Gear progression

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In-game achievable sword and polearm 3D renders.[1]

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.[2]Steven Sharif

Las armas tienen su propio progreso.[3][4]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[13]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[14]Steven Sharif

Combat skills

Basic weapon attack livestream teaser.[16]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[8]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[17] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[5][6][7][8][9][10][11][12][3][13][14] Esta sinergia también se aplica a las habilidades activas de otros personajes.[18]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[5]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[12]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[11]Steven Sharif

Gear enhancement

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[14][20]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[20]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[22]Steven Sharif

Gear proficiency

Gear proficiency is based on selection of passive skills to increase proficiency with armor and weapons.[24][13]

There are three specific categories in the skill tree for your classes. There is passive skills and these will- you can allocate skill points there that are going to essentially increase your proficiency with certain armors or with specific weapons, or you can add to your passive stat effect bonuses, like mana regeneration, health regeneration, health pool, and all those types of things.[24]Steven Sharif
  • Weapon proficiency based on length of use is not a planned feature.[13]
Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[13]Sarah Flanagan
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Enchanting

Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[26][27]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[21]Steven Sharif

Enchantments

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[26]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[30]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[31]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[28] Vertical enchantments include risks.[31]
    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[33]Steven Sharif
    • Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[33][34][35]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[36][30][34]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[36]Steven Sharif
  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[31]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[31]
    • This type of enchanting assumes no risk, just time and effort.[31]

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.[2]

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.​[37]

  • Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[37]

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.[37]Steven Sharif

Ver además

Referencias

  1. Transmisión en vivo, 2021-04-30 (53:08).
  2. 2.0 2.1 Entrevista, 2018-10-20 (2:53:52).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Transmisión en vivo, 2020-01-30 (1:28:40).
  4. Transmisión en vivo, 2018-05-04 (45:37).
  5. 5.0 5.1 5.2 Transmisión en vivo, 2022-06-30 (1:12:38).
  6. 6.0 6.1 6.2 Transmisión en vivo, 2022-09-30 (53:15).
  7. 7.0 7.1 7.2 Transmisión en vivo, 2022-09-30 (43:45).
  8. 8.0 8.1 8.2 8.3 Vídeo, 2022-09-30 (24:49).
  9. 9.0 9.1 9.2 Pódcast, 2021-09-29 (47:57).
  10. 10.0 10.1 10.2 Entrevista, 2021-02-07 (49:18).
  11. 11.0 11.1 11.2 11.3 11.4 Entrevista, 2020-07-19 (53:59).
  12. 12.0 12.1 12.2 12.3 12.4 Entrevista, 2020-07-18 (1:07:51).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 February 8, 2019 - Questions and Answers.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Transmisión en vivo, 2018-06-04 (1:11:19).
  15. Transmisión en vivo, 2021-06-25 (1:29:39).
  16. Twitter - What’s your go-to weapon?
  17. Transmisión en vivo, 2022-10-14 (18:34).
  18. Entrevista, 2020-07-29 (55:44).
  19. Transmisión en vivo, 2020-02-28 (1:10:21).
  20. 20.0 20.1 Transmisión en vivo, 2018-06-04 (21:37).
  21. 21.0 21.1 21.2 Transmisión en vivo, 2021-03-26 (1:15:57).
  22. 22.0 22.1 22.2 22.3 22.4 Entrevista, 2020-07-18 (14:22).
  23. Entrevista, 2020-07-18 (16:34).
  24. 24.0 24.1 Entrevista, 2020-07-29 (55:55).
  25. Pódcast, 2017-05-05 (43:05).
  26. 26.0 26.1 26.2 Transmisión en vivo, 2022-05-27 (1:20:00).
  27. Transmisión en vivo, 2017-05-26 (51:37).
  28. 28.0 28.1 Transmisión en vivo, 2023-11-30 (1:38:47).
  29. Transmisión en vivo, 2017-05-17 (58:55).
  30. 30.0 30.1 steven-enchanting2.png
  31. 31.0 31.1 31.2 31.3 31.4 enchanting.png
  32. Rng crafting.jpg
  33. 33.0 33.1 33.2 Entrevista, 2023-07-09 (1:50:10).
  34. 34.0 34.1 34.2 Entrevista, 2020-07-29 (15:04).
  35. 35.0 35.1 Transmisión en vivo, 2017-05-05 (20:41).
  36. 36.0 36.1 steven-enchanting1.png
  37. 37.0 37.1 37.2 37.3 Pódcast, 2021-04-11 (54:35).