La subida de nivel

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

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[2][3]

  • Algunos niveles pueden ofrecer más recompensas que otros.[8]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[8]Steven Sharif
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.[9]Steven Sharif
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.[11]Steven Sharif
  • Un jugador podría, en teoría, subir a máximo nivel en un único nodo, siempre que ese nodo estuviera en un nivel lo suficientemente alto, aunque no sería el medio más eficaz para subir de nivel.[12]

Nivel máximo

Se espera que el límite de nivel en el lanzamiento sea nivel 50.[13]

  • En el momento del lanzamiento, los desarrolladores prevén que el nivel máximo se podrá alcanzar en unos 45 días si se juega entre 4 y 6 horas al día.[14][15]
  • En la versión Alpha-1 la progresión fue hasta el nivel 15.[16]
  • En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[17]

Los personajes de nivel inferior tendrán una utilidad en los combates masivos (como los asedios a los nodos) que no depende directamente de su nivel, como por ejemplo manejar armas de asedio, ayudar a reparar fortificaciones, aportar buffs basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Este tipo de cosas son relevantes en el fragor de la batalla y no requieren que el jugador sea de nivel máximo o tengas uans estadísticas de combate elevadas.[18]

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.[14]Steven Sharif

Experience

Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as Pvp, PvE, Exploración, Recolección/Procesamiento/Elaboración, and Events/Misiones.[4][5]

  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[19]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[20]
    • Experience gained is not affected by looting rights.[19]
  • Experience gained from quest rewards is not shared with other party members.[20]
  • Experience will be awarded for participating in objective-based PvP on a diminishing returns basis.[6]

Puntos de habilidades

Alpha-1 preview skills user interface.[21]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[22]Steven Sharif

Los jugadores obtienen puntos de habilidad conforme suben de nivel. Estos pueden ser usados para mejorar habilidades (subir su rango) ya sea en el árbol de habilidades activas, pasivas o de combate/armas.[23][24][25][26]

  • No será posible subir al máximo todas las habilidades de árbol.[26]
  • En cuanto a la progresión de habilidades, los jugadores pueden elegir entre "ir horizontal" y conseguir una serie de habilidades diferentes, o "ir vertical" con unas pocas habilidades específicas.[27]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[28]
  • Los aumentos no cuestan Puntos de habilidad.[29] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[30]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[31]Steven Sharif

End game

No tendremos el típico end-game en Ashes of Creation.[32]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[32]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[33]Sarah Flanagan

Event levels

The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[34]

For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[34]Steven Sharif

Grindeo

La repetición no será parte de la progresión en Ashes of Creation.[35]

  • No habrá misiones de "grindeo".[35]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[36]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[35]

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.[32]

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.[38]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.[37]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.[39][32]

AFK leveling

No habra AFK leveling (conseguir experiencia de manera automática) en Ashes of Creation.[9][10]

Queremos que este juego sea jugado. Si hay cosas que puedas hacer para no jugar y seguir progresando, hemos hecho algo mal.[10]Jeffrey Bard

Progresión de clases

Si un luchador eligiese ser mago como arquetipo secundario, el luchador se convertiría en "Spellsword". Ésta combinación crea aumentos que pueden ser aplicados en habilidades de su árbol de habilidades primario. Los luchadores tienen la habilidad Embestida que les permite embestir a sus objetivos; y una vez los alcanzan, infligirles una cierta cantidad de daño con una posibilidad de derribarlos. Un aumento en destello puede ser aplicado a la habilidad embestida, lo que teleportará al jugador al objetivo; eliminando así el tiempo de la carga de la habilidad.[41]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[46]

Los eventos del mundo no afectan directamente a la eficacioa de la clase pero puede haber efectos secundarios en términos de disponibilidad de equipo, encantamientos o tatuajes.[47]

Las zonas y su progresión

Las mazmorras, raids, jefes de mundo, enemigos, misiones, eventos, recursos, narrativa y cualquier otro contenido dentro de la ZOI de un nodo tendrán un nivel de dificultad variable; pero escalará con el avance de ese nodo y de su influencia racial.[48][49][50]

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.[51]Steven Sharif

Elite monster 3D render.[52]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[52]Steven Sharif

Goblin 3D render. Modelled by Chris Atkins.[53]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[54]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[55]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[55]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[56]Steven Sharif
  • Certain elite monsters that are not assigned any to any particular hunting ground roam throughout the world.[52] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[57]
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[57]Steven Sharif

Rested experience

Taberna offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[58]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

Progresión de mascotas

Las mascotas de combate se podrán subir de nivel y dispondrán de equipo.[59][60]

  • Las mascotas de combate incorporarán parte del poder de su dueño de forma que la progresión de poder sea horizontal.[61][62][63]
    • El poder se presta a la mascota cuando es invocada y se devuelve al jugador inmediatamente cuando la mascota desaparece.[64]

