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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.[2]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[3][4][5]

  • 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.[2]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[6]
  • There won't be auto-looting pets.[7]
  • It will be possible to kick a player from a party prior to them acquiring loot.[8]
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.[8]Steven Sharif
  • Whoever is first to loot gets the loot.[3]
  • 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.[5]
Need or greed.[1][5]
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.[5]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[5]
    • The highest bidder wins the item.[5]
    • The gold then goes into a pool that is split among the rest of the party members.[5]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[10][4]

  • 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.[10][4]
    • These numbers will be balanced based on testing.[10]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[10][4]
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[10]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.[11]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[12]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[12]Steven Sharif

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[13][14] Monsters drop hunting certificates, Artículos and crafting materials rather than gold.[15][16]

Hunting certificates

Hunting certificates are bound items that house the value of a mob's death and are also provided as rewards for completing certain quests, events, and achievements. These are intended to be the primary method to generate gold in the Ashes of Creation economy.[27][28][15][16]

When you kill certain monsters or when you complete certain events and/or achievements, you will be granted some number of certificates; and you will take those certificates to Hunting Lodges that exist within different nodes around the world, and you will trade those certificates in either for a direct gold value or for commodities; and if you're trading them in for commodities, those commodities are tied to the economic region where the commodity is granted; and that commodity can only be traded in at a nearby economic region; and the greater the distance is from the originating location of the commodity to the turn in location of the commodity is what determines the ratio of return for gold given.[27]Steven Sharif
The important thing to note about these certificates is that they are also the basis of your tax economy. So you don't turn in certificates if you intend to use them for either citizenship dues or your land taxes and housing taxes. That means that you are not going to have the ability for players to RMT gold or to land baron essentially without them directly engaging with the game in some way shape or form, because those certificates are bound.[27]Steven Sharif

Resource quality

Flanggler (Flower angler or Mimic flower).[34][35]

Recursos will have differing tiers of quality for the same resource type.[36] This is somewhat similar to Star Wars Galaxies.[37]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[39]Steven Sharif

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:

Mount and pet drops

Monturas and pets are dropped by world bosses on a very rare basis.[40]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[41]

Caravan looting

Si una caravana se destruye (pasa a ser escombros) dejará caer una parte de las mercancías que transporta.[42][43][44] El resto de las mercancías de la caravana se pierden cuando la caravana es destruida.[45]

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.[44]Steven Sharif
  • Cualquiera puede saquear los escombros de la caravana.[45]
  • 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.[46]
  • 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.[47][44]
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.[48]Steven Sharif

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.[49]

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[50]

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.[51]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.[52][31][32][33][15] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[31] El marcado de jugadores (flagging) no se activa al saquear.[53]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[33]
    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.[55]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[57][32][33]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[57]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[15]
      • 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.[58]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[58][59]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[33]
  • 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:[60][61] This includes:[61][33]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[63]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[64]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[65]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[66]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[67]
  • 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.[68]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[69][70][71]
    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.[71]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[72]

La muerte por caída es posible.[73]

  • 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.[73]

La muerte por ahogamiento es posible.[74][75]

  • Los jugadores que se ahoguen resurgirán en la orilla.[74]

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.[58]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[76]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[76]Cody Peterson

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[77]

There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[77]Steven Sharif

Item rendering

Items that are dragged out of a player's inventory are destroyed.[78]

  • Allowing player-dropped items (such as Equipo and Currency) to exist in the world is likely not going to be allowed.[78][79]

