Entwicklung

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Progression occurs through a variety of pathways.[1]

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[4]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[2]Steven Sharif

Leveling

Alpha-1 frühe Darstellung eines level-ups Effekt von Jim Sanders.[5]

Etwas cooles das wir alle lieben und uns einen großen Dopamin Schub geben, ist die Reaktion eines Level-ups. [5]Steven Sharif

Leveling wird nicht einen traditionellen Weg einschlagen, jedoch existieren klassische Mechaniken dafür.[6] Erfahrung erhält man durch verschiedene Aktivitäten:[7]

Das Level eines Charakters wird für andere Spieler nicht sichtbar sein.[8]

Der Schaden wird durch die Difference in Levels, in PvP und PvE, nicht gedämpft.[9]

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.[9]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[10]

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.[10]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.[11]Sarah Flanagan

Stufen-Obergrenze

The level cap at launch is expected to be around level 50.[12]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[13][14]

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.[13]Steven Sharif

Grinding

Repetition (Wiederholung) wird nicht Teil des Leveling-Fortschritts in Ashes of Creation sein.[16]

AFK leveln

Es wird kein AFK-leveling in Ashes of Creation geben.[18]

Wir wollen, dass das Spiel gespielt wird. Gibt es Dinge in dem Spiel, die man erreichen kann ohne zu spielen, haben wir etwas falsch gemacht.[18]Jeffrey Bard

Mentor program/ level scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[10]

  • 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.[10]
  • Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[19]

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.[20]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[19]Steven Sharif

Klassenentwicklung

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.[21] Die Kombination von primären und sekundären Archetypen wird als Klasse bezeichnet.[22][23]

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.[21]

Jede Fähigkeit im Primärbaum verfügt über mehrere Erweiterungsoptionen aus dem Sekundärbaum. Dies ist ein Beispiel für einen horizontalen Fortschritt.[21]

Spieler erhalten Fähigkeitspunkte, je nach Stufe. Diese können verwendet werden, um die Fähigkeiten innerhalb des Fähigkeitsbaums zu verbessern.[24]

  • Es wird nicht möglich sein, alle Fähigkeiten in einem Fähigkeitsbaum zu erreichen.[24]

Klassen nach Archetyp-Kombination

Mit 8 kombinierbaren Archetypen können die Spieler aus 64 Kombinationsmöglichkeiten wählen, um ihre Klasse zu gestalten.[22][23]

Sekundär
Barde Kleriker Kämpfer Magier Waldläufer Schurke Beschwörer Tank
Barde Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Kleriker Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Kämpfer Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Magier Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Waldläufer Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Schurke Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Beschwörer Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Klassenfähigkeiten

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[21] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[21][26]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[27]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[28]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[29]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[30]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[31]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[31]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[32]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[33]Steven Sharif

Skill points

Alpha-1 early preview skills UI.[34]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[34]Steven Sharif

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat/weapon skill trees.[35][36][37][38]

  • It will not be possible to max all skills in a skill tree.[38]
  • 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.[39]
  • Players are able to reset and reallocate their skill points.[40]

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.[41]Steven Sharif

Gear progression

Weapons will have their own progression paths and their own applicable types of skills.[43][44]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[11]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[45]Steven Sharif

Gear enhancement

Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[45][46]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[46]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[47]Steven Sharif

Enchanting

There are two types of enchantments for items: Vertical and horizontal.[49]

When it comes to over-enchanting things, what we're going to do likely is have a safety- and this is something obviously it needs to be tested- but we're going to have a safety period of enchantment you know like in Lineage 2 I think you could enchant plus four or something. And so we're gonna have a similar system where you can enchant safely and then when you start to take risks, that percentage of potentially damaging your item either through the decay system or completely disabling it through the destruction system will be a risk that's present.[51]Steven Sharif

  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[49]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[49]
    • This type of enchanting assumes no risk, just time and effort.[49]

Enchanting services are sold at player stalls.[53]

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[54]Steven Sharif

Entwicklung von Haustieren

Some pets will be levelable and will have gear available to them.[55]

Handwerkliche Entwicklung

Players must choose a path in the artisan skill tree for each character.[57] Within each of the three parent artisan paths (Sammeln, Verarbeitung and Handwerkskunst) there are different professions. A character may only ever master one of these parent paths.[58][59][60][61]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[61]Steven Sharif

Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[62]Steven Sharif

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[63]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[64]
  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[58][61][65]
    • A player may only master a profession if they have achieved the artisan path mastery.[66]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[66][67]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [68]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[63]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[60]Steven Sharif

