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Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[1][2]

  • 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.[1][2]
    • These numbers will be balanced based on testing.[1]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[1][2]
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[1]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.[3]Steven Sharif

Beute-Tabellen

Beute-Tabellen (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[5][6]

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.[25]

Resource quality

Flanggler (Flower angler or Mimic flower).[27][28]

Ressourcen will have differing tiers of quality for the same resource type.[29] This is somewhat similar to Star Wars Galaxies.[30]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[32]Steven Sharif

Caravan looting

Wenn eine Karawane zerstört wird (ein Wrack wird), lässt sie einen Teil der Waren fallen, die sie transportiert hat.[33][34][35]

  • Es können auch Karawanen-Komponenten fallen gelassen werden, wenn die Karawane zerstört wird. Handelt es sich um höherwertige Komponenten, können diese vom Besitzer der Karawane, oder von anderen Spielern geborgen & wiederverwertet werden.[36]
  • Für schwere Güter lassen Karawanen Zertifikate fallen, welche bei der Ausgangs-Node für einen Teil der Güter eingetauscht werden können.[37][35]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[35]Steven Sharif

AoE looting

Plündern im Wirkungsbereich ist zum Zeitpunkt des Schreibens nicht in der Beutemechanik enthalten. Es kann auf der Grundlage von Feedback hinzugefügt werden.[38]

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[39]

There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[39]Steven Sharif

Siehe auch

Einzelnachweise