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Diferencia entre revisiones de «World bosses»
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{{Zergs}} | {{Zergs}} | ||
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== See also == | == See also == | ||
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* [[Dungeons]] | * [[Dungeons]] | ||
* [[Raids]] | * [[Raids]] | ||
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{{Notes}} | {{Notes}} | ||
[[Category:Reactive world]][[Category:Encounters]] | [[Category:Reactive world]][[Category:Encounters]] |
Revisión del 15:03 25 oct 2017
Zergs
Los Zergs están fortalecidas por el viaje rápido. Los tiempos de viajes tan signficativos evita que el juego de zerg sea una gran influencia.[3]
Los encuentros se diseñan para tener significado en términos de jefes, habilidades y la aptitud relacionada con las composiciones, tácticas y estrategias del grupo. El Zerging no experimenta este contenido.[4] Hay diferentes maneras de hacer que una pelea sea más difícil para que grupos más grandes, sin depender únicamente de los potenciadores de estadísticas o hacer que el jefe sea una "esponja de daño".[5]
- Los jefes de raids y mazmorras tienen mecánicas y habilidades específicas que los jugadores deben aprender y reaccionar.[5] Los Zergs que no sean conscientes de estas mecánicas o que no reaccionen a ellas como es debido, serán eliminados.[4]
- Puede haber peligros ambientales y efectos de AoE que causen más daño según la cantidad de jugadores presentes.[5]
- Hay un toma y daca para los gremios que quieren ver una mayor cantidad de miembros en lugar de un grupo más reducido y enfocado que puede ser parte de una alianza.[6]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[6] – Steven Sharif
Las mecánicas que fomentan la intriga política desempeñarán un papel en la desestabilización de los zergs.[7]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[7] – Steven Sharif
El juego basado en objetivos ayuda a equilibrar la mentalidad de zerg.[8]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[8] – Steven Sharif
Las zonas instanciadas no juegan un papel importante en la limitación de zergs, debido a que el 80% del contenido en Ashes of Creation es mundo abierto.[9]
- Puede haber zonas instanciadas dentro de asedios a castillos y nodos donde grupos en particular pueden participar en ciertos puntos de referencia basados en objetivos.[9]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[9] – Steven Sharif
Monster Coins
Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[14][15][16]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[10]
Monster coin events are system spawned events.[15][17]
- They are structured in a way to prevent groups from gaming the system.[17]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[18]
- Server messages appear for players in the vicinity of these dynamic events.[19]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[11]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[11] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[20]
- Monster coins only allow a character to participate in events on their own server.[21]
- NPC hate lists do not affect monster coin events.[11]
Los Antiguos are not going to be part of the monster coin system.[22]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[23] – Steven Sharif
Ver además
Referencias
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Transmisión en vivo, 2017-05-05 (23:26).
- ↑ 4.0 4.1 Transmisión en vivo, 2017-05-19 (25:18).
- ↑ 5.0 5.1 5.2 Transmisión en vivo, 2020-11-30 (1:16:09).
- ↑ 6.0 6.1 Transmisión en vivo, 2017-05-22 (57:37).
- ↑ 7.0 7.1 Entrevista, 2018-05-11 (44:20).
- ↑ 8.0 8.1 Entrevista, 2018-08-08 (11:52).
- ↑ 9.0 9.1 9.2 Transmisión en vivo, 2022-01-28 (17:50).
- ↑ 10.0 10.1 Types of Events on Verra.
- ↑ 11.0 11.1 11.2 11.3 Transmisión en vivo, 2022-07-29 (1:20:24).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Transmisión en vivo, 2023-06-30 (1:50:52).
- ↑ 15.0 15.1 Transmisión en vivo, 2022-04-29 (39:00).
- ↑
- ↑ 17.0 17.1
- ↑ Transmisión en vivo, 2017-05-26 (22:19).
- ↑ Transmisión en vivo, 2017-05-03 (36:25).
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Transmisión en vivo, 2021-06-25 (1:36:05).
- ↑ Pódcast, 2020-11-15 (47:12).
- ↑ Pódcast, 2020-11-15 (51:22).