Equilibrio del juego
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[1][2][3]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[1][3]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[3] – Steven Sharif
- A la hora de equilibrar las habilidades de combate entran en juego varios factores.[4]
- Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[4] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[5]
- Las pruebas en la Alpha 2 comenzarán a centrarse en el equilibrio una vez que las poblaciones y los conflictos estén funcionando y muy probados.[1][6]
- When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[1] – Steven Sharif
Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [2][7]
- Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[8][9][10][7][11]
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[12]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[2] – Steven Sharif
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[12] – Steven Sharif
Synergies
Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[13][14][15][16][17][18][19][20][21][22][23][24][25] These synergies also apply to active skills from other characters.[13][26]
- Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
- A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[13] – Steven Sharif
- When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[27] – Steven Sharif
Meta
La eficacia de las clases, habilidades y equipo dependerá del adversario o del reto. Habrá builds óptimas para diferentes retos y grados de dificultad. Este diseño pretende evitar que hay un meta evidente o que haya muchas builds cortadas por el mismo patrón en Ashes of Creation.[28]
- Los diferentes desafíos se presentan a los jugadores de forma dinámica en función de la progresión y destrucción del nodo. Las situaciones que se basan en un diseño tipo piedra-papel-tijera motivarán a una búsqueda de equipo horizontal. Estos desafíos dinámicos cambiarán de un mes a otro, provocando un cambio en la demanda de la economia a medida que el nuevo contenido requiera diferentes builds.[28]
- Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[28]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[28] – Steven Sharif
Roles
Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[29][30]
- Aunque los papeles tradicionales están presentes, los jugadores no deberían sentirse encasillados por su arquetipo primario.[29][30]
- Los aumentos de habilidad disponibles a través del sistema de clases permitirán a los jugadores personalizar su estilo de juego fuera de su rol primario.[29][30][31]
- Los jugadores que elijan en mismo arquetipo dos veces, fortalecerán su rol primario.[29][30]
We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[31] – Steven Sharif
PvX
Ashes of Creation es un juego PvX.Los jugadores se encontrarán con elementos tanto de Pvp como de PvE.[33][34][35] Es poco probable que un jugador pueda enfocarse solamente en Pvp o solamente en PvE.[35]
- Hay un equilibrio entre Pvp y PvE en Ashes of Creation.[35]
- Todas las estadísticas relacionadas con la efectividad en el combate en PvX.[36]* Algunos servidores podrían estar más enfocados al Pvp que otros.[34]
- No habrá servidores de PvE y Pvp pero algunos servidores estarán más enfocados al PVP.[34][37]
- No habrá distinción entre el equipo de Pvp y el de PvE .[38]
- La progresión del juego podría requerir elementos de PvE.[35]
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.[39] – 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.[40]
Dificultad del juego
Ashes of Creation se situará en el nivel de dificultad más alto en lo que respecta al compromiso.[6]
- People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so that's the way we really want that emergent gameplay to come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[41] – Jeffrey Bard
- There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[41] – Peter Pilone
Curva de aprendizaje
Ashes of Creation será fácil de comprender pero difícil de dominar.[42]
My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[43] – Steven Sharif
Población objetivo
I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[44] – Steven Sharif
Tipos de jugador
Ashes of Creation se adaptará a una gran variedad de tipos de jugadores, desde jugadores PVE o Pvp hasta jugadores de rol y crafters.[45]
