Dungeon difficulty
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.[1]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[1]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[2][3]
- 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.[2][4]
- 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.[2] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[1]
- 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.[5] – 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.[6][7]
Adaptive content
Los nuevos puntos de interés (como las mazmorras, jefes de mundo, y zonas corruptas) aparecen conforme los nodos se desarrollan.[9][10]Este contenido se adapta a la progresión del nodo de la zone donde se encuentra.[8][11]
- Aparecerán Edificios adicionales.[8]
- Aparecerán Enemigos adicionales.[8]
- Diferentes antagonistas/líderes con diferentes arcos de historia.[8][11]
- La población cambiará.[11]
- La dificultad del contenido cambiará.[11]
- El contenido puede ser completamente diferente.[11]
- Ganchos de misiones diferentes.[8]
- Las mazmorras se desbloquean cuando el nodo avanza a determinadas fases.[12]
- Múltiples nodos cercanos puede influir de forma colectiva en PDIs (Puntos de interés) más grandes.[13]
- Las mazmorras más grandes obtendrán contenido de mayor nivel a medida que avancen los nodos cercanos.[14][15]
- Los objetivos de la historia para los jugadores en las mazmorras dependerán de los arcos de historia elegidos a través del sistema de nodos.[12]
- Las tablas de drop de zonas y mazmorras dependerán del avance de ciertas áreas.[12]
- Los eventos de punto de interés son eventos relacionados directamente con determinados puntos de interés (POI).[16]
- La ubicación de los puntos de interés será la misma en cada servidor, pero algunos servidores pueden tener acceso limitado o inexistente a los mismos.[17]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[12]
Dungeon size
The intention is that dungeons are going to be "massive" in scale.[19]
- Massive caverns and open world spaces.[19]
- Places to suit larger and smaller commitments.[19]
- Where people with 30 minutes can participate.
- Dungeons are vast and have room for multiple groups.[20]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[21][22]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[21][22]
- These numbers will be balanced based on testing.[21]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[21][22]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[21] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[23] – Steven Sharif
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[25][26][27]
- 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.[28]
- Incursiones will have 40 man groups.[29]
- Content will be tailored for 40, 16 and 8 person group sizes.[30]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[31]
- Asedios a castillos are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[33][34][35][36]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[36] – Steven Sharif
Jugadores en solitario
Ashes of Creation ofrece opciones de juego para los jugadores en solitario.[25]
- For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[25] – Steven Sharif
- Ciertas líneas de misiones y zonas de caza están dedicadas a jugadores en solitario.[25][38]
- La ciudadanía de los nodos y las organizaciones sociales ofrecen la posibilidad de interactuar sin los fuertes lazos que suelen acompañar a las guilds.[25][39]
- Dentro de los grandes conflictos existen mecánicas para que los grupos pequeños y los jugadores en solitario puedan influir en la batalla.[40]
- Esto incluye sistemas que probablemente se centrarán en participantes que forman un solo grupo mientras se desarrolla la batalla más grande.[40]
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.[7]
- 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.[41]
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.[42] – 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.[41] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 Entrevista, 2020-07-19 (14:51).
- ↑ 2.0 2.1 2.2 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).
- ↑ Entrevista, 2021-06-13 (24:14).
- ↑ 7.0 7.1 Vídeo, 2018-04-05 (40:08).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Transmisión en vivo, 2021-03-26 (50:33).
- ↑ Transmisión en vivo, 2021-03-26 (22:53).
- ↑ Transmisión en vivo, 2017-11-17 (36:22).
- ↑ 11.0 11.1 11.2 11.3 11.4 Transmisión en vivo, 2017-11-17 (18:29).
- ↑ 12.0 12.1 12.2 12.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2022-04-29 (40:21).
- ↑
- ↑ Transmisión en vivo, 2020-03-28 (1:53:18).
- ↑ 19.0 19.1 19.2 Transmisión en vivo, 2017-05-19 (23:00).
- ↑ Transmisión en vivo, 2018-02-09 (45:30).
- ↑ 21.0 21.1 21.2 21.3 21.4 Transmisión en vivo, 2022-03-31 (1:23:06).
- ↑ 22.0 22.1 22.2 Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ Transmisión en vivo, 2022-06-30 (1:16:22).
- ↑ Vídeo, 2024-02-29 (33:57).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 Transmisión en vivo, 2022-09-30 (2:40).
- ↑ Transmisión en vivo, 2020-11-30 (1:20:25).
- ↑
- ↑ 28.0 28.1 Group dynamics blog.
- ↑ Transmisión en vivo, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (48:12).
- ↑ Transmisión en vivo, 2021-09-24 (52:48).
- ↑ Entrevista, 2021-07-08 (57:19).
- ↑ Entrevista, 2020-07-19 (44:28).
- ↑ 36.0 36.1
- ↑ Vídeo, 2022-09-30 (23:13).
- ↑ About Ashes of Creation.
- ↑ Transmisión en vivo, 2017-05-08 (28:48).
- ↑ 40.0 40.1
- ↑ 41.0 41.1 41.2 41.3 41.4 Transmisión en vivo, 2020-09-30 (1:07:22).
- ↑ Entrevista, 2018-08-24 (8:52).