Loot tables

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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.[21]

Crafted items

Elaboración (Crafting) UI. Alpha-1 captura de pantalla. Credito de imagen: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[23][24][25][26][27][28]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[26]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[18]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[40]

Saqueo

Alpha-2 looting UI preview.[1]

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.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[41]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[42][43][44]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[41]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[45]
  • There won't be auto-looting pets.[46]
  • It will be possible to kick a player from a party prior to them acquiring loot.[47]
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.[47]Steven Sharif
Free-for-all.[44]
  • Whoever is first to loot gets the loot.[42]
Lootmaster.[1][44]
  • 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.[44]
Round-robin.[1][44]
Need or greed.[1][44]
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.[44]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[44]
    • The highest bidder wins the item.[44]
    • The gold then goes into a pool that is split among the rest of the party members.[44]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[49][43]

  • 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.[49][43]
    • These numbers will be balanced based on testing.[49]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[49][43]
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[49]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.[50]Steven Sharif

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[51]

Caravan looting

PvP de caravanas en Alpha-1.[52]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[53]Steven Sharif

Las caravanas crean una zona abierta de PvP donde los jugadores están tageados para combatir (morado).[54]

  • Los jugadores no podrán ver el contenido exacto de un caravana antes de que decidan atacar o defender, sin embargo, habrá algunas pistas visuales, como oro, plata o hierro visibles en la parte superior de la caravana.[53]
  • Los jugadores podrán declarar sus intenciones de atacarla, defenderla o ignorarla a través de una ventana de interfaz de usuario.[55][56][57]
    • La proximidad a la que aparece la ventana de IU está determinada por la actuación del jugador en raids anteriores, ya sea como defensor o como atacante.[55]
  • Para que el ataque a la caravana sea exitoso se necesitará un grupo.[58][59]
  • La caravana se mantendrá en el mundo durante un periodo de 5 a 10 minutos desde el momento en que su propietario cierra sesión o se desconecta del servidor.[60]
  • Cada carava es como un evento propio personalizado. Los jugadores no pueden participar en más de un evento de caravana a la vez. Aunque enviar caravanas como señuelo es una táctica válida.[61]
It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[55]Steven Sharif

Habrá incentivos y riesgos tanto para los atacantes de la caravana como para los defensores.[62][63] Estos serán puestos a prueba y refinados durante las fases de alpha y beta.[64]

There is a level of risk that comes with the attacker. We have progression paths that exist for bandits and that exists for defenders; and if you choose to opt into a caravan attack- you sign up for that attack and you fail that attack- it is detrimental to your path of progression down the bandit area. That's one thing: Two is of course you have gear decay. You have degradation that can be suffered if you die. That is a cost. And then you also have a reputation; and if your reputation precedes you when you want to transit goods across the world; and you see somebody who's doing it and you want to participate as a defender or a participant, they might say hey screw you, you were just murdering my people last week and I saw that you're like on the top of the bandit list for killing caravans. So it has repercussions in the sense that it locks you out of certain player groups. It provides decay to your armor. It has deleterious effects on your progression, and the attacking- and the bandit progression of caravan attacks or defense.[62]Steven Sharif
  • Un sistema de misiones tomará nota de las defensas y ataques exitosos o fallidos del jugador. Esto dará al jugador recompensas que aumentarán según su historial.[62][63][64]
  • Otros incentivos y riesgos son sociales y se crean (informalmente) entre los jugadores.[62][64]
The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[64]Steven Sharif

Currency

Currency may refer to:

Mount and pet drops

Monturas and pets are dropped by world bosses on a very rare basis.[74]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[75]

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[76]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[77]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[78][6][7][8][2] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[6] El marcado de jugadores (flagging) no se activa al saquear.[79]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[8]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[81]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[83][7][8]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[83]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[2]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[84]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[84][85]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[8]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[86][87] This includes:[87][8]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[89]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[90]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[91]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[92]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[93]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[94]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[62][63][65]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[65]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[95]

La muerte por caída es posible.[96]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[96]

La muerte por ahogamiento es posible.[97][98]

  • Los jugadores que se ahoguen resurgirán en la orilla.[97]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[84]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[99]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[99]Cody Peterson

Item rendering

Items that are dragged out of a player's inventory are destroyed.[100]

  • Allowing player-dropped items (such as Equipo and Currency) to exist in the world is likely not going to be allowed.[100][101]

Ver además

Referencias

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  3. 3.0 3.1 3.2 Transmisión en vivo, 2017-05-24 (44:14).
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  11. Entrevista, 2020-07-18 (1:00:15).
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  13. 13.0 13.1 Entrevista, 2020-07-19 (8:43).
  14. 14.0 14.1 February 8, 2019 - Questions and Answers.
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  16. Transmisión en vivo, 2018-04-8 (PM) (55:49).
  17. Transmisión en vivo, 2020-07-25 (46:08).
  18. 18.0 18.1 18.2 Transmisión en vivo, 2020-12-22 (1:15:01).
  19. Transmisión en vivo, 2022-05-27 (1:14:46).
  20. Vídeo, 2022-05-27 (2:21).
  21. 21.0 21.1 Transmisión en vivo, 2024-02-29 (1:22:09).
  22. Pódcast, 2018-08-04 (1:44:54).
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  24. steven-workstations.png
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  31. craftedbossloot.png
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  37. Transmisión en vivo, 2017-05-24 (24:19).
  38. crafting-corruption.png
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  40. About Ashes of Creation.
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  43. 43.0 43.1 43.2 43.3 Transmisión en vivo, 2020-07-25 (1:24:56).
  44. 44.00 44.01 44.02 44.03 44.04 44.05 44.06 44.07 44.08 44.09 44.10 44.11 Group dynamics blog.
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  48. Transmisión en vivo, 2020-11-30 (1:12:03).
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  52. Transmisión en vivo, 2020-03-28 (1:27:28).
  53. 53.0 53.1 53.2 Transmisión en vivo, 2021-01-29 (1:25:14).
  54. caravan zone.png
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  56. caravan UI.png
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  73. Ashes of Creation referral program.
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  75. Mounts.jpg
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  89. steven-corruption-gear-drop.png
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  91. Entrevista, 2017-04-27 (9:28).
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