Please note that we will be mostly waiting for the full NDA drop before we post updated information on Alpha-1, but we will continue to post information that has specific citeable sources from Intrepid.

Game difficulty

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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 you know that's kind of the way we really want that emergent gameplay to kind of 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.[1]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[1]Peter Pilone

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[2]

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[5][6]

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[6]

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.[8]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.[7]Steven Sharif

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[9]

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.[10]Steven Sharif

Meta

The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.​[11]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[11]

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 kind of fun uh environment to exist in it presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[11]Steven Sharif

Casual vs. hardcore players

Los jugadores casuales tendrán un impacto porque lo que hacen es necesario para la salud del servidor.[12]

Hay eventos que están sucediendo en el mundo del juego a los que no necesitarás ser un jugador "hardcore" para impactar y unirte. Por ejemplo, los eventos desencadenados desde el punto de vista de PvE contra las ciudades; los intercambios de las caravanas; esos campos de batalla naturales que existen; los asedios del castillo que puedes iniciar sesión por. Hay muchos sistemas en juego en los que una persona puede simplemente iniciar sesión, participar, divertirse, ser impactante y luego cerrar sesión.[12]Steven Sharif

Target demographic

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 kind of 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.[9]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[13]

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.[13]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 kind of 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.[13]Steven Sharif

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[6]

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.[8]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.[7]Steven Sharif

Combate

Alpha-1 PvE combat early preview.[15]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[16]Steven Sharif

Combate in Ashes of Creation is focused on strategy and tactics.[17]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[16]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[18]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing.[19][20]

  • Alpha-1 testing is initially focused on core functionality rather than combat balance.[21]

Leer más...

Combat logs

There are combat logs in Ashes of Creation.[22]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[10]Steven Sharif

Game balance

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.[23]Steven Sharif

Class 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.[24]

  • 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.[24]

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.[25]Steven Sharif

No se hacen 64 clases para que cuatro sean las jugadas.[25]Peter Pilone

El balance en Ashes of Creation está "enfocado en el grupo".[26]

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.[26]Steven Sharif

Ciertos arquetipos secundarios son capaces de "cerrar la brecha" contra sus homólogos.[27]

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 .[27]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[28]Steven Sharif

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Progresión

Progresión occurs through a variety of pathways.[29]

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[33]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[30]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[34]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[34]Steven Sharif

Nivelación won't follow a traditional linear path, although classic mechanics for leveling exist.[35] Experience (XP) is gained through a variety of activities:[36]

A character's level will be visible to other players.[37]

There will not be level boosts or auto-leveling.[38]

As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[38]Steven Sharif

There won't be any damage dampening due to differences in levels in either Pvp or PvE.[39]

If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[39]Steven Sharif

Leer más...

End game

No va a haber un típico end-game en Ashes of Creation.[6]

Parte de toda la experiencia con los nodos es que no existe un "end-game" real, ya que el mundo cambia constantemente todos los días. El primer mes va a ser muy diferente al segundo mes; y eso es para los niveles 50 y 1.[6]Jeffrey Bard

Queremos que el juego sea un juego vivo, lo que significa que todo el contenido debe ser relevante en todo momento. Diría que intentamos hacer la menor distinción posible entre la experiencia de subir de nivel y la experiencia del juego final. Todo el viaje es importante para nosotros, con el fin de maximizar la diversión de las personas durante las diferentes etapas del juego.[40]Sarah Flanagan

Level cap

The level cap at launch is expected to be approximately level 50.[41]

  • The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[42][43]
  • Alpha-1 has progression to level 15.[44]

Lower level characters will have usefulness in mass combat (such as Asedios de nodos) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[45]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[42]Steven Sharif

Grinding

La repetición no será parte de la progresión en Ashes of Creation.[46]

  • No habrá misiones "grindy".[46]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[47]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[46]

AFK leveling

No habra AFK leveling en Ashes of Creation.[48]