Handwerkerwerkzeuge

Sammler, einer der Handwerksklassen, benötigen bestimmte Werkzeuge um Ressourcen sammeln zu können.[70][71]

  • Fortschritt in der Sammler Handwerksklasse schaltet die Benutzung von höher leveligen Werkzeugen frei, was dem Sammler erlaubt Ressourcen von einem höheren Level zu sammeln.[72]
  • Werkzeuge haben eine Haltbarkeit und eine Lebensdauer.[5][73]
    • Die Anzahl der Benutzungen eines Werkzeuges erhöht sich je nachdem wie hoch das Fertigkeitslevel des Sammlers ist.[5]
    • Werkzeuge können in einen Zustand geraten, der nicht mehr reparierbar ist, was eine Neuanfertigung erfordert.[73]
  • Handwerker müssen sich nicht auf andere verlassen um ihre eigenen Werkzeuge zu craften.[70]

Tools do advance within the artisan tree, so your ability to either gather, process or craft will require the equivalent tools necessary at that stage of crafting in order to accomplish the task at hand. So, you could not mine copper and mithril with the same tool.[71]Steven Sharif

Das Verarbeiten benötigt Blaupausen für Gebäude, welche benötigt werden, um Ressourcen zu verarbeiten.[70]

Legendäre Gegenstände

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[74]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[76]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[77]Steven Sharif

Discovery of legendary items will unlock further chapters of the Überlieferungen.[79]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[80]

A legendary weapon is easily distinguished by its visual appearance.[77]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, you know they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[77]Steven Sharif

Legendary items are not intended to be temporary.[81]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[81]Steven Sharif

Religionsentwicklung

There are player progression paths within a religion.[83][84]

  • Players may follow only one religion at a time.[83][84]
  • Religious progression is based on quests that are only offered to followers of that religion.[83]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[83][85]
  • Changing religion will cause loss of progress in a player's previous religion.[83][84]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[86]Steven Sharif

Mariner classes (Naval progression)

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Handwerksklassen. As a player gains experience in these different skills they become more adept at using them.[88]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[88]Jeffrey Bard

Node progression

Die Staatsbürgerschaft sowie Aktivitäten von Nicht-Staatsangehörigen Spielern (Abenteuer, Sammeln, Raiding, etc.) innerhalb der Einflusszone eines Knotenpunkts zählt zu dieser speziellen Weiterentwicklung des Knotenpunkts (Fortschritt).[89] Es gibt sechs Stufen der Weiterentwicklung des Knotenpunkts.

  1. Expedition (Wenige Stunden)
  2. Lager (Viele Stunden)
  3. Dorf (Ein paar Tage)
  4. Stadt (Viele Tage)
  5. Großstadt (Wenige Wochen)
  6. Metropole (Viele Wochen)
Konzeptionelle Illustration. Ein Knotenpunkt der sich im Einflussbereich eines fortgeschritteneren Knotenpunkts befinden, wird durch den fortgeschritteneren Knotenpunkt in seiner Entwicklung begrenzt.[90]

Die Weiterentwicklung eines Knotenpunkts gibt seinen einzigartigen Inhalt frei, was einen wachsenden Ring an benachbarten Knotenpunkten vom Fortschritt auf die nächste Stufe ausschließt.[91]

  • Die Knotenpunkte gelangen schnell auf die erste Stufe. Dies ermöglicht Dienstleistungen von NSCs wie Verkauf oder Banknutzung zum Lagern von Gegenständen.[92]
  • Je weiter der Knotenpunkt fortgeschritten ist, desto größer wird seine Einflusszone.[93]
  • Weniger fortgeschrittene Knotenpunkte (genannt Vassalen Knotenpunkt), die in den Einflussbereich eines fortgeschritteneren Knotenpunkts fallen, können immer noch XP gewinnen, müssen aber in einem niedrigeren Fortschrittsstadium bleiben als das des dominanten Knotenpunkts.[90]
  • Ein Knotenpunkt erhält XP von den Knotenpunkten innerhalb seines Einflussbereichs erst, wenn diese Knotenpunkte ihre Obergrenze erreicht haben.[90]
  • Spieler werden in Sicherheit gebracht, wenn sie sich während des Ausbaus der Knotenpunkte mit neu angelegten Objekten überschneiden.[94]
  • Bürger eines Knotenpunkts können zur Weiterentwicklung anderer Knotenpunkte beitragen.[95]
  • Der genaue Prozentsatz des Fortschritts durch den Erhalt von Gegenständen oder das Töten von Monstern wird nicht explizit bekannt sein, um ein "Ausspielen" des Systems zu vermeiden.[96]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[96]Steven Sharif

