Progresión

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Se puede progresar a través de diferentes vías.[1][2]

The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[1]Steven Sharif

The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[6]Steven Sharif

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[7]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[8]Steven Sharif

La subida de nivel

Alpha-1 early iteration of the level-up effect by Jim Sanders.[9]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[9]Steven Sharif

La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[10][11]

  • Algunos niveles pueden ofrecer más recompensas que otros.[15]
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.[15]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.[16]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.[18]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.[19]

End game

No tendremos el típico end-game en Ashes of Creation.[20]

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.[20]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.[21]Sarah Flanagan

Nivel máximo

Se espera que el límite de nivel en el lanzamiento sea nivel 50.[22]

  • 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.[23][24]
  • En la versión Alpha-1 la progresión fue hasta el nivel 15.[25]
  • En la Alpha-2 se espera una progresión hasta el nivel 35 (sujeto a cambios).[26]

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.[27]

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 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.[23]Steven Sharif

Grindeo

La repetición no será parte de la progresión en Ashes of Creation.[28]

  • No habrá misiones de "grindeo".[28]
  • No habrá misiones repetitivas a través de una sola mazmorra para obtener equipo.[29]
  • La aspiración es tener más cosas que hacer en el juego de las que un jugador tiene tiempo para hacer.[28]

AFK leveling

No habrá AFK leveling (auto-leveling) en Ashes of Creation.[16][17]

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.[17]Jeffrey Bard

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.[20]

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.[31]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.[30]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.[32][20]

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.[34]

La progresión de clase no tiene nada que ver con la progresión de artesanía del jugador.[41]

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.[42]

Clases por combinación de arquetipos

Con 8 Arquetipos para combinar, los jugadores pueden elegir entre sesenta y cuatro (64) combinaciones para crear su clase.[33][36][38]

Secondary
Bardo Clérigo Luchador Mago Ranger Pícaro Invocador Tanque
Bardo Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Clérigo Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Luchador Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mago Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Pícaro Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Invocador Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tanque Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Habilidades de clase

Preview de las hablidades principales en el Alpha-1.[43]

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[44]Steven Sharif

La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[45]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[34] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[33][34][46]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[47]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[48][49][33][50] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[51]
    • Por ejemplo: Un Mago ofrece aumentos de teletransportación y escuelas elementales. Estos aumentos afectarán las habilidades primarias de un Luchador de forma distinta que a las de un Clérigo.[33][51]
    • Cada aumento tiene un requisito de nivel.[52]
      • Los aumentos no tienen un coste en puntos de habilidad.[53] Anteriormente se había afirmado que ciertos aumentos requerirán más puntos de habilidad que otros.[52]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[52]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[54]
  • Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[21]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[56]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[57]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[58]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[60]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[60]Steven Sharif

Puntos de habilidades

Alpha-1 preview skills user interface.[61]

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.[62]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.[63][64][65][37]

  • No será posible subir al máximo todas las habilidades de árbol.[37]
  • 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.[66]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[35]
  • Los aumentos no cuestan Puntos de habilidad.[53] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[52]
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.[67]Steven Sharif

Habilidades universales

Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[59]

  • Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[68]
  • La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador.[59]
Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[59]Steven Sharif

Gear progression

In-game achievable sword and polearm 3D renders.[69]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[70]Steven Sharif

Las armas tienen su propio progreso.[71][72]

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.[21]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.[79]Steven Sharif

Gear enhancement

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[79][81]

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.[81]Jeffrey Bard

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.[83]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.[85][86]

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.[82]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.[70]

Progresión de mascotas

Las mascotas de combate se podrán subir de nivel y dispondrán de equipo.[89][90]

  • Las mascotas de combate incorporarán parte del poder de su dueño de forma que la progresión de poder sea horizontal.[91][92][93]
    • El poder se presta a la mascota cuando es invocada y se devuelve al jugador inmediatamente cuando la mascota desaparece.[94]

Las invocaciones del invocador (Mascotas de invocador) si que añaden poder al invocador cuando son invocadas.[91]

  • El equipo no está disponible para las invocaciones del invocador.[89]

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.[91]Steven Sharif

Progresión de las profesiones

Dentro de cada una de las tres vías de artesanía (Recolección, procesado y Elaboración) hay diferentes profesiones. Un personaje sólo puede dominar una de estas dos vías principales y hasta dos (2) profesiones dentro de esta clase de artesanía (sujeto a pruebas).[95][96][97][98]

When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[96]Steven Sharif
  • Un personaje podrá alcanzar una competencia de nivel 3 o 4 en las profesiones que no domine.[96][99]Steven Sharif
Players will have the opportunity to dabble in all of the professions at a very beginners level and then that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[99]Steven Sharif
  • En función de las pruebas, se puede decidir limitar los certificados de dominio de una profesión a un valor máximo.[100][101]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[102]Steven Sharif
  • El dominio de estas profesiones no se limita a fabricar un objeto. Conceden muchas cosas como titulos, acceso a objetos, rebajas y misiones. [103]
  • Previamente se decía que, con un esfuerzo considerable, un jugador podía dominar todas las profesiones dentro de una clase de artesanía. [104][105] Esto se cambió más tarde para que un jugador pudiera dominar algunas, pero no todas las profesiones dentro de esta clase de artesanía.[106][107] Esto se cambió para poder dominar hasta dos o tres profesiones dentro de una clase de artesanía que se domine (sujeto a pruebas).[96] La postura actual es poder dominar hasta dos profesiones.[95]