Ver además


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Vídeo, 2023-01-27 (16:44).
  2. 2.0 2.1 Vídeo, 2023-01-27 (32:01).
  3. 3.0 3.1 Transmisión en vivo, 2020-11-30 (1:01:40).
  4. 4.0 4.1 4.2 4.3 Transmisión en vivo, 2020-07-25 (1:24:56).
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 Group dynamics blog.
  6. Transmisión en vivo, 2023-01-27 (1:08:06).
  7. Transmisión en vivo, 2022-04-29 (1:04:52).
  8. 8.0 8.1 Transmisión en vivo, 2023-05-31 (1:07:45).
  9. Transmisión en vivo, 2020-11-30 (1:12:03).
  10. 10.0 10.1 10.2 10.3 10.4 Transmisión en vivo, 2022-03-31 (1:23:06).
  11. Transmisión en vivo, 2022-06-30 (1:16:22).
  12. 12.0 12.1 Pódcast, 2018-08-04 (1:44:54).
  13. 13.0 13.1 Entrevista, 2020-07-19 (8:43).
  14. February 8, 2019 - Questions and Answers.
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 Entrevista, 2020-07-18 (27:11).
  16. 16.0 16.1 16.2 Transmisión en vivo, 2017-05-24 (44:14).
  17. Entrevista, 2020-07-20 (21:57).
  18. Transmisión en vivo, 2018-04-8 (PM) (55:49).
  19. Entrevista, 2020-07-18 (1:00:15).
  20. Transmisión en vivo, 2022-06-30 (1:18:55).
  21. Transmisión en vivo, 2020-07-25 (46:08).
  22. Transmisión en vivo, 2020-12-22 (1:15:01).
  23. Transmisión en vivo, 2017-05-03 (35:25).
  24. 24.0 24.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  25. Transmisión en vivo, 2022-05-27 (1:14:46).
  26. Vídeo, 2022-05-27 (2:21).
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 Entrevista, 2023-09-10 (53:47).
  28. 28.0 28.1 28.2 Transmisión en vivo, 2021-10-29 (1:06:31).
  29. 29.0 29.1 29.2 Entrevista, 2020-07-19 (1:08:22).
  30. Entrevista, 2019-04-17 (49:55).
  31. 31.0 31.1 31.2 Transmisión en vivo, 2021-03-26 (1:07:33).
  32. 32.0 32.1 32.2 a419c5398b542a713545e4f393d67215.png
  33. 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 33.8 33.9 Pódcast, 2017-05-05 (43:05).
  34. flanggler.png
  35. Transmisión en vivo, 2017-11-17 (53:28).
  36. 36.0 36.1 Transmisión en vivo, 2020-07-25 (1:04:50).
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  39. 39.0 39.1 Entrevista, 2018-10-20 (2:13).
  40. mountpetdrops.png
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  44. 44.0 44.1 44.2 Entrevista, 2019-04-15 (26:59).
  45. 45.0 45.1 Transmisión en vivo, 2021-04-30 (1:04:23).
  46. Entrevista, 2019-04-15 (28:28).
  47. Certificates.jpg
  48. Transmisión en vivo, 2022-09-30 (1:17:13).
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  50. Transmisión en vivo, 2020-03-28 (1:58:24).
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  52. Transmisión en vivo, 2021-09-24 (51:20).
  53. Pódcast, 2021-04-11 (34:41).
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  55. 55.0 55.1 Entrevista, 2021-02-07 (13:14).
  56. Entrevista, 2020-07-29 (16:46).
  57. 57.0 57.1 Transmisión en vivo, 2022-12-02 (1:26:02).
  58. 58.0 58.1 58.2 58.3 Transmisión en vivo, 2021-01-29 (1:24:27).
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  63. steven-corruption-gear-drop.png
  64. Entrevista, 2018-05-11 (15:41).
  65. Entrevista, 2017-04-27 (9:28).
  66. Transmisión en vivo, 2021-06-25 (1:15:37).
  67. corruption.jpg
  68. Transmisión en vivo, 2021-05-28 (1:50:50).
  69. 69.0 69.1 Transmisión en vivo, 2022-06-30 (1:14:52).
  70. 70.0 70.1 Transmisión en vivo, 2021-08-27 (1:22:56).
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  78. 78.0 78.1 Transmisión en vivo, 2021-04-30 (1:14:49).
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