Vasallenknotenpunkte

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[97][98]

  • Vassal nodes must remain at least one node stage below their parent node.[97]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[98]
    • Vassal nodes first apply any experience earned to their own deficit (see Atrophie des Knotenpunkts). It then applies excess experience earned to its parent node.[99]
    • If the parent node advances, the vassal is once again able to advance.[97]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[97]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[99]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[97]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[97]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[97]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[99]Margaret Krohn

Entwicklung von Knotenpunkten

Alpha-1 Village node layout.[100]

Even at the stage 3 development as a village, it's a fairly sizable layout; and part of these layouts include essentially static in-node housing for players to be able to purchase.[100]Steven Sharif

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[101]

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py’rai would have a Py’rai village with Py’rai architecture. Most NPCs would be Py’rai elves, and offer questlines within the Py’rai narrative.[97]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py’Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py’Rai Node. Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that Node’s Zone of Influence.[99]Margaret Krohn

Node layout and style is determined by several factors:[102]

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[102]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[105]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[106]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[106]Steven Sharif

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.[107][108][97]

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.[109]Steven Sharif

Gildenentwicklung

Gildenentwicklung findet durch Teilnahme an verschiedenen Systemen statt.[110]

Passive Fähigkeiten und Ergänzungen werden durch Gildenentwicklung freigeschaltet.[110][112]

  • Passive Fähigkeiten erhöhen gewisse Statuspunkte die sich auf den Kampf eines Gildenmitglieds auswirken, oder auf anderen Aspekten der Gilde, wie zum Beispiel der Wirtschaft.[110]
  • Ergänzungen sind erst bei grösserem Gildenfortschritt verfügbar.[110]
    • Diese sind nur für Gilden verfügbar, die nicht dem Pfad der Gildengrösse gefolgt sind.[110]
    • Sie kommen den Offizieren und den Rittern der Gilde zugute.[110]
  • Gildenmitglieder müssen nicht Bürger desselben Knotenpunktes sein, um von passiven Fähigkeiten und Ergänzungen zu profitieren.[113]

Gildengrösse kann gegen Gildenentwicklung eingetauscht werden.[110][114]

  • Je grösser die Anzahl an Gildenmitgliedern, desto weniger Auswahlmöglichkeiten für Fähigkeiten stehen der Gilde zur Verfügung.[115]
  • Gildenallianzen können eine grosse Rolle darin spielen, grössere "Gilden" zu gründen.[114]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[110]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[110]Jeffrey Bard

Entwicklung der sozialen Organisationen

A player progresses through a social organization by accomplishing tasks or quests.[116] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[116] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[117]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[116]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[118]Steven Sharif

You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[119]Jeffrey Bard

Entwicklung von Allianzen

Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[120]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[120]Steven Sharif

Entwicklung des Grundbesitzes

Gebäude auf dem Grundbesitz are able to be levelled up based on the length of time and productivity of the freehold.[121]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[121]Steven Sharif

Berufe auf dem Grundbesitz

Spielergeführte Unternehmen

Shop sign concept art.[125]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[124]Steven Sharif

Tavernen

Tavernen provide tiered services.[124]

  • Abenteuer that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Rezepte that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[124]

Entwicklung von Monstermünzen

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[126]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[127]

As nodes advance, so does the scale of the monsters.[128] There are tiers of events denoting the caliber of the monsters being spawned.[129]

  • The tier of the monster coin dictates how powerful the monster is.[130]

Ashes of Creation Apocalypse progression

The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[132]

You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[134]Steven Sharif

Ashes of Creation Apocalypse adventure paths

There are adventure paths (also known as Compendiums) in Ashes of Creation Apocalypse (Battle royale, Castle sieges, Horde mode).[131][134]

Ashes of Creation Apocalypse cosmetic rewards

All of the skins attained in Ashes of Creation Apocalypse will be usable in the Ashes of Creation MMORPG.[139]

Progression and experience tracking for participation in Ashes of Creation Apocalypse testing will entitle players to earn unique cosmetic rewards. These earned rewards will carry over in player's accounts to live launch of the MMORPG.[140][141]