La progresión de artesanías dentro del árbol de habilidades, se basa en la experiencia (repetición de tareas) dentro de una rama, así como de la realización de ciertos hitos dentro de cada rama.[108]

  • Elegir una de estas vías específicas dentro del árbol de habilidades, da al jugador la oportunidad de especializarse en un área determinada. Esto fomenta la inter-dependencia del jugador, mejorando la experencia en la artesanía.[109]
When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[97]Steven Sharif

Artisan mastery

A character may only ever be a Master in up to 3 professions and Grandmaster in up to 2 professions across all artisan branches.[110][111]

  • Artisan mastery is no longer restricted to a single branch.[111]
  • Characters may change which professions they master.[112]
Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[102]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [103]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[104][105] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[106][107] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[96] This was changed to being able to master up to two professions.[95] The current stance is only being able to become a Master of 3 professions and Grandmaster of 2 professions across all branches.[110][111]
Q: What would be the daily activities for someone at level 50 with a maxed out artisan tree?
A: The daily activity might be something along the lines of, depending on what type of profession or processor you are, of interacting with fellow artisanship individuals to wheel and deal on supply and demand chains; orchestrating and participating and caravan roads that move materials across the world so that you can satisfy buy orders and/or commission requests. Participating in unique trades and/or dungeon experiences that have the opportunity to acquire unique crafting materials so that you can create the dragon's legendary sword and sell that potentially. Finding unique harvestable materials in remote parts of the world or engaging in treasure map finding for again unique materials and/or processing things. There's a whole host of different intents that are loops for the players to participate in that again are situationally relevant based on the world state.[113]Steven Sharif

Gathering tools

Elaboración (Crafting) an apprentice herbalism gathering tool in Alpha-2.[114]

Different professions will have a number of quests available to introduce players to their first toolsets; and then, their toolset sustainability will be incumbent on the player to continue to gather the resources necessary to repeatedly create these tools, because they have a durability that gets expended when interacting with the resources in the open-world.[115]Steven Sharif

Recolección Halcyonite using a mining pick gathering tool.[116]

Each gathering profession will have three tools. The tools come online as you progress through the profession; and the different resource types for each one of the professions may require different tools. So, you basically want to carry around the right tool for the job. And tools along with artisanship gear will have stats on it, so you can itemize towards how you want to gather, how fast you want to gather.[116]Kory Rice

Las herramientas de recolección (también conocidas como herramientas de cosecha, herramientas artesanales y conjuntos de herramientas) permiten recolectar recursos en Ashes of Creation.[116][117][118][119]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[119]Steven Sharif
  • Las herramientas tendrán durabilidad y vida útil.[115][9][127]
    • La cantidad de usos de una herramienta de recolección aumenta a medida que el recolector se vuelve más competente en el árbol artesanal de recolección.[9]
    • Las herramientas pueden convertirse en no reparables, por lo que será necesario volver a fabricarlas.[115][127]
  • Los artesanos no tendrán que depender de otros árboles para fabricar sus herramientas.[118]
  • Los desarrolladores están considerando la introducción de herramientas de recolección que requieran de dos jugadores, como sierras para dos personas que puedan talar árboles más grandes.[125]
Your progression within the profession will take account what tools you can use. There might even be some opportunity to do some gathering with other players that . Typically in other games that I play you usually do the gathering alone. You're venturing around alone; and we wanted to take a look at maybe having a friend to help you with a two person saw on a larger tree. Maybe there's some panning that you could do as opposed to just hitting with the pickaxe. So, we'll have other tools that are part of that progression path and other activities that players can do if they would like to gather together.[119]Kory Rice

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.[128]

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.[130]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.[131]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[134][135]

  • 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.[134]

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.[135]

Un arma legendaria se distingue facilmente por su estética visual.[131]

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.[131]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[136]

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.[136]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.[138]

Progresión de las religiones

Hay vías de progresion de los jugadores dentro de una religión.[139][140]

  • Los jugadores solo pueden seguir a una religión a la vez.[139][140]
  • La progresión de las religiones se basa en misiones que sólo se ofrecen a los seguidores de esa religión.[139]
  • Las religiones tienen un sistema de clasificación basado en el rendimiento del jugador en estas misiones, así como en el número de misiones completadas.[139][141]
  • Al cambiar de religión se perderá el progreso en la religión anterior del jugador.[139][140]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[142]Steven Sharif

Mariner classes (Naval progression)

Las clases de marinero (también denominadas artesanía de barcos, habilidades de marinero o naútica) poseen diferentes árboles de habilidades similares a los árboles de habilidades de las clases de artesanías. A medida que un jugador gana experiencia en este tipo de habilidades, se vuelve más hábil en su uso.[143][144]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[143]Steven Sharif

