Gear progression
Las armas tienen su propio progreso.[3][4]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[5][6][7][8][9][10][11][12][3][13][14]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[3][14]
- Procs de efectos secundarios basados en los tipos de encantamientos.[14]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[14]
- Las armas duales tendrán su propia progresión según el tipo de arma.[15]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[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
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
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]
- El sistema combinado de armas determina los efectos especiales que se activan como "procs" en función de la progresión del arma.[3][14]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[5] – Steven Sharif
- Los jugadores se pueden especializar en ciertas habilidades de armas dentro de su arbol de habilidades de armas (también denominado habilidades de combate[11], y árbol de combate[12]) en función de sus tipos de armas preferidas así como el nivel de esas armas.[6][7][8][10][12][11][3]
- 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
- La progresión de ciertas armas como los conjuntos con bonificadores pueden cambiar el nivel en el que los "procs" se disparan.[9]
- Estos "procs" pueden reducir o resetear el cooldown de otras habilidades en la barra de acción del jugador.[19]
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]
- Las mejoras de equipo no aumentan el requisito de nivel del objeto .[21]
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
- La progresión en varios sistemas Pvp desbloqueará piedras de mejora que otorgan al equipo beneficios temporales centrados en PvP (mediante un sistema de engarce).[22] El rendimito se mide en temporadas PvP de 6 meses.[23]
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
- Death penalties may lead to a reduction in a character's gear proficiency.[25]
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]
- Enchantment scrolls can be sold on the open market.[28][26][29]
- Enchanting does not increase an item's level requirement.[21]
- 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
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]
- There isn't RNG in crafting but there may be a small amount of RNG in enchanting.[32]
- Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[33][34][35]
- 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]
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 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.[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
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 2.0 2.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ 5.0 5.1 5.2 Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ 6.0 6.1 6.2 Transmisión en vivo, 2022-09-30 (53:15).
- ↑ 7.0 7.1 7.2 Transmisión en vivo, 2022-09-30 (43:45).
- ↑ 8.0 8.1 8.2 8.3 Vídeo, 2022-09-30 (24:49).
- ↑ 9.0 9.1 9.2 Pódcast, 2021-09-29 (47:57).
- ↑ 10.0 10.1 10.2 Entrevista, 2021-02-07 (49:18).
- ↑ 11.0 11.1 11.2 11.3 11.4 Entrevista, 2020-07-19 (53:59).
- ↑ 12.0 12.1 12.2 12.3 12.4 Entrevista, 2020-07-18 (1:07:51).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 February 8, 2019 - Questions and Answers.
- ↑ 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).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ Twitter - What’s your go-to weapon?
- ↑ Transmisión en vivo, 2022-10-14 (18:34).
- ↑ Entrevista, 2020-07-29 (55:44).
- ↑ Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ 20.0 20.1 Transmisión en vivo, 2018-06-04 (21:37).
- ↑ 21.0 21.1 21.2 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑ 22.0 22.1 22.2 22.3 22.4 Entrevista, 2020-07-18 (14:22).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 24.0 24.1 Entrevista, 2020-07-29 (55:55).
- ↑ Pódcast, 2017-05-05 (43:05).
- ↑ 26.0 26.1 26.2 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ 28.0 28.1 Transmisión en vivo, 2023-11-30 (1:38:47).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ 30.0 30.1
- ↑ 31.0 31.1 31.2 31.3 31.4
- ↑
- ↑ 33.0 33.1 33.2 Entrevista, 2023-07-09 (1:50:10).
- ↑ 34.0 34.1 34.2 Entrevista, 2020-07-29 (15:04).
- ↑ 35.0 35.1 Transmisión en vivo, 2017-05-05 (20:41).
- ↑ 36.0 36.1
- ↑ 37.0 37.1 37.2 37.3 Pódcast, 2021-04-11 (54:35).