One of the ways we want to give back to the Community in participating in this testing is allowing for progress, quests, achievements rewards to be gained in Apocalypse... You will have rewards and quests and achievements that you and your participation and your performance in that game, whether it be the Castle Siege, the Horde Mode or the Battle Royale will earn you cosmetics. There will be costumes. There will be mounts to earn. There will be housing and furniture. There will be emotes. There will be weapon variants. A lot of these are what we have in production for our project Ashes of Creation, we apply some variants and skins for and make them only available through participating in helping us test these different game modes. And they will carry over to your account on the MMORPG.[140]Steven Sharif

The account used for Apocalypse is the same account used for the MMORPG. Unique skins earned in Apocalypse will be added to the MMORPG as rewards for helping to prepare for the Alpha and Beta stages of Ashes of Creation.[134]

So it's not that you'll be able to equip necessarily an item at level one. These are all cosmetic skins. Again we are not about the pay-to-win or pay-to-convenience life. What we want to do instead is as you earn, craft, or find equipment in the MMORPG, these skins that you've earned in Apocalypse will be available at certain tiers, levels and/or access points. So for example, we have different grades of mounts right. We have the base one land mounts. We have the the Royal mounts. We have the flying mounts if you're a mayor or King or Queen. We have legendary mounts. These classes of mounts will have available skins associated with those particular classes... If you have the Ramstider skin that you've earned from Apocalypse, you'll be able to apply that to your first land mount, which will probably be earned within the first five levels you'll earn a land mount. However if you have let's say for example the Gryphon, which will be a glideable mount. I'm sorry what's the name of the what's the name of the night one. The midnight- is the midnight bird or something like? The Nighthunter Gryphon. I think that's it. If you have that skin you'll only be able to apply that skin to a Royal mount so you'll still have to earn these things. Remember our position is that of: You need to earn these things in Ashes first. They're not purchasable or earned outside in Apocalypse and you're granted that immediately. These are skins that you apply to the things you earn in Ashes.[143]Steven Sharif

These cosmetics reflect the lore of Ashes of Creation Apocalypse, which is set before the fall.[141]

One thing that we announced to our alpha one backers that I know they love clarity on is that we'll also be including progression and experience tracking for participation and testing that will entitle them to some unique cosmetics as well that reflect on the lore of this setting, which is before the fall. So you'll be able to acquire some armors that reflect some of the ancient cultures of Verra that you will earn and hold for live launch.[141]Steven Sharif

It would be like your ancestors kept these curios for you.[141]Jeffrey Bard

Examples of some Kickstarter rewards will be included in Ashes of Creation Apocalypse.[144]

Basic Axe.png Hallowed Axe.png Arcanic Axe.png Pyroclastic Axe.png Eldritch Axe.png
Basic axe.[145] Hallowed Bronze Axe.[146][147] Arcanic Bronze Axe.[148][147] Pyroclastic Bronze Axe.[149][147] Eldritch Bronze Axe.[150][147]
Basic Thundering Mace.png Hallowed Thundering Mace.png Arcanic Thundering Mace.png Pyroclastic Thundering Mace.png Eldritch Thundering Mace.png
Thundering Mace.[151] Hallowed Mace.[152][153] Arcanic Mace.[154][153] Pyroclastic Mace.[155][153] Eldritch Mace.[156][153]

