Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Dinámica de grupo
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]
Balance
El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[4][5][6]
- Los enfrentamientos 1 contra 1 tendrán una dinámica tipo piedra, papel y tijera, donde una clase será superior a la otra.[4][6]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[6] – Steven Sharif
- A la hora de equilibrar las habilidades de combate entran en juego varios factores.[7]
- Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[7] – Steven Sharif
- El testing de la Alpha 1 se centró en la funcionalidad principal en lugar del equilibrio de combate.[8]
- Las pruebas en la Alpha 2 comenzarán a centrarse en el equilibrio una vez que las poblaciones y los conflictos estén funcionando y muy probados.[4][9]
- When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[4] – Steven Sharif
Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [5][10]
- Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[11][12][13][10][14]
Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[15]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[5] – Steven Sharif
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[15] – Steven Sharif
Group finder
There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[16]
Bulletin boards
Bulletin boards are available within nodes[16] and player taverns.[18]
- A market UI lists the current items available for sale in the node and in the same economic region.[19][20]
- This includes items for sale in player stalls and auction houses.[21]
- Players can't purchase directly from the market UI. Instead it gives the location of player stalls where the items may be purchased.[22]
- Encourage localized grouping.[18]
- Enable posting of jobs.[16]
- Quest sponsorship.[23]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[25][26][27]
- 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.[28]
- Content will be tailored for 40, 16 and 8 person group sizes.[29]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[30]
- 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.[32][33][34][35]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[35] – Steven Sharif
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[38][39][2]
- Group loot rules are defined on a per-rarity basis.[36]
- A majority of party members must vote to approve any changes to group loot allocation changes.[37]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[40]
- There won't be auto-looting pets.[41]
- It will be possible to kick a player from a party prior to them acquiring loot.[42]
- 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.[42] – Steven Sharif
- Free-for-all.[2]
- Whoever is first to loot gets the loot.[38]
- 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.[43]
- 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][44]
- Aunque los papeles tradicionales están presentes, los jugadores no deberían sentirse encasillados por su arquetipo primario.[2][44]
- 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][44][45]
- Los jugadores que elijan en mismo arquetipo dos veces, fortalecerán su rol primario.[2][44]
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.[45] – 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.[46]
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.
- ↑ 4.0 4.1 4.2 4.3 Transmisión en vivo, 2023-12-19 (1:25:16).
- ↑ 5.0 5.1 5.2 Transmisión en vivo, 2020-10-30 (33:26).
- ↑ 6.0 6.1 6.2 Pódcast, 2018-04-23 (59:28).
- ↑ 7.0 7.1 Transmisión en vivo, 2023-12-19 (1:23:00).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:51).
- ↑ 10.0 10.1 Entrevista, 2018-10-20 (2:40:17).
- ↑ Pódcast, 2021-09-29 (30:04).
- ↑ Transmisión en vivo, 2021-06-25 (1:05:01).
- ↑ Entrevista, 2020-07-18 (1:05:04).
- ↑ Transmisión en vivo, 2018-02-09 (41:56).
- ↑ 15.0 15.1 Pódcast, 2018-04-23 (1:01:01).
- ↑ 16.0 16.1 16.2 Transmisión en vivo, 2017-10-31 (28:58).
- ↑ Transmisión en vivo, 2017-05-19 (33:57).
- ↑ 18.0 18.1 The mighty beard!
- ↑ Transmisión en vivo, 2017-05-12 (53:08).
- ↑ Transmisión en vivo, 2017-05-10 (35:16).
- ↑ Transmisión en vivo, 2020-07-31 (1:34:06).
- ↑ Transmisión en vivo, 2017-05-10 (16:37).
- ↑ Transmisión en vivo, 2017-10-31 (30:34).
- ↑ Vídeo, 2024-02-29 (33:57).
- ↑ 25.0 25.1 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).
- ↑ 35.0 35.1
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 Vídeo, 2023-01-27 (16:44).
- ↑ 37.0 37.1 Vídeo, 2023-01-27 (32:01).
- ↑ 38.0 38.1 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).
- ↑ 42.0 42.1 Transmisión en vivo, 2023-05-31 (1:07:45).
- ↑ Transmisión en vivo, 2020-11-30 (1:12:03).
- ↑ 44.0 44.1 44.2 44.3 Transmisión en vivo, 2017-05-22 (46:04).
- ↑ 45.0 45.1 Entrevista, 2018-10-20 (2:40:16).
- ↑ Transmisión en vivo, 2017-05-15 (29:30).