Nivel de los eventos

El nivel de un evento en particular puede basarse en el nivel del elemento que lo desencadena, o puede ajustarse en un nivel superior para impulsar el interés hacia zonas de nivel inferior.[146]

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.[146]Steven Sharif

Fases de los nodos

Illustration of node advancement from Naturaleza (fase 0) to Metropolis (fase 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[147]Margaret Krohn

Los nodos disponen de siete (7) fases de avance, con niveles de experiencia para cada una de ellas. Cuando un nodo alcanza la experiencia requerida de la fase en la que se encuentra, avanza a la siguiente fase.[148]

Fase del nodo.[149] Símbolo Nombre alternativo.[150] Tiempo estimado de avance.[149] Sistema de alojamiento.[151]
0. Naturaleza -
1. Expedición Expedition symbol.png Encrucijada Algunas horas -
2. Campamento Encampment symbol.png Refugio Bastantes horas -
3. Aldea Village symbol.png - Algunos días Casas pequeñas
4. Pueblo - Bastantes días Casas medianas
5. Ciudad - Algunas semanas Casas grandes
6. Metrópolis Metro Bastantes semanas Mansiones

Node progression

La actividad de los jugadores, ciudadanos y no ciudadanos, como (questear, recolectar, raids, etc.) dentro de la ZOI de un nodo contabiliza para el avance de ese nodo en particular (progresión) a una fase superior.[147][149]

El avance de un nodo desbloquea sus ventajas únicas, aunque puede bloquear el avance de los nodos vecinos hacia sus siguientes fases, al incrementar su anillo de influencia.[152]

  • Los nodos avanzan hacia su primera fase muy rápido. Esto habilita algunos PNJs como vendedores o el almacenamiento de objetos.[153]
  • Cuanto más avanza el nodo, más ámplia se vuelve su ZOI.[154]
  • Los nodos menos evolucionados (conocidos como nodos vasallos) que entran dentro de la ZOI de otros nodos pueden seguir ganando experiencia, pero siempre permanecerán en una fase inferior a la del nodo dominante.[155]
  • El algoritmo de expansión de territorio tiene en cuenta la costa más cercana, los nodos vecinos y el "mapa de calor" de los jugadores en las zonas circundantes durante las últimas semanas y meses.[158]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro.[159]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[158]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[159]Steven Sharif
  • Un nodo no recibirá experiencia de los nodos dentro de su ZOI hasta que ese nodo no haya alcanzado su límite.[155]
  • Los ciudadanos de un nodo pueden contribuir al avance de otros.[160]
  • El porcentaje de experiencia que ganan los nodos será equitativa entre los cuatro tipos de nodo.[161]
    • El porcentaje exacto de experiencia que otorga obtener objetos o matar enemigos no se hará público de forma explícita para evitar "explotar" el sistema.[162]
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[162]Steven Sharif



La mejora del nodo mostrará una serie de animaciones y efectos visuales (dentro del área del nodo).[163][147]

  • Los jugadores serán desplazados a zonas seguras si se cruzan con nuevos objetos generados durante el avance del nodo.[163][164]
  • Los recursos aparecerán al rededor del nodo y el sistema mostrará una serie de caravanas llegando al nodo con esos recursos. Estas caravanas no podrán ser atacadas.[163]
  • Algunos PNJs comenzarán con actividades de construcción.[163]
  • Los jugadores fuera del nodo podrán ver como el aspecto del nodo va cambiando a medida que avanza hacia su nuevo nivel.[163]
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[147]Margaret Krohn

Nodos vasallos

Vassal node structure.[165]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[165]Steven Sharif

Los nodos de nivel aldeas (fase 3) o superior subyugan a los nodos cercanos, convirtiéndolos en nodos vasallos.[148][157]

  • Los nodos vasallos obtienen beneficios de su nodo soberano (nodo padre) incluso si el tipo de nodo padre es diferente al vasallo.[167]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[167]Steven Sharif
  • Los nodos soberanos recogen impuestos de los nodos vasallos. Estos impuestos no pueden ser cogidos por el alcalde u otros jugadores.[168]
  • Los nodos vasallos deben permanecer, al menos, una fase de nodo por debajo de su nodo padre.[148]
  • Los nodos vasallos dan su exceso de experiencia a su nodo padre, y pueden tener sus propios nodos vasallos; siempre y cuando estén dentro de la zona de influencia del nodo padre.[168][148]
    • Si un nodo está bloqueado, y ademas de ser un nodo vasallo tiene sus propios nodos vasallos, cualquier experiencia ganada por el propio nodo o sus vasallos se aplica primero a su propio déficit. La experiencia sobrante a partir de ahí se manda al nodo padre.[147]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[168]Steven Sharif
  • Los nodos vasallos están supeditados al gobierno, alianzas, guerras, impuestos, y al comercio de su nodo padre, y pueden recibir ayuda "federal" del mismo.[148]
  • Los nodos vasallos no pueden declarar la guerra a su nodo padre o a cualquiera de sus vasallos.[148]
  • Los ciudadanos de los nodos vasallos están vinculados a las condiciones diplomáticas de su nodo padre.[148]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[147]Margaret Krohn