Siehe auch

Einzelnachweise

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  2. 2.0 2.1 Interview, 2018-10-20 (1:55).
  3. Liveübertragung, 2017-05-12 (42:17).
  4. Liveübertragung, 8 April 2018 (PM) (28:38).
  5. 5.0 5.1 5.2 5.3 5.4 Liveübertragung, 2020-07-31 (1:05:58).
  6. leveling.png
  7. Liveübertragung, 2017-05-24 (46:27).
  8. Liveübertragung, 2020-07-25 (1:33:37).
  9. 9.0 9.1 Liveübertragung, 2020-07-25 (1:34:55).
  10. 10.0 10.1 10.2 10.3 Video, 2018-04-05 (40:08).
  11. 11.0 11.1 11.2 11.3 February 8, 2019 - Questions and Answers.
  12. Liveübertragung, 2017-12-15 (58:48).
  13. 13.0 13.1 Interview, 2020-07-08 (1:07:59).
  14. Liveübertragung, 2017-05-24 (19:25).
  15. Interview, 2020-07-08 (1:12:51).
  16. 16.0 16.1 16.2 Liveübertragung, 2017-05-15 (26:13).
  17. Interview, 2018-08-24 (4:15).
  18. 18.0 18.1 Liveübertragung, 2018-09-27 (52:41).
  19. 19.0 19.1 19.2 19.3 19.4 Liveübertragung, 2020-09-30 (1:07:22).
  20. Interview, 2018-08-24 (8:52).
  21. 21.0 21.1 21.2 21.3 21.4 progression.png
  22. 22.0 22.1 archetypeclass.png
  23. 23.0 23.1 Ashes of Creation Klassen-Liste
  24. 24.0 24.1 Liveübertragung, 2020-07-28 (19:05).
  25. Video, 7. Februar 2017 (0:02s).
  26. class secondary.png
  27. class same.png
  28. Liveübertragung, 9. Februar 2018 (41:56).
  29. Liveübertragung, 2017-11-16 (30:02).
  30. Liveübertragung, 8. April 2018 (PM) (20:45).
  31. 31.0 31.1 Interview, 11. Mai 2018 (53:15).
  32. Liveübertragung, 16. Oktober 2017 (1:00:44).
  33. Interview, 2018-08-08 (22:27).
  34. 34.0 34.1 Liveübertragung, 2020-08-28 (1:12:50).
  35. Interview, 2020-07-29 (55:44).
  36. Interview, 2020-07-19 (53:59).
  37. Interview, 2020-07-18 (1:07:51).
  38. 38.0 38.1 Liveübertragung, 2017-07-28 (19:05).
  39. Liveübertragung, 2017-11-16 (30:02).
  40. Interview, 2020-07-29 (54:44).
  41. Liveübertragung, 2020-08-28 (1:19:24).
  42. Liveübertragung, 2019-05-30 (58:28).
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  44. Liveübertragung, 2018-05-04 (45:37).
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  47. 47.0 47.1 47.2 47.3 47.4 Interview, 2020-07-18 (14:22).
  48. Interview, 2020-07-18 (16:34).
  49. 49.0 49.1 49.2 49.3 49.4 enchanting.png
  50. Rng crafting.jpg
  51. 51.0 51.1 Interview, 2020-07-29 (15:04).
  52. Liveübertragung, 2017-05-05 (20:41).
  53. Liveübertragung, 2017-05-17 (58:55).
  54. Interview, 2018-10-20 (2:53:52).
  55. Pets.jpg
  56. Liveübertragung, 2019-06-28 (1:24:27).
  57. artisan skill tree.png
  58. 58.0 58.1 steven-profession-mastery.png
  59. Liveübertragung, 2017-05-24 (32:07).
  60. 60.0 60.1 Liveübertragung, 2019-07-26 (1:09:46).
  61. 61.0 61.1 61.2 artisan mastery1.png
  62. Interview, 2020-07-20 (18:47).
  63. 63.0 63.1 Interview, 2020-03-27 (5:25).
  64. Liveübertragung, 2017-05-05 (6:12).
  65. steven-profession-mastery-all.png
  66. 66.0 66.1 artisan mastery5.png
  67. artisan mastery3.png
  68. artisan mastery4.png
  69. Liveübertragung, 2020-04-30 (54:33).
  70. 70.0 70.1 70.2 70.3 Interview, 2020-03-27 (9:00).
  71. 71.0 71.1 Interview, 2018-05-11 (38:25).
  72. Liveübertragung, 2020-04-30 (53:11).
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  78. Liveübertragung, 2020-07-25 (46:08).
  79. Liveübertragung, 2017-05-19 (44:18).
  80. Liveübertragung, 2017-05-15 (38:08).
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  82. Liveübertragung, 8 April 2018 (PM) (51:49).
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  84. 84.0 84.1 84.2 Liveübertragung, 2017-05-08 (44:51).
  85. religions.jpg
  86. Liveübertragung, 2017-06-01 (33:40).
  87. Liveübertragung, 2020-09-30 (41:13).
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  89. Eine reaktive Welt - Knotenpunkt.
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  92. Npc vending.jpg
  93. Node series part II – the Metropolis.
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  104. Liveübertragung, 2017-05-26 (21:23).
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  106. 106.0 106.1 Interview, 2018-05-11 (1:00:19).
  107. Interview, 2020-07-19 (19:35).
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  109. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
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  113. Liveübertragung, 2020-06-26 (1:31:53).
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  117. Interview, 2020-07-19 (24:34).
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  130. Monster coins2.jpg
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