Equipo óptimo (Best in slot)
- Los objetos crafteados estarán a la altura de los objetos BiS (best-in-slot)) (de drops).[1]
- Lo que se considera como BiS dependerá del rol del personaje y del tipo enemigos a los que se enfrente.[2]
- El contenido instanciado incluirá combates con jefes difíciles y con mecánicas que soltarán equipo, pero este equipo no será BiS. Este solo podrá ser encontrado en el mundo abierto.[3]
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[4][5][6][7][8][9]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[10][4][11]
- Crafted gear is considered best-in-slot in Ashes of Creation.[7]
- Previously it was stated that crafted items will be on-par with boss dropped items.[12][13][1]
- Crafters will be able to assign different skills/abilities and stats on gear.[14][15]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[14][16]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[7] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[1]
- Stats on crafted items will vary based on the item's rarity.[17]
- Apariencia del equipo is influenced by the rarity of the crafted item.[18]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[17] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[14][19]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[20]
- A crafter's name is embedded in the items they craft.[21]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[22]
Loot tables
- Mobs drop glint, Artículos, and crafting materials in preference to gold.[24][25]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[26][27][28][29][24][30]
- The rarity of glint increases with the mob's level.[31]
- Loot tables are disabled for player controlled monsters.[32]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[33]
- Experience debt decreases the drop rate percentages from monsters.[34]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[35][12]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[35][36][37]
- Legendary equipment is only dropped by Legendary world bosses.[38]
- Loot tables will likely not be affected by weather conditions.[39] This was previously listed as a possible effect.[40]
- There won't be specific loot drops for artisans.[41] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[42]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[41]
Saqueo
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[44][45][46]
- Group loot rules are defined on a per-rarity basis.[23]
- A majority of party members must vote to approve any changes to group loot allocation changes.[43]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[47]
- There won't be auto-looting pets.[48]
- It will be possible to kick a player from a party prior to them acquiring loot.[49]
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[49] – Steven Sharif
- Free-for-all.[46]
- Whoever is first to loot gets the loot.[44]
- 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.[46]
- With round-robin looting, party members take turns looting.[46]
- This is a traditional need before greed system based on dice rolls.[46]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[50]
- Bidding system.[46]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[46]
Gear sets
Gear sets (also known as tier sets) are a part of Ashes of Creation.[54][53][55]
- Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
- A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[54] – Steven Sharif
- Players gain bonuses depending on the number and tier of pieces they have equipped.[54][53][55]
- An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[56]
- There may be set bonuses that members of certain communities will obtain based on gear set type.[54][55]
- Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[57]
- Apariencia racial of gear sets is tied to the character model of that race.[58]
- It will be possible to store and swap gear loadouts with a single button press when out of combat.[11][59][60]
- Approximately 49 unique gear sets were obtainable in Alpha-1 from crafting, quests, drops and exploration.[61] These were unique sets with different stats, but some may be similar in appearance.[61]
- Certain set bonuses may trade off core gear stats.[62]
- There are passive abilities that can be chosen to become more adept with certain set types.[55]
- There will be viable non-set builds.[62]
Item rarities
Item rarities in Ashes of Creation.
- Poor.[63]
- Common.[64][65]
- Uncommon.[64][66]
- Rare.[64][67]
- Heroic.[64][68]
- Epic.[64][69]
- Legendary.[64][70]
- Artifact.[64]
La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[71]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[71]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[72][73]
- Los jefes y enemigos no escalarán en función del tamaño del grupo, pero el comportamiento de la IA puede adaptarse dinámicamente al número y tipo de participantes en el encuentro.[72][74]
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[72] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[71]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[75] – Steven Sharif
Ashes of Creation será fácil de comprender pero difícil de dominar.[76]
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.[77] – 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.[78]
- 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.[78]
- Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[78]
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.[78] – Steven Sharif
Equilibrio del juego
The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[79] – Steven Sharif
Equilibrio de las clases
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[80][81][82]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[80][82]
- 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.[82] – Steven Sharif
- A la hora de equilibrar las habilidades de combate entran en juego varios factores.[83]
- 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.[83] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[84]
- 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.[80][85]
- 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.[80] – 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. [81][86]
- 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.[87][88][89][86][90]
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[91]
- 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.[81] – 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.[91] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 Transmisión en vivo, 2017-05-10 (14:45).
- ↑ Transmisión en vivo, 2020-05-29 (1:33:11).