Nodos adyacentes/vecinos

Los nodos adyacentes (nodos vecinos), comenzando por los que estén en fase de Expedición (fase 1), bloquearán el crecimiento de sus vecinos cercanos.[156][157]

Estilo y diseño de los nodos

Racial architecture of the same Aldea (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[148]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[147]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[169]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[172]Steven Sharif

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[169]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[177]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[169]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[178]
Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[178]Steven Sharif

Influencia racial

Alpha-1 Aldea node layout.[179]

We have essentially sets that exist across all races; and each race that dons those armor sets is going to have their own racial influence on the presentation of those particular sets. So that's something that's unique in how each of the races get diversified. Additionally, the more that one particular race contributes to a node's development, it's going to manifest in that particular node's architectural influences. You're going to see the architectures of those races become manifest within the nodes as well: That's another way that we diversify each race and we present each race's culture in the game as through those architectures, through those props that exist, through the tailoring of the armor sets that the NPC might wear, to the different factions that exist. Factions will have their own affiliation with different races as well. Each race will also have some different nomenclature when it comes to the lore, or comes to locations in the world. They're going to have their own language influences as well: The way they speak is something that's going to be distinct between races; when you have dialogue trees with particular NPCs. So all of those things really go into setting an immersive world where the cultures have their own identity.[180]Steven Sharif

La influencia cultural se manifiesta diferentes formas, desde la estética de los nodos y el equipo hasta en el lenguaje de los PNJ y el lore.[180][181][147]

  • La apariencia del equipo de ciertos sets de armaduras viene influenciada por la raza del jugador.[180]
  • El diseño y estilo del nodo está influenciado por la raza que más contribuye ha ese nodo.[180]
    • Los beneficios puede que apliquen a los ciudadanos de la cultura dominante, pero también aplica a las mecánicas del nodo, lo que podrá ser beneficioso también a los miembros de otras razas.[181]
    • Hay una mecánica de desgaste, que afecta a la experiencia y a la influencia para evitar que una sola raza domine el mundo entero.[182]
  • Los PNJs reaccionarán de forma diferente dependiendo de la raza del personaje.[183]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[182]Steven Sharif

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.[184][185][148]

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.[186]Steven Sharif

Progresión de gremios

Guild perks UI. Alpha-1 captura de pantalla. Credito de imagen: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[187]Steven Sharif

La progresión de los gremios se consigue miediante la participación en diferentes sistemas.[187]

Cuando el gremio progresa, se otorgan puntos de habilidad que el gremio puede asignar para desbloquear aspectos de su árbol de habilidades, como habilidades pasivas, aumentos y número de miembros.[187][189][190]

  • Las habilidades pasivas aumentan determinadas estadísticas relacionadas con la capacidad de un miembro del gremio en el combate u otros aspectos del mismo, como puede ser la economía.[187]
  • Los aumentos pueden aplicarse en los niveles superiores de la progresión del gremio.[187]
    • Esto se aplica a los gremios que han optado por no expandir la capacidad de miembros del gremio.[187]
    • Beneficia a los miembros del gremio con una clasificación de oficial o caballero.[187]
  • Los miembros del gremio no necesitan ser ciudadanos del mismo nodo para beneficiarse de las habilidades pasivas y de los aumentos.[191]
  • El tamaño del gremio puede ser reemplazado por la progresión del gremio.[187][192]
    • Cuanto mayor sea el límite de miembros del gremio, menos opciones de habilidades estarán disponibles para ese gremio.[193]
    • Las alianzas de gremios pueden ser una parte clave para crear un "gremio" más grande.[192]
  • La sala del gremio se puede desbloquear en una determinada etapa de avance del gremio.[189]
  • Los gremios no pueden reajustar sus puntos de habilidad una vez asignados. Esto está sujeto a pruebas.[194]
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[187]Jeffrey Bard

Progresión de las organizaciones sociales

Un jugador progresa en una organización social cumpliendo tareas o misiones.[195] Existen rutas jerárquicas que pertenecen a líneas de misiones específicas para la temática de la organización.[195] Estas misiones pueden ser cooperativas o enfrentadas contra otros nodos en función del estado de guerra de los nodos.[196]

  • Sabotaje.[197]
  • Espionaje.[197]
  • Intriga.[197]
    • Por ejemplo, un gremio de ladrones puede tener objetivos y misiones para conseguir un determinado objeto que permita a los jugadores avanzar dentro de la organización.[195]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[197]Steven Sharif

  • Las organizaciones sociales desbloquean aumentos.

You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[198]Jeffrey Bard

Aumentos de organizaciones sociales.

