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== Class augments ==
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{{Class abilities}}
 
{{Class abilities}}
  
== Racial abilities ==
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== Racial augments ==
 
 
{{Racial abilities}}
 
 
 
=== Stat growth ===
 
 
 
{{Stat growth}}
 
 
 
=== Racial augments ===
 
  
 
{{Racial augments}}
 
{{Racial augments}}
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{{Religion augments}}
 
{{Religion augments}}
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== Social organization augments ==
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{{Social organization progression}}
  
 
== Skill transfer ==
 
== Skill transfer ==
  
Players will not be able to transfer their skills to other players.{{livestream|17 November 2017|27m35|EAG9mS0U4NQ}}
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{{Skill transfer}}
  
 
== See also ==
 
== See also ==

Revisión del 21:31 15 abr 2018

Aumentos de clase

Alpha-1 preview primary skills.[1]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[2]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[3]Steven Sharif

Habilidades primarias (class abilities) are based on a player's archetype.[4][5]

Aumentos raciales

Los aumentos raciales están basados en la raza de un personaje y están disponibles para todas las clases.[12]

Manteniéndonos en el tema de "Consecuencias", y a diferencia de otros juegos, la raza no es solo un tema de aspecto con habilidades relativamente inofensivas o sin importancia. En vez de eso, se integran profundamente en nuestro sistema de clases, aumentando y cambiando el chasis básico provisto por nuestros ocho arquetipos básicos. Nuestra meta es crear un sistema donde un luchador élfico se sienta distinto, pero cumpla el mismo rol que un luchador enano.[15]

Aumentos religiosos

Las religiones más poderosas proporcionan aumentos únicos que pueden aplicarse a las habilidades principales del personaje.[16][17]

  • Los aumentos religiosos se consideran logros de alto nivel dentro de una religión.[16]
  • Estos aumentos pueden acumularse sobre los aumentos de clase. Tendrán un sistema de intercambio basado en las elecciones que haga el jugador.[16]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[18]Steven Sharif

Aumentos de organizaciones sociales.

Un jugador progresa en una organización social cumpliendo tareas o misiones.[19] Existen rutas jerárquicas que pertenecen a líneas de misiones específicas para la temática de la organización.[19] Estas misiones pueden ser cooperativas o enfrentadas contra otros nodos en función del estado de guerra de los nodos.[20]

  • Sabotaje.[21]
  • Espionaje.[21]
  • Intriga.[21]
    • 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.[19]

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.[21]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.[18]Jeffrey Bard

Transferencia de habilidades

Los jugadores no podrán transferir sus habilidades a otros jugadores.[22]

Ver además

Referencias