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.[1]
- 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.[1]
- Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[1]
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.[1] – 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.[2]
- Un mayor rendimiento en fases anteriores aumentará la dificultad de las fases posteriores del encuentro.[2]
- Ciertos comportamientos de la IA pueden activarse en función del progreso en un encuentro.[3][4]
- Los jefes y enemigos no escalarán en función del tamaño del grupo, pero el comportamiento de la IA puede adaptarse dinámicamente al número y tipo de participantes en el encuentro.[3][5]
- 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.[3] – Steven Sharif
- Cuanto mayor sea la dificultad, mejores serán las tablas de botín.[2]
- 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.[6] – Steven Sharif
Gear progression
Las armas tienen su propio progreso.[9][10]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[11][12][13][14][15][16][17][18][9][19][20]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[9][20]
- Procs de efectos secundarios basados en los tipos de encantamientos.[20]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[20]
- Las armas duales tendrán su propia progresión según el tipo de arma.[21]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[19]
- 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.[19] – 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.[20] – Steven Sharif
Equipo óptimo (Best in slot)
- Los objetos crafteados estarán a la altura de los objetos BiS (best-in-slot)) (de drops).[22]
- Lo que se considera como BiS dependerá del rol del personaje y del tipo enemigos a los que se enfrente.[23]
- El contenido instanciado incluirá combates con jefes difíciles y con mecánicas que soltarán equipo, pero este equipo no será BiS. Este solo podrá ser encontrado en el mundo abierto.[24]
Gear enhancement
Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[20][25]
- Las mejoras de equipo no aumentan el requisito de nivel del objeto .[26]
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.[25] – 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).[27] El rendimito se mide en temporadas PvP de 6 meses.[28]
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.[27] – Steven Sharif
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.[29][30]
- Enchantment scrolls can be sold on the open market.[31][29][32]
- Enchanting does not increase an item's level requirement.[26]
- 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.[26] – Steven Sharif
Equilibrio del juego
The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[33] – Steven Sharif
Equilibrio de las clases
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[34][35][36]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[34][36]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[36] – Steven Sharif
- A la hora de equilibrar las habilidades de combate entran en juego varios factores.[37]
- Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[37] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[38]
- Las pruebas en la Alpha 2 comenzarán a centrarse en el equilibrio una vez que las poblaciones y los conflictos estén funcionando y muy probados.[34][39]
- When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[34] – Steven Sharif
Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [35][40]
- Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[41][42][43][40][44]
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[45]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[35] – Steven Sharif
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[45] – Steven Sharif
Equilibrio de los asedios
There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[46] – Steven Sharif
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.[8]
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 Pódcast, 2021-04-11 (54:35).
- ↑ 2.0 2.1 2.2 Entrevista, 2020-07-19 (14:51).
- ↑ 3.0 3.1 3.2 Transmisión en vivo, 2023-01-27 (1:34:06).
- ↑ Entrevista, 2021-06-13 (22:20).
- ↑ Entrevista, 2020-07-19 (17:12).
- ↑ Transmisión en vivo, 2022-05-27 (1:20:35).
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 8.0 8.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 9.0 9.1 9.2 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ Transmisión en vivo, 2022-09-30 (53:15).
- ↑ Transmisión en vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ Pódcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 19.0 19.1 19.2 February 8, 2019 - Questions and Answers.
- ↑ 20.0 20.1 20.2 20.3 20.4 20.5 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ Transmisión en vivo, 2017-05-10 (14:45).
- ↑ Transmisión en vivo, 2020-05-29 (1:33:11).
- ↑ Transmisión en vivo, 2022-03-31 (1:19:41).
- ↑ 25.0 25.1 Transmisión en vivo, 2018-06-04 (21:37).
- ↑ 26.0 26.1 26.2 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑ 27.0 27.1 27.2 27.3 27.4 Entrevista, 2020-07-18 (14:22).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 29.0 29.1 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2023-11-30 (1:38:47).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ Vídeo, 2018-04-05 (49:36).
- ↑ 34.0 34.1 34.2 34.3 Transmisión en vivo, 2023-12-19 (1:25:16).
- ↑ 35.0 35.1 35.2 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 36.0 36.1 36.2 Pódcast, 2018-04-23 (59:28).
- ↑ 37.0 37.1 Transmisión en vivo, 2023-12-19 (1:23:00).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 40.0 40.1 Entrevista, 2018-10-20 (2:40:17).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Entrevista, 2020-07-18 (1:05:04).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 45.0 45.1 Pódcast, 2018-04-23 (1:01:01).
- ↑ Transmisión en vivo, 2021-06-25 (1:10:52).