Organizaciones sociales unlock Up to 3 or 4 augments based on:[48][49][199][198]

  • Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.[199]
  • A player's progression within that organization.[199]
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[198]Jeffrey Bard

Progresión de las alianzas

Ashes of Creation podrá tener contenido específico que gire entorno a las alianzas.[200]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[200]Steven Sharif

Progresión de las parcelas (Freehold)

Los edificios del freehold pueden subir de nivel en función de la duración y productividad del mismo freehold.[202]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[202]Steven Sharif

Profesiones de parcelas (Freehold)

Tavern progression

Las tabernas ofrecen servicios por niveles.[183]

Cuanto más tiempo esté la taberna en funcionamiento, y más clientes atienda, más rápido subirá de nivel.[210][183]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[210]Steven Sharif

Progresión de las monedas de monstruo

Existe un sistema de progresión que nivela las habilidades de monstruo de un jugador en función de las frecuencia con la que participa en eventos de monstruo.[211]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[212]Steven Sharif

Conforme los nodos avanzan, también lo hace el nivel de los monstruos.[213] Hay niveles de eventos, que definen el nivel de los monstruos que se generan.[214]

  • El nivel de la moneda de monstruo determina lo poderoso que es el monstruo.[215]

PvP progression

El rendimiento de varios sistemas Pvp (como las Caravanas, Arenas, Guerras de gremios) se mide en el transcurso de temporadas PvP que duran 6 meses . Al final de cada temporada, la puntuación acumulada del jugador puede desbloquear varias recompensas:[216][84]

Highwayman system

A highwayman system tracks a player's performance in caravan PvP.[217][218][219][220]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[220]Steven Sharif
Q: Talk to me a little bit about the intended interaction of hunting caravans. What does mean? Can you progress in that? Can you identify these caravans from a distance? Is it intended to be diegetic or is it aided with mini-map?
A: Hunting a caravan is tending to be a lot more diegetic: You plant spies in other guilds, you build your information network in the world of Verra through whatever means you can. Now, there is progression paths involved with attacking and defending a caravan that can aid you in doing so, either with better equipment for it, faster ways to open crates, more yield from crates, and if you're a defender better components for your caravans, stuff like that.[221]John Collins

Clasificación en las arenas

El sistema de clasificatorias de las arenas registra el progreso del jugador en tenporadas PvP en función de sus ratios de victorias y derrotas en las arenas.[216][223]

  • Se pueden conseguir títulos jugando arenas.[224]
  • Otras recompensas se revelarán más adelante.[225]
  • El uso de puntos de arena para comprar equipo no está actualmente contemplado en el diseño.[224]

Rangos de gremios

La clasificación de los gremios establece el rango de los mismos en función de su rendimiento en las actividades competitivas:[226][227]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[227]Steven Sharif