- ↑ Transmisión en vivo, 2022-03-31 (1:19:41).
- ↑ 4.0 4.1
- ↑
- ↑ Transmisión en vivo, 2023-04-07 (31:49).
- ↑ 7.0 7.1 7.2 Transmisión en vivo, 2022-06-30 (1:18:55).
- ↑ Transmisión en vivo, 2020-01-30 (1:38:26).
- ↑ Transmisión en vivo, 2017-05-12 (1:00:18).
- ↑
- ↑ 11.0 11.1 Entrevista, 2023-09-10 (47:13).
- ↑ 12.0 12.1 February 8, 2019 - Questions and Answers.
- ↑
- ↑ 14.0 14.1 14.2 Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ 15.0 15.1 Pódcast, 2018-08-04 (59:58).
- ↑
- ↑ 17.0 17.1 17.2 Transmisión en vivo, 2020-12-22 (1:15:01).
- ↑ Transmisión en vivo, 2023-11-30 (1:40:11).
- ↑ Transmisión en vivo, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Vídeo, 2023-01-27 (16:44).
- ↑ 24.0 24.1 Entrevista, 2020-07-18 (27:11).
- ↑ Transmisión en vivo, 2017-05-24 (44:14).
- ↑
- ↑ Entrevista, 2023-09-10 (53:47).
- ↑ Transmisión en vivo, 2021-03-26 (1:07:33).
- ↑
- ↑ Pódcast, 2017-05-05 (43:05).
- ↑
- ↑ Transmisión en vivo, 2017-05-03 (35:25).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 35.0 35.1 Entrevista, 2020-07-19 (8:43).
- ↑ Entrevista, 2020-07-20 (21:57).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2022-05-27 (1:14:46).
- ↑ Vídeo, 2022-05-27 (2:21).
- ↑ 41.0 41.1 Transmisión en vivo, 2024-02-29 (1:22:09).
- ↑ Pódcast, 2018-08-04 (1:44:54).
- ↑ 43.0 43.1 Vídeo, 2023-01-27 (32:01).
- ↑ 44.0 44.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 46.11 Group dynamics blog.
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 49.0 49.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ Transmisión en vivo, 2023-06-30 (1:30:40).
- ↑ Vídeo, 2023-01-27 (45:46).
- ↑ 53.0 53.1 53.2 Transmisión en vivo, 2020-11-30 (54:29).
- ↑ 54.0 54.1 54.2 54.3 54.4 Transmisión en vivo, 2023-07-28 (1:22:48).
- ↑ 55.0 55.1 55.2 55.3 Transmisión en vivo, 2017-11-17 (22:33).
- ↑ Entrevista, 2020-07-18 (1:02:08).
- ↑ Transmisión en vivo, 2023-09-29 (1:15:47).
- ↑ Pódcast, 2018-08-04 (55:17).
- ↑ Transmisión en vivo, 2023-02-24 (46:15).
- ↑ Transmisión en vivo, 2021-11-19 (40:53).
- ↑ 61.0 61.1 Transmisión en vivo, 2021-04-30 (41:18).
- ↑ 62.0 62.1 Transmisión en vivo, 2017-11-17 (56:07).
- ↑ Alpha-1 screenshot.
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6 Pódcast, 2023-12-03 (11:28).
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-2 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 71.0 71.1 71.2 Entrevista, 2020-07-19 (14:51).
- ↑ 72.0 72.1 72.2 Transmisión en vivo, 2023-01-27 (1:34:06).
- ↑ Entrevista, 2021-06-13 (22:20).
- ↑ Entrevista, 2020-07-19 (17:12).
- ↑ Transmisión en vivo, 2022-05-27 (1:20:35).
- ↑ Pódcast, 2018-05-11 (33:09).
- ↑ Ashes of Creation Forums - No participation trophy.
- ↑ 78.0 78.1 78.2 78.3 Pódcast, 2021-04-11 (54:35).
- ↑ Vídeo, 2018-04-05 (49:36).
- ↑ 80.0 80.1 80.2 80.3 Transmisión en vivo, 2023-12-19 (1:25:16).
- ↑ 81.0 81.1 81.2 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 82.0 82.1 82.2 Pódcast, 2018-04-23 (59:28).
- ↑ 83.0 83.1 Transmisión en vivo, 2023-12-19 (1:23:00).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 86.0 86.1 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).
- ↑ 91.0 91.1 Pódcast, 2018-04-23 (1:01:01).