Queremos que este juego sea jugado. Si hay cosas que puedas hacer para no jugar y seguir progresando, hemos hecho algo mal. [48]Jeffrey Bard

Class progression

A medida que un jugador progresa con su arquetipo primario (clase primaria), tendrán la oportunidad de elegir un segundo arquetipo para aumentar sus habilidades primarias con habilidades de su segundo arquetipo (clase secundaria).[49] La combinación de los arquetipos primario y secundario es conocido como una clase.[50][51]

  • Un jugador puede elegir su segundo arquetipo cuando alcanze el Nivel 25.[52]

Si un Luchador eligiese ser Mago como arquetipo secundario, el fighter se convertiría en Spellsword. Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su arbol de habilidades primario. Fighters tienen la habilidad Rush que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. El aumento Mage's escape puede ser aplicado a la habilidad de Rush, la cual teletransportaría al jugador hasta su objetivo; eliminando el tiempo de embestida en la habilidad.[49]

Cada habilidad en el árbol primario tendrá varias opciones de aumentos del árbol secundario. Este es un ejemplo de progresión horizontal.[49]

  • Aumentos en las habilidades primarias cambiarán fundamentalmente la manera en la que la habilidad funciona adaptando lo que la habilidad hacía antes para incorporar la nueva identidad del segundo arquetipo/clase.[40]
  • Una clase secundaria no proporciona habilidades adicionales.[53]

Los jugadores reciben puntos de habilidad a medida que suben de nivel. Éstos pueden ser usados para subir las habilidades en el árbol de habilidades.[54]

  • No es posible maximizar todas las habilidades en un árbol de habilidades.[54]

Progresión de Clase no se relaciona con Progesión Artesanal.[55]

Zones and progression

Mazmorras, Incursiones, Jefes de mundo, Mobs, Misiones, Events, Recursos, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[56][57][58]

We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[59]Steven Sharif

Game design

When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[60]

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[61]Steven Sharif

Pilares de diseño

The design of Ashes of Creation adheres to five main pillars.[62]

  1. Historia interesante y envolvente.
  2. Mundo reactivo
  3. Interacción del jugador
  4. Agencia de jugadores
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[62]

Addons/mods

Mi decisión es no permitir medidores DPS ni complementos. Creo que tenemos medidas adecuadas para prevenir la mayoría de posibles rastreadores de terceros. Sé que este tema tiene voces apasionadas en ambos lados y respeto las diversas opiniones y posiciones que muchos de ustedes han expresado.[63]Steven Sharif

No se permitirán Complementos ni medidores de DPS.[63][64]

  • Los desarrolladores no quieren que sean necesarios complementos / modificaciones para experimentar el juego.[65]
  • El diseño de la API del juego aún está bajo consideración.[66]
  • Habrá integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se expondrá a través de una API por el momento.[67]
  • Los desarrolladores creen que los analizadores sintácticos (medidores DPS) pueden tener efectos negativos.[68][64]

La idea es hacer una ventanilla única de la compañía cuando se trata de sistemas en el juego ... En mi opinión, realmente no queremos tener complementos.[65]Steven Sharif

Habrá tablas de clasificación.[69]

