Bosses

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Render 3D de un teniente de Los Antiguos.[2]

Estos dos modelos en particular, con alfa uno, estarán animados y presentes como adversarios en algunas de las ubicaciones de las mazmorras dentro de Ashes of Creation.[3]Steven Sharif

Los jefes o bosses se dividen en los siguientes tipos, con niveles crecientes de dificultad y tablas de loot, requiriendo un mayor número de jugadores para matar.[4]

Ciertos jefes y encuentros contaran con pistas de sonido originales específicas compuestas por Bear McCreary.[6]

Los mobs/bosses con nombre suelen tener un aspecto de personaje único.[5]

Mundo abierto

Alpha-1 open world dungeon entrance.[7]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[8]Steven Sharif

Ashes of Creation será una experiencia absoluta de mundo abierto.[9]

  • No habrá ni tiempo, ni pantallas de carga entre regiones.[9]

Más o menos habrá una proporción de 80/20 entre mundo abierto y encuentros instanciados.[8][10][11]

There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[15]Steven Sharif

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[9]Jeffrey Bard

El sistema de PvP flagging favorecerá las oportunidades de pvp abierto.[17]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[15]Steven Sharif

Raid bosses

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[20]Steven Sharif

List of raid bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

World/regional bosses

The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[23]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[20]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[20]
  • A single digit percentage of the population will be capable of defeating certain content.[20]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[27]
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[29][30][31][32][33]

List of world/regional bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Dungeon bosses

List of dungeon bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Elites

Elites are a tier of mob or boss in Ashes of Creation.[5][25]

  • Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[25] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[36]

List of elites

Dificultad del PVE

La dificultad del contenido PvE, como raids y mazmorras se adaptará en función del rendimiento de la raid o el grupo contra los jefes anteriores en ese encuentro.[37]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[38]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[41]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.[42][43]

Saqueo

Alpha-2 looting UI preview.[44]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[44]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[45]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[46][47][48]

  • Group loot rules are defined on a per-rarity basis.[44]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[45]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[49]
  • There won't be auto-looting pets.[50]
  • It will be possible to kick a player from a party prior to them acquiring loot.[51]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[51]Steven Sharif
Free-for-all.[48]
  • Whoever is first to loot gets the loot.[46]
Lootmaster.[44][48]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[48]
Round-robin.[44][48]
Need or greed.[44][48]
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.
Bidding system.[48]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[48]
    • The highest bidder wins the item.[48]
    • The gold then goes into a pool that is split among the rest of the party members.[48]

Loot tables

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[71]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[73][47]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[73][47]
    • These numbers will be balanced based on testing.[73]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[73][47]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[73]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[74]Steven Sharif

Monster Coins

Monster coin concept art.[75]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[76]Steven Sharif

Pre-alpha monster coin system.[77]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[78]

Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[79][80][81]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[75]

Monster coin events are system spawned events.[80][82]

  • They are structured in a way to prevent groups from gaming the system.[82]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[83]
  • Server messages appear for players in the vicinity of these dynamic events.[84]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[76]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[76]Steven Sharif

Los Antiguos are not going to be part of the monster coin system.[86]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[87]Steven Sharif

Impact on nodes

Monster coin events (Bosses) cannot destroy or delevel nodes.[88] They can disable certain buildings, services and NPCs within a node.[89][84] Asedios de nodos are the chief mechanic for destroying nodes.[88]

For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[92]Steven Sharif

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  3. Transmisión en vivo, 2020-11-08 (12:47).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Transmisión en vivo, 2020-07-25 (46:08).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Transmisión en vivo, 2023-01-27 (1:10:12).
  6. Entrevista, 2021-06-13 (11:15).
  7. Transmisión en vivo, 2020-04-30 (1:05:34).
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