Ver además

Referencias

  1. 1.0 1.1 Transmisión en vivo, 2021-12-23 (1:32:10).
  2. Transmisión en vivo, 2017-05-19 (51:52).
  3. 3.0 3.1 Entrevista, 2018-10-20 (1:55).
  4. Transmisión en vivo, 2017-05-12 (42:17).
  5. Transmisión en vivo, 2021-04-30 (1:17:40).
  6. Official Livestream - May 4th @ 3 PM PST - Q&A
  7. Transmisión en vivo, 2018-04-8 (PM) (28:38).
  8. Entrevista, 2018-10-20 (2:53:53).
  9. 9.0 9.1 9.2 9.3 9.4 Transmisión en vivo, 2020-07-31 (1:05:58).
  10. 10.0 10.1 Transmisión en vivo, 2022-10-14 (23:15).
  11. leveling.png
  12. Transmisión en vivo, 2017-05-24 (46:27).
  13. Transmisión en vivo, 2022-05-27 (1:11:10).
  14. Transmisión en vivo, 2020-07-25 (1:33:37).
  15. 15.0 15.1 Transmisión en vivo, 2022-07-29 (1:24:58).
  16. 16.0 16.1 16.2 Entrevista, 2021-06-13 (48:27).
  17. 17.0 17.1 17.2 Transmisión en vivo, 2018-09-27 (52:41).
  18. 18.0 18.1 Transmisión en vivo, 2020-07-25 (1:34:55).
  19. Transmisión en vivo, 2022-04-29 (1:06:34).
  20. 20.0 20.1 20.2 20.3 Vídeo, 2018-04-05 (40:08).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 February 8, 2019 - Questions and Answers.
  22. Transmisión en vivo, 2017-12-15 (58:48).
  23. 23.0 23.1 Entrevista, 2020-07-08 (1:07:59).
  24. Transmisión en vivo, 2017-05-24 (19:25).
  25. Transmisión en vivo, 2021-04-30 (41:18).
  26. Transmisión en vivo, 2022-01-28 (15:35).
  27. Entrevista, 2020-07-08 (1:12:51).
  28. 28.0 28.1 28.2 Transmisión en vivo, 2017-05-15 (26:13).
  29. Entrevista, 2018-08-24 (4:15).
  30. 30.0 30.1 30.2 30.3 30.4 Transmisión en vivo, 2020-09-30 (1:07:22).
  31. Entrevista, 2018-08-24 (8:52).
  32. Entrevista, 2021-06-13 (24:14).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 33.6 33.7 Entrevista, 2020-07-18 (1:05:04).
  34. 34.0 34.1 34.2 34.3 34.4 34.5 progression.png
  35. 35.0 35.1 35.2 Entrevista, 2020-07-29 (54:44).
  36. 36.0 36.1 36.2 Ashes of Creation class list.
  37. 37.0 37.1 37.2 37.3 Transmisión en vivo, 2017-07-28 (19:05).
  38. 38.0 38.1 archetypeclass.png
  39. Transmisión en vivo, 2017-05-03 (50:50).
  40. Transmisión en vivo, 2017-07-18 (37:43).
  41. Transmisión en vivo, 2020-07-31 (1:31:11).
  42. Pódcast, 2021-04-11 (54:35).
  43. toast-keybinds-skills.png
  44. Transmisión en vivo, 2017-10-16 (1:00:44).
  45. Entrevista, 2018-08-08 (22:27).
  46. class secondary.png
  47. Transmisión en vivo, 2020-07-25 (1:47:55).
  48. 48.0 48.1 Pódcast, 2021-09-29 (30:04).
  49. 49.0 49.1 Transmisión en vivo, 2021-06-25 (1:05:01).
  50. Transmisión en vivo, 2018-02-09 (41:56).
  51. 51.0 51.1 Transmisión en vivo, 2019-12-17 (1:13:14).
  52. 52.0 52.1 52.2 52.3 Entrevista, 2020-07-18 (1:07:06).
  53. 53.0 53.1 Forums - Livestream Q&A 2022-08-26.
  54. class same.png
  55. Transmisión en vivo, 2019-07-26 (1:09:22).
  56. Transmisión en vivo, 2018-04-8 (PM) (20:45).
  57. augmentcolors.png
  58. Entrevista, 2018-05-11 (53:15).
  59. 59.0 59.1 59.2 59.3 Transmisión en vivo, 2021-11-19 (50:38).
  60. 60.0 60.1 Transmisión en vivo, 2021-09-24 (1:18:06).
  61. Transmisión en vivo, 2021-06-25 (23:08).
  62. Transmisión en vivo, 2020-08-28 (1:12:50).
  63. Entrevista, 2020-07-29 (55:44).
  64. 64.0 64.1 Entrevista, 2020-07-19 (53:59).
  65. 65.0 65.1 Entrevista, 2020-07-18 (1:07:51).
  66. Transmisión en vivo, 2017-11-16 (30:02).
  67. Transmisión en vivo, 2020-08-28 (1:19:24).
  68. Transmisión en vivo, 2022-12-02 (1:05:08).
  69. Transmisión en vivo, 2021-04-30 (53:08).
  70. 70.0 70.1 Entrevista, 2018-10-20 (2:53:52).
  71. 71.0 71.1 71.2 Transmisión en vivo, 2020-01-30 (1:28:40).
  72. Transmisión en vivo, 2018-05-04 (45:37).
  73. Transmisión en vivo, 2022-06-30 (1:12:38).
  74. Transmisión en vivo, 2022-09-30 (53:15).
  75. Transmisión en vivo, 2022-09-30 (43:45).
  76. Vídeo, 2022-09-30 (24:49).
  77. Pódcast, 2021-09-29 (47:57).
  78. Entrevista, 2021-02-07 (49:18).
  79. 79.0 79.1 79.2 79.3 79.4 79.5 Transmisión en vivo, 2018-06-04 (1:11:19).
