Progresión de armas

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In-game achievable sword and polearm 3D renders.[1]

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.[2]Steven Sharif

Las armas tienen su propio progreso.[3][4]

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.[13]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.[14]Steven Sharif

Habilidades de arma

Basic weapon attack livestream teaser.[16]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[8]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[17] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[5][6][7][8][9][10][11][12][3][13][14] Esta sinergia también se aplica a las habilidades activas de otros personajes.[18]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[5]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[12]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[11]Steven Sharif

Weapon skill trees

Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[20][21][22][17][5][6][7][8][9][10][11][12][3][13][14] These do not unlock skills that are usable on a player's action bar.[17]

Sistema de combos de las armas

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[3], y habilidades de uso de armas[24]) en lugar de la habilidad clásica de auto-ataque .[7][3][25]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[9]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[9]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[9]
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[9]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • La elección y rotación de las habilidades de las armas variará en función de si el jugador está más centrado en Pvp o en PvE.[9]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[9]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[19]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[19]

It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[3]Steven Sharif

Clases de armas

Armas 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[27]

Las clases de armas (también denominadas tipos de armas y grupos de armas) en Ashes of Creation.[10]

  • Armas contundentes
  • Armas blancas
  • Armas punzantes

Class weapons and armor

Las armas y armaduras no estan limitadas por tu clase, pero ciertas clases son mas eficientes con ciertos tipos de armas o armaduras.[28][29] Ciertas habilidades requieren que ciertos objetos estén equipados.[30]

Las armas están diseñadas para ser "agnósticas" de cierta manera, en el sentido que el jugador puede hallar la forma en la que un arma sea utilizada por diferentes clases. No sólo el pícaro será capaz de usar dagas. Porque si aplicas este tipo de restricciones, se hace más difícil que la economía tenga una buena sostentabilidad a través del mercado de objetos.[31]Steven Sharif
P: Habíamos declarado que íbamos a permitir que las personas usaran cualquier combinación de clases, que serían ambos arquetipos juntos, pudiendo usar cualquier arma. ¿Vemos problemas que podrían ocurrir con eso, por ejemplo, como un bow tank (tanque que use un arco), un orb tank (tanque que usa un orbe) o cosas similares- habrá alguna extrañeza allí, o hay problemas que primero están previendo en el futuro?
R: Estamos dando mucha flexibilidad a los artesanos en nuestro juego. Ayudan a definir el bloque de estadísticas que tiene un objeto, arma o equipo en particular; y ese bloque de estadísticas puede ser relevante para cualquier combinación de clase o arquetipo en particular. Entonces, en ese sentido, la idea es no ver ninguna extrañeza allí o no ver ningún elemento que disuada a una persona de esa perspectiva de personalización.[32]Steven Sharif

Armas y armaduras raciales

Apariencia según raza de la Armadura en la Alpha-1.[33]

Violet light y yo estamos usando exactamente la misma armadura: mismas estadísticas, todo igual, pero si le cae a ella tiene una apariencia y si me cae a mi tiene otra; y... una pequeña parte es por el género, pero la otra parte es la raza. Por lo tanto, debido que era un Vaelune en esa partida, mi armadura es del estilo de Vaelune; y cuando ella la cogió era de estilo élfico, porque era una elfa. Así que eso te da un ejemplo de la variedad de looks que estamos buscando y como tratamos de capturar quién eres como personaje y te permite construir tu look de esa manera..[34]Jeffrey Bard

Las armas y armaduras no están bloqueadas por raza, pero la armadura cambiará en función de la apariencia de la raza.[36][37][38]

La personalización del equipo en funciónd e la raza se centra en las armaduras, no en los accesorios o armas. Los modelos visuales de las armas y accesorios serán muy parecidos sino iguales entre todas las razas[39]Steven Sharif

La personalización del equipo por raza está más concentrado en los sets de armaduras más que en las armas. Las armas, desde el punto de vista de los modelos de juego, serán prácticamente iguales entre las razas.[39]Steven Sharif

Digamos que, por ejemplo, posees el set Águila o algo parecido: El set Águila tiene un arte y un tema de diseño que incluirán ciertos complementos en la armadura. Esto incluirá una paleta de colores y un tema. Tendrá ciertos aspectos que lo definen como el set Águila. Sin embargo, cuando un elfo o un orco se pongan este set, obviamente tienes dos culturas muy distintas y no queremos pisotear esa cultura asignándole un aspecto de facto: "Este es el set Águila y así es como se ve para todos". Nosotros queremos que las influencias culturales jueguen un rol en cómo se ve el set.[39]Steven Sharif

Cuando preguntan "¿qué pasa si soy un orco pero quiero verme como un elfo y que mi set Águila tenga representación élfica?" Bueno, ahí el problema es que los orcos tienen un modelo orgánico diferente. Sus cuerpos son diferentes a los de los elfos. Entonces, desde un punto de vista de alcance, es una cosa añadir las diferentes influencias culturales a una armadura; y otra distinta es adaptar cada influencia para que pueda ser utilizada de forma universal. Desde una perspectiva de trabajo, es una tarea muy difícil de tomar para los artistas de personaje. Así que en vez de eso, nos decidimos por nuestro enfoque actual, con el fin de facilitar cierta variedad de representación cultural entre las razas, a la vez que permitimos que compartan distintos bienes como las armaduras, a las cuales les dimos representaciones distintivas de cada raza.[41]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.[14][42]

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.[42]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.[44]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.[46][47]

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.[43]Steven Sharif

Enchantments

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[46]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[50]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[51]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[48] Vertical enchantments include risks.[51]
    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[53]Steven Sharif
    • Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[53][54][55]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[56][50][54]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[56]Steven Sharif
  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[51]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[51]
    • This type of enchanting assumes no risk, just time and effort.[51]

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.[57]

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.[59]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.[60]Steven Sharif

Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[63][64]

  • 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.[63]

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.[64]

Un arma legendaria se distingue facilmente por su estética visual.[60]

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.[60]Steven Sharif

Los objetos legendarios no están diseñados para ser temporales.[65]

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.[65]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.[67]

Ver además

Referencias

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  2. Entrevista, 2018-10-20 (2:53:52).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Transmisión en vivo, 2020-01-30 (1:28:40).
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  52. Rng crafting.jpg
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