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Dinámica de grupo

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Group dynamics aim to bring players together.[1]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]

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

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[3]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[4]

  • The party size is eight (8) players for a single group.[1]
  • Incursiones will have 40 man groups.[5]
  • Content will be tailored for 40, 16 and 8 person group sizes.[6]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[7]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[8]
  • Asedios del castillo are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[3]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[1]

Content isn't locked behind guilds.[9]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[10]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Experience

  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done.[11] A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[12] Experience gained is not affected by looting rights.[11]
  • Experience gained from quest rewards is not shared with other party members.[12]

Alpha-0 group size

The party size in Alpha-0 is six (6).[13]

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[14]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[14]Steven Sharif

Balance

Las sesenta y cuatro (64) clases están repartidas en ocho arquetipos primarios. Equilibrar las habilidades activas solo se refiere a estos ocho arquetipos primarios.[15]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. Equilibrar los aumentos se refiere a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[15]

El equilibrio es un aspecto tán importante de este sistema de clases que queremos estar seguros que hay un rol determinado para cada posible combinación.[16]Steven Sharif

No se hacen 64 clases para que cuatro sean las jugadas.[16]Peter Pilone

El balance en Ashes of Creation está "enfocado en el grupo".[17]

Habrá emparejamientos de 1v1 donde una clase será superior a otra; y esa aplicación debería ser una dinámica de piedra-papel-tijera. Queremos que haya contra-juego entre las distintas clases... En cambio, será un equilibrio centrado en el grupo, donde mientras tengas la diversidad de clases presente, ese va a ser un terreno de juego igualado. Va a ser muy dependiente de la habilidad y la estrategia.[17]Steven Sharif

Ciertos arquetipos secundarios son capaces de "cerrar la brecha" contra sus homólogos.[18]

Ciertos arquetipos son capaces de acortar la brecha entre sus homólogos per-se. Si soy un arquetipo Tank y un Mage es mi opuesto, puedo tomar un secundario de Mage e intentar salvar la brecha levemente; y entonces mover mi identidad ligeramente en esa dirección .[18]Steven Sharif

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[19]

Bulletin boards

Bulletin boards are available within nodes[19] and player taverns.[21]

Bulletin board jobs

Job types include.[19]

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[27][1]

Lootmaster
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.
Round-robin
With round-robin looting, party members take turns looting.
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 items 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

Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[1][28]

Tenemos nuestros ocho arquetipos base; y la trinidad es una influencia muy fuerte para estos arquetipos. Sin embargo, la parte en la que nos ponemos a jugar y difuminar la línea de la trinidad es en las clases secundarias que puedes elegir. Ahí es cuando empezamos a mezclar esos espacios y le permitimos a la gente un poco más de influencia sobre su rol y si es es que encajan o no a la perfección dentro de una categoría particular de la trinidad[29]Steven Sharif

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[30]

Afiliaciones

An affiliation tree is under development that determines which entities can participate in attacks against other entities within its hierarchy.[31]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[31]Steven Sharif

See also

Referencias