter.]</ref>
* Secondary archetypes will not grant new skills, only augment existing skills.<ref>[[File:class secondary.png|350px]]</ref>
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* Weapons and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.<ref>[[File:class weapons.png|350px]]</ref>
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=== Round-robin ===
* Certain classes will have the ability to climb in certain areas.<ref>[[File:class climbing.png|350px]]</ref>
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* Cleaving will be a class ability.<ref>[[File:class cleaving.png|350px]]</ref>
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With round-robin looting, party members take turns looting.<ref>[http://wowwiki.wikia.com/wiki/Loot#Looting_While_In_A_Party WoW Wiki - Looting while in a party.]</ref>
* Certain classes will have stealth abilities.<ref>[[File:class stealth.png|350px]]</ref>
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* There will be racial skills and augments available to each class.<ref>[[File:class racials.png|350px]]</ref>
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=== Need before greed ===
* All classes will have maneuverability utility abilities.<ref>[[File:class mobility.png|350px]]</ref>
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* Classes will have utility abilities, such as detecting traps and other hazards. For example: The [[Mage's detection]] spell casts light and reveals magical explosive hazards.<ref>[[File:class utilities.png|350px]]</ref>
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This is a traditional [[wikipedia:Loot_system#.22Need_Before_Greed.22|need before greed]] system based on dice rolls.
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=== Bidding system ===
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[[Intrepid Studios|Intrepid]] are investigating a potential bidding system, which allows players to bid on [[Category:Items|items]] instead of rolling for them.<ref name="group"/>  
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* The highest bidder wins the item.
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* The gold then goes into a pool that is split among the rest of the party members.
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== Party Roles ==
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There will be traditional Tank, DPS, and Support roles in [[Ashes of Creation]].<ref name="group"/>  
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* Although traditional roles are present, players should not feel branded by their [[Archetypes|primary archetype]].
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* [[Skill augments]] available through the [[Classes|class]] system allow characters to be personalized outside of their primary role.
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* Players can also double down on their [[Archetypes|archetype]] choice to strengthen their primary role.
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{{Notes}}
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[[Category:Reactive world]]

Revisión del 19:55 15 oct 2017

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Group dynamics aim to bring players together.[1]

Ashes of Creation is still very much in-development. These systems could change through playtesting and player feedback.[1]

Group sizes

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[1]

Lootmaster

A lootmaster (or master looter) is a player designated by the party leader to decide how loot is distributed in a party or raid.[4]

Round-robin

With round-robin looting, party members take turns looting.[5]

Need before greed

This is a traditional need before greed system based on dice rolls.

Bidding system

Intrepid are investigating a potential bidding system, which allows players to bid on instead of rolling for them.[1]

  • The highest bidder wins the item.
  • The gold then goes into a pool that is split among the rest of the party members.

Party Roles

There will be traditional Tank, DPS, and Support roles in Ashes of Creation.[1]

  • Although traditional roles are present, players should not feel branded by their primary archetype.
  • Skill augments available through the class system allow characters to be personalized outside of their primary role.
  • Players can also double down on their archetype choice to strengthen their primary role.

Referencias