A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[45] – Akil Hooper
The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[45] – Steven Sharif
Jugadores casual vs hardcore
Las diferentes vias de progresión en Ashes of Creation ofrecen diferentes "caminos" para los jugadores según el tiempo que tengan disponible para jugar.[46]
- Algunas de estas vías se podrán lograr de forma más inmediata, y son más adecuadas para jugadores casuales.[46]
- Los eventos "provocados" como las cravanas y los asedios permitirán a los jugadores casuales participar en eventos impactantes sin una inversión de tiempo significativa.[47]
- Los personajes de nivel inferior serán útiles en las partes de los combates masivos, que no dependen de su nivel, como manejar armas de asedio, ayudar reparando las fortificaciones, otorgar "buffs" basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Todo esto es relevante para el devenir de la batalla y no requiere que el jugador tenga el nivel máximo o que tenga estadísticas de combate elevadas.[48]
There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[47] – Steven Sharif
- Otras vías de progresión requerirán una inversión de tiempo significativa que los jugadores casuales tardarán más en logran que los jugadores "hardcore".[46]
- La contribución que pueden hacer un gran número de jugadores casuales trabajando juntos puede tener un mayor impacto en la progresión de un nodo que la de los jugadores "hardcore". Los jugadores "hardcore" pueden avanzar al contenido final del juego más rápido que los casuales, pero pueden carecer del número necesario para influir en los nodos en esos lugares tan rápido como la población más grande de jugadores casuales.[46]
Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[46] – Steven Sharif
Escalado por nivel
Los niveles, las estadísticas, o las habilidades no se escalarán para que los jugadores de bajo nivel puedan participar en encuentros con jugadores de mayor nivel.[49][50]
Programa de mentores
Habrá un programa de mentores en el que los jugadores de nivel superior podrán beneficiarse de hacer grupo y/o ayudar a los jugadores de nivel inferior y hacer que ubiquen dentro del juego.[50]
- Algunos edificios de nodos y organizaciones ofrecen misiones que pueden ser iniciadas por un mentor para ayudar a los nuevos jugadores. Se ofrecen recompensas tanto para el mentor como para el alumno al completarlas.[51]
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[52] – Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[51] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 Transmisión en vivo, 2023-12-19 (1:25:16).
- ↑ 2.0 2.1 2.2 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 3.0 3.1 3.2 Pódcast, 2018-04-23 (59:28).
- ↑ 4.0 4.1 Transmisión en vivo, 2023-12-19 (1:23:00).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 6.0 6.1 Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 7.0 7.1 Entrevista, 2018-10-20 (2:40:17).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Entrevista, 2020-07-18 (1:05:04).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 12.0 12.1 Pódcast, 2018-04-23 (1:01:01).
- ↑ 13.0 13.1 13.2 Entrevista, 2023-07-09 (1:14:09).
- ↑ Transmisión en vivo, 2022-12-02 (56:09).
- ↑ 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).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Entrevista, 2020-07-29 (55:44).
- ↑ Entrevista, 2023-07-09 (1:16:45).
- ↑ 28.0 28.1 28.2 28.3 Pódcast, 2021-04-11 (54:35).
- ↑ 29.0 29.1 29.2 29.3 Group dynamics blog.
- ↑ 30.0 30.1 30.2 30.3 Transmisión en vivo, 2017-05-22 (46:04).
- ↑ 31.0 31.1 Entrevista, 2018-10-20 (2:40:16).
- ↑ Vídeo, 2018-04-16 (1:32).
- ↑ 33.0 33.1 Pódcast, 2021-04-11 (38:31).
- ↑ 34.0 34.1 34.2 Transmisión en vivo, 2017-05-12 (24:52).
- ↑ 35.0 35.1 35.2 35.3 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).
- ↑ Entrevista, 2018-10-20 (2:53:52).
- ↑ 41.0 41.1 Transmisión en vivo, 2018-06-04 (7:25).
- ↑ Pódcast, 2018-05-11 (33:09).
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ Pódcast, 2018-05-11 (33:09).
- ↑ 45.0 45.1 45.2 Vídeo, 2018-04-05 (44:06).
- ↑ 46.0 46.1 46.2 46.3 46.4 Pódcast, 2021-04-11 (18:35).
- ↑ 47.0 47.1 Vídeo, 2018-04-05 (48:03).
- ↑ Entrevista, 2020-07-08 (1:12:51).
- ↑ Entrevista, 2021-06-13 (24:14).
- ↑ 50.0 50.1 Vídeo, 2018-04-05 (40:08).
- ↑ 51.0 51.1 51.2 51.3 51.4 Transmisión en vivo, 2020-09-30 (1:07:22).
- ↑ Entrevista, 2018-08-24 (8:52).