Las invocaciones del invocador (Mascotas de invocador) si que añaden poder al invocador cuando son invocadas.[61]

  • El equipo no está disponible para las invocaciones del invocador.[59]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[61]Steven Sharif

Ver también

Referencias

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  2. 2.0 2.1 Transmisión en vivo, 2022-10-14 (23:15).
  3. leveling.png
  4. 4.0 4.1 Entrevista, 2018-10-20 (1:55).
  5. 5.0 5.1 Transmisión en vivo, 2017-05-24 (46:27).
  6. 6.0 6.1 Transmisión en vivo, 2022-05-27 (1:11:10).
  7. Transmisión en vivo, 2020-07-25 (1:33:37).
  8. 8.0 8.1 Transmisión en vivo, 2022-07-29 (1:24:58).
  9. 9.0 9.1 9.2 Entrevista, 2021-06-13 (48:27).
  10. 10.0 10.1 10.2 Transmisión en vivo, 2018-09-27 (52:41).
  11. 11.0 11.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  12. Transmisión en vivo, 2022-04-29 (1:06:34).
  13. Transmisión en vivo, 2017-12-15 (58:48).
  14. 14.0 14.1 Entrevista, 2020-07-08 (1:07:59).
  15. Transmisión en vivo, 2017-05-24 (19:25).
  16. Transmisión en vivo, 2021-04-30 (41:18).
  17. Transmisión en vivo, 2022-01-28 (15:35).
  18. Entrevista, 2020-07-08 (1:12:51).
  19. 19.0 19.1 Transmisión en vivo, 2020-07-31 (1:22:23).
  20. 20.0 20.1 Transmisión en vivo, 2020-07-25 (44:46).
  21. Transmisión en vivo, 2021-06-25 (23:08).
  22. Transmisión en vivo, 2020-08-28 (1:12:50).
  23. Entrevista, 2020-07-29 (55:44).
  24. Entrevista, 2020-07-19 (53:59).
  25. Entrevista, 2020-07-18 (1:07:51).
  26. 26.0 26.1 26.2 26.3 Transmisión en vivo, 2017-07-28 (19:05).
  27. Transmisión en vivo, 2017-11-16 (30:02).
  28. 28.0 28.1 28.2 Entrevista, 2020-07-29 (54:44).
  29. Forums - Livestream Q&A 2022-08-26.
  30. Entrevista, 2020-07-18 (1:07:06).
  31. Transmisión en vivo, 2020-08-28 (1:19:24).
  32. 32.0 32.1 32.2 32.3 Vídeo, 2018-04-05 (40:08).
  33. 33.0 33.1 February 8, 2019 - Questions and Answers.
  34. 34.0 34.1 Transmisión en vivo, 2022-04-29 (44:13).
  35. 35.0 35.1 35.2 Transmisión en vivo, 2017-05-15 (26:13).
  36. Entrevista, 2018-08-24 (4:15).
  37. 37.0 37.1 37.2 37.3 37.4 Transmisión en vivo, 2020-09-30 (1:07:22).
  38. Entrevista, 2018-08-24 (8:52).
  39. Entrevista, 2021-06-13 (24:14).
  40. 40.0 40.1 40.2 40.3 Entrevista, 2020-07-18 (1:05:04).
  41. 41.0 41.1 41.2 41.3 progression.png
  42. 42.0 42.1 Ashes of Creation class list.
  43. archetypeclass.png
  44. Transmisión en vivo, 2017-05-03 (50:50).
  45. Transmisión en vivo, 2017-07-18 (37:43).
  46. Transmisión en vivo, 2020-07-31 (1:31:11).
  47. Pódcast, 2021-04-11 (54:35).
  48. Entrevista, 2020-07-19 (19:35).
  49. Transmisión en vivo, 2017-05-15 (30:53).
  50. Blog - Know Your Nodes - The Basics.
  51. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  52. 52.0 52.1 52.2 Transmisión en vivo, 2021-03-26 (54:26).
  53. Transmisión en vivo, 2020-07-31 (1:45:40).
  54. Transmisión en vivo, 2020-06-26 (1:14:42).
  55. 55.0 55.1 Transmisión en vivo, 2017-05-26 (24:33).
  56. 56.0 56.1 Transmisión en vivo, 2021-06-25 (1:28:02).
  57. 57.0 57.1 Transmisión en vivo, 2022-05-27 (1:00:23).
  58. The mighty beard!
  59. 59.0 59.1 Transmisión en vivo, 2020-11-30 (1:26:00).
  60. Pets.jpg
  61. 61.0 61.1 61.2 Entrevista, 2022-01-14 (42:18).
  62. Transmisión en vivo, 2020-10-30 (1:21:14).
  63. Transmisión en vivo, 2019-06-28 (1:24:27).
  64. Transmisión en vivo, 2021-07-30 (1:15:29).