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{{Mobs}}
 
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== Raid bosses ==
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=== Raid tiers ===
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=== Raid mechanics ===
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=== Telegraphs ===
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== Artificial intelligence ==
 
== Artificial intelligence ==
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{{Loot tables}}
 
{{Loot tables}}
 
== Raid mechanics ==
 
 
{{Raid mechanics}}
 
 
=== Telegraphs ===
 
 
{{Telegraphs}}
 
  
 
== Adaptive content ==
 
== Adaptive content ==

Version vom 5. August 2018, 03:07 Uhr

Pre-alpha Brood Queen raid boss.[2]
Pre-alpha PvE gameplay from PAX 2017.[3]
A Lieutenant of Die Uralten 3D render.[4]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[5]Steven Sharif

Endgegner lassen sich in die folgenden Typen einteilen, je nach Schwierigkeit und Loot-Tabellen, wodurch mehr Spieler benötigt werden, um sie zu töten.[6]


Bestimmte Bosse und Gefechte werden einen von Bear McCreary komponierten, einzigartigen Soundtrack haben.[7]

Elite monster 3D turntable.[8]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[8]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[9]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[10]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[11]

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.[11]Steven Sharif
  • Not all creatures are immediately hostile to players.[12][13] Some creatures may hunt other creatures.[14]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[13]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[15]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[17]Steven Sharif
  • Named mobs will usually have a unique character appearance.[18]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[19]Steven Sharif

Schlachtzugbosse

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[27]Steven Sharif

Schlachtzugsstufen

Tiers of raid difficulty are in accordance with the world's node structure.[28][29]

The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[29]Steven Sharif

Schlachtzug-Mechaniken

Boss fights will have fairly intricate mechanics.[31]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[31]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[33]Steven Sharif

Telegraphen

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[34]

  • Animation tells.
  • Templates.

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[35]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[35]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[36][37]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[36][38][39][40]
    • Higher frequency of AoE attacks depending on how many players are participating.[38]
    • Unlock rage, recovery effects and buffs.[41][38]
    • Supporting other monster types or classes nearby.[41]
    • Additional adds and add classes.[38]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[42]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[43]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[36]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[44]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[44]Steven Sharif

Plündern

Alpha-2 looting UI preview.[45]

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.[45]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[46]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[47][48][49]

  • Group loot rules are defined on a per-rarity basis.[45]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[46]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[50]
  • There won't be auto-looting pets.[51]
  • It will be possible to kick a player from a party prior to them acquiring loot.[52]
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.[52]Steven Sharif
Free-for-all.[49]
  • Whoever is first to loot gets the loot.[47]
Lootmaster.[45][49]
  • 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.[49]
Round-robin.[45][49]
Need or greed.[45][49]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
Bidding system.[49]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[49]
    • The highest bidder wins the item.[49]
    • The gold then goes into a pool that is split among the rest of the party members.[49]

Beute-Tabellen

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.[71]

Adaptive Inhalte

pasted image at 2017 10 26 07 13 pm.png

Neue Points of Interest (wie z.B. Dungeon und World Bosse) spawnen, wenn sich Nodes entwicklen.[73] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[74]

  • Die Population wird sich verändern.[74]
  • Die Schwierigkeit des Contents wird sich ändern.[74]
  • Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[74]
  • Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[74]
  • Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[75]
  • Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[75]
  • Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[75]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[75]

Spielergetriebene Erzählung

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[76]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[77]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[79]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[80]Steven Sharif

Legendäre Gegenstände

Es gibt eine kleine RNG Chance seltene und legendaräre Gegenstände zu plündern oder Materialen von Mobs herzustellen basierend auf dem Level, Status und Typ des Mobs. Dies gilt auch für das Ernten von Ressourcen mit einem Sammelberuf.[63]

Auf jeder Stufe vom Sammler über den Verarbeiter bis zum Handwerker müsst ihr bestimmte Voraussetzungen erfüllen, bevor diese Elite-Materialarten im Wesentlichen gesammelt, verarbeitet oder hergestellt werden können[67]Steven Sharif

Der erforderliche Aufwand und die gegenseitigen Abhängigkeiten zwischen den verschiedenen Spielertypen – zwischen Raidern und PvPers und Handwerkern und sogar Rollenspielern und den Tavernen und Unternehmen: den Verarbeitern und Sammlern – all diese Systeme werden wahrscheinlich eine Komponente haben, die sich zum Erstellen oder Herstellen eignet dieser legendäre Gegenstand ... Wir wollen uns von dem hochrangigen RNGd-System fernhalten und stattdessen unsere vielfältigen Fortschrittspfade nehmen, die wir den Spielern anbieten, und die Konstruktionskomponenten zum Erreichen dieser legendären Gegenstände in sie einbauen, damit die Gemeinschaften ermutigt werden, zusammenzuarbeiten, weil Es wird schwierig sein, wenn nur eine Person alles zusammenträgt. Um nicht zu sagen, dass sie es wirtschaftlich nicht könnten, indem sie diese Komponenten kaufen, das ist möglich.[68]Steven Sharif

Bestimmte legendäre Gegenstände können jederzeit auf einen pro Server beschränkt sein. [82][83]

  • Wenn der Charakter den Server verlässt, wird der Gegenstand für den Erwerb verfügbar, unabhängig davon, auf welche Weise er zuvor erworben wurde. [82]

Es gibt absolut legendäre Gegenstände, und das sind keine Gegenstände, die leicht zu erlangen sind, noch werden sie in einer Menge vergeben. Es kann sogar Elemente geben, bei denen es sich um einzelne Elemente handelt, die zu einem bestimmten Zeitpunkt auf dem Server vorhanden sind.[83]

Eine legendäre Waffe ist leicht durch ihr optisches Erscheinungsbild zu unterscheiden.[68]

Es wird eine sehr kunstvolle und detaillierte Waffe sein, mehr als alle anderen Waffen oder Ausrüstungsgegenstände im Spiel. Es wird auch einige fantastisch aussehende Effekte enthalten, die nicht zu grell sein werden, ihr wisst, dass sie nicht zu hell und glänzend sein werden, damit es nicht gut aussieht, aber sie werden subtil sein und die Leute werden es bemerken und wissen, wow, dieser Typ hat diese Waffe.[68]Steven Sharif

Legendäre Gegenstände sind nicht dazu gedacht, vorübergehend zu sein. [84]

Die Tatsache, dass es nur einen von ihnen gibt ... oder sehr, sehr wenige von ihnen, je nachdem, was es ist. Ich denke, das ist an und für sich eine richtige Balance-Komponente, und Sie müssen sicherstellen, dass die Spieler, die nach diesen legendären Dingen streben und die Zeit, Energie und Ressourcen aufwenden, um sie zu erreichen, angemessen belohnt werden ... Wir tun es nicht die Absicht haben, legendäre Gegenstände zu haben, die vorübergehend sind.[84]Steven Sharif

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Die Entdeckung legendärer Gegenstände wird weitere Kapitel der Überlieferungen freischalten.[86]

Day/night cycle

Template:Day/night cycle

Kunstwerke

Siehe auch

Template:References

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