Loot tables

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Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[2][3]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[22]

List of dropped items

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Item Icon Item type Rarity Level requirement Set
Carphin Shield ShieldIcon.png Shield Carphin
Longbow of Briarhome RareLongbowIcon.png Longbow Rare Briarhome
Lorica Vindicta Shield LoricaVindictaShieldIcon.png Shield Common Lorica Vindicta
Shortbow of Briarhome RareShortbowIcon.png Shortbow Rare Briarhome
Sword of Briarhome RareSwordIcon.png Sword Rare Briarhome
Tower Shield TowerShieldIcon.png Shield Rare

Glint

Glint in a player's inventory in Alpha-2.[24]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[24]Chris Justo

Glint rarities in Alpha-2.[24]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[25][26][7][27][4][5]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[28]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[7][29][4][30][5] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[32][7]

Saqueo

Alpha-2 looting UI preview.[1]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[34]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[35][36][37]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[34]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[38]
  • There won't be auto-looting pets.[39]
  • It will be possible to kick a player from a party prior to them acquiring loot.[40]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[40]Steven Sharif
Free-for-all.[37]
  • Whoever is first to loot gets the loot.[35]
Lootmaster.[1][37]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[37]
Round-robin.[1][37]
Need or greed.[1][37]
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.
Bidding system.[37]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[37]
    • The highest bidder wins the item.[37]
    • The gold then goes into a pool that is split among the rest of the party members.[37]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[42][36]

  • 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.[42][36]
    • These numbers will be balanced based on testing.[42]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[42][36]
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[42]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.[43]Steven Sharif

Item rarities

Item rarities in Ashes of Creation.

Objetos legendarios

Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[14]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[12]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[13]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[53][54]

  • Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[53]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[54]

Un arma legendaria se distingue facilmente por su estética visual.[13]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[13]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[55]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[55]Steven Sharif

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.

El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[57]

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[58]

Caravan looting

Si una caravana se destruye (pasa a ser escombros) dejará caer una parte de las mercancías que transporta.[59][60][61] El resto de las mercancías de la caravana se pierden cuando la caravana es destruida.[62]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[61]Steven Sharif
  • Cualquiera puede saquear los escombros de la caravana.[62]
  • Los componentes de la caravana también pueden caer cuando la caravana se destruye. Estos componentes pueden recuperarse por el propietario de la caravana o por otros jugadores, en el caso de componentes de alta calidad.[63]
  • Las caravanas dejan caer certificados de mercancías pesadas que se pueden canjear en el nodo de origen a cambio de una parte de las mercancías.[64][61]
Q: What is the reason for requiring the destruction of a caravan by the attackers as opposed to the attackers gaining possession of the caravan?
A: With caravans we really want to emphasize this idea of not necessarily stealing the vehicle, but being forced to achieve victory through destruction; and when you do you then have the logistical issue of how you're going to transport those goods on your own rather than servicing the transport of that by just hijacking.[65]Steven Sharif

Mount and pet drops

Monturas and pets are dropped by world bosses on a very rare basis.[66]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[67]

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[68]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[69]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[70][8][9][10][4] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[8] El marcado de jugadores (flagging) no se activa al saquear.[71]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[10]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[73]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[75][9][10]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[75]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[4]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[76]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[76][77]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[10]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[78][79] This includes:[79][10]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[81]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[82]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[83]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[84]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[85]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[86]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[87][88][89]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[89]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[90]

La muerte por caída es posible.[91]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[91]

La muerte por ahogamiento es posible.[92][93]

  • Los jugadores que se ahoguen resurgirán en la orilla.[92]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[76]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[94]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[94]Cody Peterson

Death penalties

Muerte del personaje in an open world dungeon in Alpha-1.[68]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[69]Steven Sharif

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[100][87][88][89]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[89]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[99]

  • These penalties will be less than those for a green player.[101]
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.

Dropped items

Items that are dragged out of a player's inventory are destroyed.[102]

  • Allowing player-dropped items (such as Equipo and Currency) to exist in the world is likely not going to be allowed.[102][103]

Ver además

Referencias

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