  80. Transmisión en vivo, 2021-06-25 (1:29:39).
  81. 81.0 81.1 Transmisión en vivo, 2018-06-04 (21:37).
  82. 82.0 82.1 82.2 Transmisión en vivo, 2021-03-26 (1:15:57).
  83. 83.0 83.1 83.2 83.3 83.4 Entrevista, 2020-07-18 (14:22).
  84. 84.0 84.1 84.2 84.3 84.4 Entrevista, 2020-07-18 (16:34).
  85. 85.0 85.1 Transmisión en vivo, 2022-05-27 (1:20:00).
  86. Transmisión en vivo, 2017-05-26 (51:37).
  87. Transmisión en vivo, 2023-11-30 (1:38:47).
  88. Transmisión en vivo, 2017-05-17 (58:55).
  89. 89.0 89.1 Transmisión en vivo, 2020-11-30 (1:26:00).
  90. Pets.jpg
  91. 91.0 91.1 91.2 Entrevista, 2022-01-14 (42:18).
  92. Transmisión en vivo, 2020-10-30 (1:21:14).
  93. Transmisión en vivo, 2019-06-28 (1:24:27).
  94. Transmisión en vivo, 2021-07-30 (1:15:29).
  95. 95.0 95.1 95.2 steven-mastery-cap.png
  96. 96.0 96.1 96.2 96.3 96.4 Transmisión en vivo, 2022-04-29 (1:13:00).
  97. 97.0 97.1 Transmisión en vivo, 2019-07-26 (1:09:46).
  98. Transmisión en vivo, 2017-05-24 (32:07).
  99. 99.0 99.1 Entrevista, 2020-03-27 (5:25).
  100. artisan mastery5.png
  101. artisan mastery3.png
  102. 102.0 102.1 Entrevista, 2020-07-20 (18:47).
  103. 103.0 103.1 artisan mastery4.png
  104. 104.0 104.1 artisan mastery1.png
  105. 105.0 105.1 steven-profession-mastery-all.png
  106. 106.0 106.1 steven-profession-mastery.png
  107. 107.0 107.1 artisan skill tree.png
  108. Entrevista, 2021-02-07 (36:38).
  109. Transmisión en vivo, 2017-05-10 (6:12).
  110. 110.0 110.1 roshen-mastery.png
  111. 111.0 111.1 111.2 steven-mastery-2-branches.png
  112. steven-change-mastery.png
  113. Entrevista, 2023-07-09 (42:51).
  114. Vídeo, 2023-11-30 (7:56).
  115. 115.0 115.1 115.2 115.3 Vídeo, 2023-11-30 (5:58).
  116. 116.0 116.1 116.2 116.3 116.4 116.5 Vídeo, 2023-06-30 (3:14).
  117. Transmisión en vivo, 2022-10-14 (32:38).
  118. 118.0 118.1 118.2 Entrevista, 2020-03-27 (9:00).
  119. 119.0 119.1 119.2 Entrevista, 2018-05-11 (38:25).
  120. Vídeo, 2023-11-30 (16:40).
  121. 121.0 121.1 Transmisión en vivo, 2023-12-19 (1:53:02).
  122. 122.0 122.1 Vídeo, 2022-10-28 (26:14).
  123. Pódcast, 2023-12-03 (12:27).
  124. Vídeo, 2023-11-30 (9:36).
  125. 125.0 125.1 Vídeo, 2022-10-28 (25:11).
  126. 126.0 126.1 Transmisión en vivo, 2020-04-30 (53:11).
  127. 127.0 127.1 crafting tools.jpg
  128. Entrevista, 2020-07-18 (1:00:15).
  129. Entrevista, 2020-07-19 (8:43).
  130. 130.0 130.1 130.2 130.3 130.4 Entrevista, 2020-07-20 (21:57).
  131. 131.0 131.1 131.2 131.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
  132. Transmisión en vivo, 2020-07-25 (46:08).
  133. Transmisión en vivo, 2021-03-26 (1:02:06).
  134. 134.0 134.1 Transmisión en vivo, 2022-03-31 (1:15:02).
  135. 135.0 135.1 Transmisión en vivo, 2017-05-15 (38:08).
  136. 136.0 136.1 Transmisión en vivo, 2018-07-09 (25:34).
  137. Transmisión en vivo, 2018-04-8 (PM) (51:49).
  138. Transmisión en vivo, 2017-05-19 (44:18).
  139. 139.0 139.1 139.2 139.3 139.4 Transmisión en vivo, 2020-07-25 (57:02).
  140. 140.0 140.1 140.2 Transmisión en vivo, 2017-05-08 (44:51).
  141. religions.jpg
  142. Transmisión en vivo, 2017-06-01 (33:40).
  143. 143.0 143.1 143.2 143.3 143.4 143.5 143.6 Transmisión en vivo, 2022-09-30 (1:24:54).
  144. 144.0 144.1 144.2 144.3 144.4 144.5 144.6 Transmisión en vivo, 2018-07-09 (36:05).
  145. Transmisión en vivo, 2018-07-09 (36:05).
  146. 146.0 146.1 Transmisión en vivo, 2022-04-29 (44:13).
  147. 147.00 147.01 147.02 147.03 147.04 147.05 147.06 147.07 147.08 147.09 147.10 Blog - Know Your Nodes - Advance and Destroy.
  148. 148.00 148.01 148.02 148.03 148.04 148.05 148.06 148.07 148.08 148.09 148.10 Blog - Know Your Nodes - The Basics.
  149. 149.0 149.1 149.2 A reactive world - Nodes.
  150. Transmisión en vivo, 2018-12-12 (14:48).
  151. Entrevista, 2020-07-20 (3:45).
  152. Vídeo, 2017-04-20 (0:02).
  153. Npc vending.jpg
  154. Node series part II – the Metropolis.
  155. 155.0 155.1 Transmisión en vivo, 2017-10-16 (50:20).
