Wenn ich eine Fähigkeit habe, die eintausend Schaden, auf ein Ziel gleichen Levels, verursacht, will ich nicht, dass diese Fähigkeit Null Schaden an einem Ziel ausübt, dass fünf Level über mir ist. – Steven Sharif
- Lower level characters will have usefulness in mass combat (such as Knotenpunkt-Belagerungen) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment. – Steven Sharif
- Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).
- Experience gained from quest rewards is not shared with other party members.
- It will not be possible to max all skills in a skill tree.
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.
- Players are able to reset and reallocate their skill points.
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard. – Steven Sharif
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s. – Jeffrey Bard
We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game. – Sarah Flanagan
- Es wird keine "grindy" Abenteuer geben.
- Es wird keine repetitiven Quest-Linien durch einen einzigen Dungeon geben, um Ausrüstung zu erhalten.
- Das Bestreben ist es, im Spiel mehr Dinge erledigen zu können, als ein Spieler Zeit hat.
Mentor program/ level scaling
- There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.
There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint. – Steven Sharif
Wenn ein Spieler mit seinem primären Archetyp (Primärklasse) Fortschritte macht, hat er die Möglichkeit, einen sekundären Archetyp zu wählen, um seine primären Fähigkeiten mit Effekten aus seinem sekundären Archetyp (Sekundärklasse) zu erweitern. Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.
If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A Mage's escape augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
- Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.
Zonen und Entwicklung
Dungeons, Schlachtzüge, Weltbosse, Mobs, Abenteuer, Events, Ressourcen, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for. – Steven Sharif
In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in. – Steven Sharif
- Rested experience allows players to gain experience at a faster rate for a period of time.
Entwicklung von Haustieren
- Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.
- Liveübertragung, 2020-07-31 (1:05:58).
- Liveübertragung, 2017-05-24 (46:27).
- Liveübertragung, 2020-07-25 (1:33:37).
- Liveübertragung, 2020-07-25 (1:34:55).
- Liveübertragung, 2017-12-15 (58:48).
- Interview, 2020-07-08 (1:07:59).
- Liveübertragung, 2017-05-24 (19:25).
- Interview, 2020-07-08 (1:12:51).
- Liveübertragung, 2020-07-31 (1:22:23).
- Liveübertragung, 2020-07-25 (44:46).
- Liveübertragung, 2020-08-28 (1:12:50).
- Interview, 2020-07-29 (55:44).
- Interview, 2020-07-19 (53:59).
- Interview, 2020-07-18 (1:07:51).
- Liveübertragung, 2017-07-28 (19:05).
- Liveübertragung, 2017-11-16 (30:02).
- Interview, 2020-07-29 (54:44).
- Liveübertragung, 2020-08-28 (1:19:24).
- Video, 2018-04-05 (40:08).
- February 8, 2019 - Questions and Answers.
- Liveübertragung, 2017-05-15 (26:13).
- Interview, 2018-08-24 (4:15).
- Interview, 2018-08-24 (8:52).
- Liveübertragung, 2018-09-27 (52:41).
- Ashes of Creation Klassen-Liste
- Liveübertragung, 2020-07-28 (19:05).
- Interview, 2020-07-19 (19:35).
- Liveübertragung, 2017-05-15 (30:53).
- Blog - Know Your Nodes - The Basics.
- Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- Liveübertragung, 2020-07-31 (1:45:40).
- Liveübertragung, 2020-06-26 (1:14:42).
- A world with consequences.
- Liveübertragung, 2017-11-17 (15:56).
- Liveübertragung, 2017-05-26 (24:33).
- The mighty beard!
- Liveübertragung, 2019-06-28 (1:24:27).