See also

Referencias

  1. 1.0 1.1 Transmisión en vivo, 2018-06-04 (7:25).
  2. 2.0 2.1 2.2 Entrevista, 2020-07-19 (14:51).
  3. Entrevista, 2021-06-13 (22:20).
  4. Entrevista, 2020-07-19 (17:12).
  5. Entrevista, 2021-06-13 (24:14).
  6. 6.0 6.1 6.2 6.3 6.4 Vídeo, 2018-04-05 (40:08).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 Transmisión en vivo, 2020-09-30 (1:07:22).
  8. 8.0 8.1 Entrevista, 2018-08-24 (8:52).
  9. 9.0 9.1 Podcast, 2018-05-11 (33:09).
  10. 10.0 10.1 Ashes of Creation Forums - No participation trophy.
  11. 11.0 11.1 11.2 11.3 Podcast, 2021-04-11 (54:35).
  12. 12.0 12.1 Vídeo, 2018-04-05 (48:03).
  13. 13.0 13.1 13.2 Vídeo, 2018-04-05 (44:06).
  14. Vídeo, 2021-05-28 (25:44).
  15. Vídeo, 2020-03-23 (0:41).
  16. 16.0 16.1 Transmisión en vivo, 2020-08-28 (1:19:24).
  17. Transmisión en vivo, 2017-05-03 (17:59).
  18. Transmisión en vivo, 8 April 2018 (PM) (41:44).
  19. steven-combat-revamp-update.png
  20. Vídeo, 2021-02-26 (6:17).
  21. Transmisión en vivo, 2021-05-28 (1:13:05).
  22. Ashes of Creation Forums - No Damage Meter?
  23. Vídeo, 2018-04-05 (49:36).
  24. 24.0 24.1 Entrevista, 2018-10-20 (2:40:17).
  25. 25.0 25.1 Transmisión en vivo, 2017-05-24 (35:11).
  26. 26.0 26.1 Podcast, 2018-04-23 (59:28).
  27. 27.0 27.1 Podcast, 2018-04-23 (1:01:01).
  28. Entrevista, 2018-10-20 (2:53:52).
  29. Transmisión en vivo, 2017-05-19 (51:52).
  30. 30.0 30.1 Entrevista, 2018-10-20 (1:55).
  31. Transmisión en vivo, 2017-05-12 (42:17).
  32. Transmisión en vivo, 2021-04-30 (1:17:40).
  33. Transmisión en vivo, 8 April 2018 (PM) (28:38).
  34. 34.0 34.1 Transmisión en vivo, 2020-07-31 (1:05:58).
  35. leveling.png
  36. Transmisión en vivo, 2017-05-24 (46:27).
  37. Transmisión en vivo, 2020-07-25 (1:33:37).
  38. 38.0 38.1 Entrevista, 2021-06-13 (48:27).
  39. 39.0 39.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  40. 40.0 40.1 February 8, 2019 - Questions and Answers.
  41. Transmisión en vivo, 2017-12-15 (58:48).
  42. 42.0 42.1 Entrevista, 2020-07-08 (1:07:59).
  43. Transmisión en vivo, 2017-05-24 (19:25).
  44. Transmisión en vivo, 2021-04-30 (41:18).
  45. Entrevista, 2020-07-08 (1:12:51).
  46. 46.0 46.1 46.2 Transmisión en vivo, 2017-05-15 (26:13).
  47. Entrevista, 2018-08-24 (4:15).
  48. 48.0 48.1 Transmisión en vivo, 2018-09-27 (52:41).
  49. 49.0 49.1 49.2 progression.png
  50. Ashes of Creation class list.
  51. archetypeclass.png
  52. Entrevista, 2020-07-18 (1:05:04).
  53. Transmisión en vivo, 2017-05-03 (50:50).
  54. 54.0 54.1 Transmisión en vivo, 2017-07-28 (19:05).
  55. Transmisión en vivo, 2020-07-31 (1:31:11).
  56. Entrevista, 2020-07-19 (19:35).
  57. Transmisión en vivo, 2017-05-15 (30:53).
  58. Blog - Know Your Nodes - The Basics.
  59. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  60. A reactive world - Nodes.
  61. MMOGames interview, January 2017
  62. 62.0 62.1 design pillars.png
  63. 63.0 63.1 Ashes of Creation Forums - No Damage Meter?
  64. 64.0 64.1 Transmisión en vivo, 2017-05-05 (20:02).
  65. 65.0 65.1 Entrevista, 2018-10-20 (6:29).
  66. Transmisión en vivo, 2017-05-05 (21:41).
  67. Entrevista, 2018-05-11 (49:03).
  68. Transmisión en vivo, 2020-04-30 (1:28:19).
  69. Transmisión en vivo, 2017-05-05 (43:27).