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Diferencia entre revisiones de «Group dynamics»
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== Intuitive grouping == | == Intuitive grouping == | ||
− | There are systems such as [[Quests|quests]], [[Events|events]] and [[Monster coins|monster coins]] that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.<ref name="livestream-15-May-2017-29:30">[https://youtu.be/ | + | There are systems such as [[Quests|quests]], [[Events|events]] and [[Monster coins|monster coins]] that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.<ref name="livestream-15-May-2017-29:30">[https://youtu.be/1duIKUf8gVs?t=29m30s Livestream, 15 May 2017 (29:30).]</ref> |
== See also == | == See also == |
Revisión del 02:21 29 nov 2017
Dinámica de grupo aim to bring players together.[2]
- One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[3]
- Ashes of Creation is in development. These systems could change through playtesting and player feedback.[2]
Group finder
There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[4]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[6][7][8]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[2]
- Incursiones will have 40 man groups.[9]
- Content will be tailored for 40, 16 and 8 person group sizes.[10]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[11]
- Asedios a castillos are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[13][14][15][16]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[16] – Steven Sharif
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[19][20][2]
- Group loot rules are defined on a per-rarity basis.[17]
- A majority of party members must vote to approve any changes to group loot allocation changes.[18]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[21]
- There won't be auto-looting pets.[22]
- It will be possible to kick a player from a party prior to them acquiring loot.[23]
- 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.[23] – Steven Sharif
- Free-for-all.[2]
- Whoever is first to loot gets the loot.[19]
- 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.[2]
- With round-robin looting, party members take turns looting.[2]
- This is a traditional need before greed system based on dice rolls.[2]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[24]
- Bidding system.[2]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[2]
Party roles
Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[2][25]
- Aunque los papeles tradicionales están presentes, los jugadores no deberían sentirse encasillados por su arquetipo primario.[2][25]
- Los aumentos de habilidad disponibles a través del sistema de clases permitirán a los jugadores personalizar su estilo de juego fuera de su rol primario.[2][25][26]
- Los jugadores que elijan en mismo arquetipo dos veces, fortalecerán su rol primario.[2][25]
We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[26] – Steven Sharif
Intuitive grouping
There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[27]
Ver además
Referencias
- ↑ Vídeo, 2024-02-29 (19:35).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 Group dynamics blog.
- ↑ About Ashes of Creation.
- ↑ Transmisión en vivo, 2017-10-31 (28:58).
- ↑ Vídeo, 2024-02-29 (33:57).
- ↑ 6.0 6.1 Transmisión en vivo, 2022-09-30 (2:40).
- ↑ Transmisión en vivo, 2020-11-30 (1:20:25).
- ↑
- ↑ Transmisión en vivo, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Transmisión en vivo, 2017-05-26 (48:12).
- ↑ Transmisión en vivo, 2021-09-24 (52:48).
- ↑ Entrevista, 2021-07-08 (57:19).
- ↑ Entrevista, 2020-07-19 (44:28).
- ↑ 16.0 16.1
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Vídeo, 2023-01-27 (16:44).
- ↑ 18.0 18.1 Vídeo, 2023-01-27 (32:01).
- ↑ 19.0 19.1 Transmisión en vivo, 2020-11-30 (1:01:40).
- ↑ Transmisión en vivo, 2020-07-25 (1:24:56).
- ↑ Transmisión en vivo, 2023-01-27 (1:08:06).
- ↑ Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 23.0 23.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 25.0 25.1 25.2 25.3 Transmisión en vivo, 2017-05-22 (46:04).
- ↑ 26.0 26.1 Entrevista, 2018-10-20 (2:40:16).
- ↑ Livestream, 15 May 2017 (29:30).