Programa de mentores

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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.[1]

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.[3]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.[2]Steven Sharif

First-time user experience

A first-time user experience system is expected to be implemented during the beta testing phases.[4]

The first-time user experience is something that's going to have a lot of love and attention during Betas, but is not going to have much attention during Alpha-2. But it is intended for us to have a very in-depth first-time user experience to introduce players to the number of different systems. They're not going to be super in-depth. We don't believe that first-time user experiences should handhold players through all of the processes and reveal the world, so to speak, but just to give them a shallow touch for these systems so that they understand the concepts and essentially how to navigate.[4]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.[5][1]

Dificultad del juego

Ashes of Creation se situará en el nivel de dificultad más alto en lo que respecta al compromiso.[6]

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so that's the way we really want that emergent gameplay to come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[7]Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[7]Peter Pilone

Curva de aprendizaje

Ashes of Creation será fácil de comprender pero difícil de dominar.[8]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[9]Steven Sharif

Población objetivo

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[10]Steven Sharif

Tipos de jugador

Ashes of Creation se adaptará a una gran variedad de tipos de jugadores, desde jugadores PVE o Pvp hasta jugadores de rol y crafters.[11]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[11]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[11]Steven Sharif

Jugadores casual vs hardcore

Las diferentes vias de progresión en Ashes of Creation ofrecen diferentes "caminos" para los jugadores según el tiempo que tengan disponible para jugar.[12]

  • Algunas de estas vías se podrán lograr de forma más inmediata, y son más adecuadas para jugadores casuales.[12]
    • Los eventos "provocados" como las cravanas y los asedios permitirán a los jugadores casuales participar en eventos impactantes sin una inversión de tiempo significativa.[13]
    • Los personajes de nivel inferior serán útiles en las partes de los combates masivos, que no dependen de su nivel, como manejar armas de asedio, ayudar reparando las fortificaciones, otorgar "buffs" basados en la proximidad de posiciones clave, usar el sigilo o escalar muros. Todo esto es relevante para el devenir de la batalla y no requiere que el jugador tenga el nivel máximo o que tenga estadísticas de combate elevadas.[14]

There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[13]Steven Sharif

  • Otras vías de progresión requerirán una inversión de tiempo significativa que los jugadores casuales tardarán más en logran que los jugadores "hardcore".[12]
    • La contribución que pueden hacer un gran número de jugadores casuales trabajando juntos puede tener un mayor impacto en la progresión de un nodo que la de los jugadores "hardcore". Los jugadores "hardcore" pueden avanzar al contenido final del juego más rápido que los casuales, pero pueden carecer del número necesario para influir en los nodos en esos lugares tan rápido como la población más grande de jugadores casuales.[12]

Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[12]Steven Sharif

Dificultad del PVE

La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[15]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[16]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[19]Steven Sharif

AFK leveling

No habrá AFK leveling (auto-leveling) en Ashes of Creation.[20][21]

Queremos que este juego se juegue. Si hay cosas que puedes hacer para no jugar al juego y aún así progresar, hemos hecho algo mal.[21]Jeffrey Bard

Rested experience

Taberna offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[22][23]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[23]
  • There are no current plans to replace rested experience with another bonus for max-level players.[24]
  • Rested experience increases the rate that experience debt is paid back.[25]

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