  156. 156.0 156.1 156.2 steven-quote-neighboring-nodes.png
  157. 157.0 157.1 157.2 157.3 jahlon-steven-vassal-nodes-quote.png
  158. 158.0 158.1 Entrevista, 2020-07-18 (10:04).
  159. 159.0 159.1 Entrevista, 2020-07-08 (1:00:15).
  160. node xp.png
  161. Transmisión en vivo, 2021-09-24 (1:21:23).
  162. 162.0 162.1 Transmisión en vivo, 2017-05-26 (28:16).
  163. 163.0 163.1 163.2 163.3 163.4 Transmisión en vivo, 2022-10-14 (55:13).
  164. Transmisión en vivo, 2017-11-17 (55:27).
  165. 165.0 165.1 165.2 165.3 Transmisión en vivo, 2022-08-26 (1:07:34).
  166. steven-stream-clarifications-august-2022.png
  167. 167.0 167.1 Transmisión en vivo, 2022-08-26 (1:04:35).
  168. 168.0 168.1 168.2 Transmisión en vivo, 2022-08-26 (1:10:16).
  169. 169.0 169.1 169.2 169.3 169.4 169.5 Transmisión en vivo, 2018-09-27 (53:06).
  170. 170.0 170.1 Transmisión en vivo, 2022-02-25 (41:00).
  171. 171.0 171.1 Transmisión en vivo, 2020-10-30 (39:17).
  172. 172.0 172.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  173. Pódcast, 2021-04-11 (29:47).
  174. Entrevista, 2018-05-11 (54:34).
  175. Transmisión en vivo, 2017-05-26 (21:23).
  176. Pódcast, 2021-04-11 (23:36).
  177. 177.0 177.1 Entrevista, 2018-05-11 (47:27).
  178. 178.0 178.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  179. Transmisión en vivo, 2020-06-26 (45:32).
  180. 180.0 180.1 180.2 180.3 180.4 Transmisión en vivo, 2022-03-31 (4:57).
  181. 181.0 181.1 Entrevista, 2021-02-07 (33:00).
  182. 182.0 182.1 Entrevista, 2018-05-11 (1:00:19).
  183. 183.0 183.1 183.2 183.3 183.4 183.5 183.6 Pódcast, 2018-04-23 (29:56).
  184. Entrevista, 2020-07-19 (19:35).
  185. Transmisión en vivo, 2017-05-15 (30:53).
  186. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  187. 187.00 187.01 187.02 187.03 187.04 187.05 187.06 187.07 187.08 187.09 187.10 187.11 Transmisión en vivo, 2018-09-27 (55:39).
  188. 188.0 188.1 188.2 Transmisión en vivo, 2017-05-19 (22:10).
  189. 189.0 189.1 Entrevista, 2020-07-19 (36:07).
  190. guild size.jpg
  191. Transmisión en vivo, 2020-06-26 (1:31:53).
  192. 192.0 192.1 Transmisión en vivo, 2017-05-05 (23:26).
  193. Entrevista, 2018-08-08 (9:36).
  194. Transmisión en vivo, 2020-10-30 (1:11:13).
  195. 195.0 195.1 195.2 Transmisión en vivo, 2017-05-17 (7:27).
  196. Entrevista, 2020-07-19 (24:34).
  197. 197.0 197.1 197.2 197.3 Pódcast, 2018-05-11 (18:52).
  198. 198.0 198.1 198.2 Transmisión en vivo, 2017-06-01 (31:47).
  199. 199.0 199.1 199.2 Pódcast, 2018-04-23 (24:47).
  200. 200.0 200.1 200.2 200.3 200.4 Pódcast, 2018-05-11 (21:07).
  201. Transmisión en vivo, 2023-08-31 (2:10:23).
  202. 202.0 202.1 202.2 Pódcast, 2018-05-11 (48:29).
  203. Transmisión en vivo, 2020-05-29 (39:47).
  204. 204.0 204.1 Transmisión en vivo, 2017-06-01 (24:30).
  205. Transmisión en vivo, 2022-02-25 (1:12:27).
  206. Pódcast, 2021-04-11 (40:20).
  207. Entrevista, 2020-07-18 (41:03).
  208. Transmisión en vivo, 2017-05-05 (34:15).
  209. Transmisión en vivo, 2017-05-12 (1:00:18).
  210. 210.0 210.1 210.2 Transmisión en vivo, 2022-12-02 (1:22:30).
  211. monster coin leveling.png
  212. Transmisión en vivo, 2017-05-03 (31:46).
  213. Transmisión en vivo, 2017-05-03 (36:25).
  214. kickstarter monster coins.png
  215. Monster coins2.jpg
  216. 216.0 216.1 Transmisión en vivo, 2021-09-24 (1:22:46).
  217. 217.0 217.1 217.2 Transmisión en vivo, 2023-10-31 (1:11:26).
  218. 218.0 218.1 Transmisión en vivo, 2022-06-30 (1:14:52).
  219. 219.0 219.1 Transmisión en vivo, 2021-08-27 (1:22:56).
  220. 220.0 220.1 220.2 Transmisión en vivo, 2021-02-26 (1:16:21).
  221. 221.0 221.1 221.2 221.3 221.4 221.5 Vídeo, 2024-01-31 (10:15).
  222. Transmisión en vivo, 2017-08-23 (16:44).
  223. partysize.png
  224. 224.0 224.1 Pódcast, 2018-05-11 (52:20).
  225. arena rewards.png
  226. 226.0 226.1 226.2 226.3 Transmisión en vivo, 2021-06-25 (1:12:37).
  227. 227.0 227.1 227.2 227.3 Entrevista, 2020-07-29 (14:28).