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Bosse
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]
Schlachtzugbosse
- There will initially be between 12 to 15 raid bosses in the world.[6]
- Legendary equipment is only dropped by Legendary world bosses.[6]
- A single digit percentage of the population will be capable of defeating certain content.[10]
- 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.[10] – Steven Sharif
List of raid bosses
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
Schlachtzugsstufen
Tiers of raid difficulty are in accordance with the world's node structure.[11][12]
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.[12] – Steven Sharif
Weltbosse
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[15] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[18][6]
- World bosses will not scale to adapt to player levels.[18]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[10]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[10]
- A single digit percentage of the population will be capable of defeating certain content.[10]
- There will be ancillary effects that happen as a result of downing certain world bosses.[19]
- This can positively impact the land management in that area.[20]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[21][22][23][24][25]
Regional bosses
List of world bosses
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Daughter of Depravity
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Son of Tundra
- Sorrow's Hunger
- Tumok the Wretched
- Yuna
Dungeon bosses
PvE difficulty
Der Schwierigkeitsgrad von PvE Inhalten wie Schlachtzüge und Dungeon passt sich an die Leistung des Schlachtzüge oder Gruppe gegen frühere Bosse dieser Begegnung an.[29]
- Eine höhere Leistung in früheren Phasen erhöht den Schwierigkeitsgrad nachfolgender Phasen der Begegnung.[29]
- Bestimmte KI-Verhaltensweisen können je nach Fortschritt innerhalb einer Begegnung aktiv werden.[28][30]
- Bosse und Mobs skalieren nicht automatisch basierend auf der Gruppengröße, aber das KI-Verhalten kann sich dynamisch an die Anzahl und Art der Kämpfer in der Nähe der Begegnung anpassen.[28][31]
- Sowohl in der Alpha-2 als auch beim Start des Spiels wird es Monster geben, deren technisches Niveau über dem der Obergrenze liegt; und die Absicht besteht offensichtlich wieder darin, ein gewisses Maß an Herausforderung zu bieten, das über eine vergleichbare Level-Herausforderungsbewertung hinausgeht.[32] – Steven Sharif
- Q: Wie anspruchsvoll werden die Raid-Boss-Mechaniken sein, wenn man bedenkt, dass Spieler möglicherweise gleichzeitig gegen andere Spieler und gleichzeitig gegen den Boss kämpfen müssen?
- A: Es kommt darauf an. Das Tolle an unserem Begegnungssystem ist, dass es eine große Skalierbarkeit bietet, von Begegnungen, die manche aufgrund ihrer Zusammensetzung als einfach erachten, bis hin zu Begegnungen, die manche für unmöglich halten, bis sie eine bestimmte Ausrüstungsstufe erreicht haben. Der Grad der Interaktion mit anderen Spielern hängt wirklich von der Begegnung selbst ab. Es kann sein, dass wir einige Begegnungen haben, die in Einzelfällen stattfinden, obwohl der überwiegende Teil davon in der offenen Welt stattfinden wird. In diesem Fall haben sie durchaus das Potenzial, umkämpft zu werden. Und diese Begegnungen, vor allem die großen, die im Wettbewerb enden könnten, bieten einige der besten Ausrüstungsgegenstände, die man im Spiel bekommen kann. Deshalb ist es wichtig, dass sie umkämpft werden, denn das ist ein wichtiger Siegpunkt; Und eine unserer Grundpfeiler ist das Verhältnis von Risiko und Ertrag: Je höher das Risiko, desto höher sollte auch der Ertrag sein. Diese beiden Dinge scheinen also zusammenzupassen, und außerdem haben wir noch das Konzept der Gewinner und Verlierer. Nicht jeder in Ashes of Creation wird ein Gewinner sein; Und das ist scheiße, wenn Sie es nicht sind, schätze ich, aber es gibt eine Chance für Sie, sich weiterhin hervorzutun und einer zu werden. Aber es gibt einer Leistung viel mehr Bedeutung, wenn nicht jeder die Leistung erhält. Das ist unsere Philosophie.[33] – Steven Sharif
- Q: Es ist also so etwas in der Art, wo es sein könnte, wir werden einen Dungeon machen, der nur aus Feuergolems besteht. Wenn also jeder Plattenrüstungen und Feuerresistenz trägt, muss man sich um das magische Feuer keine Sorgen machen : Sie haben die Feuerbeständigkeit dafür. Und wenn man anfängt herumzuschlagen, kommt dann jeder mit Teller rein?
- A: Das Designteam für Begegnungen stellt eine besondere Art der Herausforderungsbewertung vor – für diejenigen, die mit dem Spielen von DnD oder was auch immer vertraut sind: Die Herausforderungsbewertung wird durch ein paar verschiedene vertikale Leistungsstufen beeinflusst, aber dann gibt es noch die horizontale Perspektive: Das heißt, was Welche Werkzeuge benötigt Ihre Gruppe, um die Herausforderungsbewertung der Situation zu bewältigen, und ein Teil des horizontalen Fortschritts besteht darin, wie du die Ausrüstungsslots ausstattest? Einige davon können Verstärkungen oder Steine sein, wie es mit der Feuerbeständigkeit besprechen. Bei einigen davon handelt es sich um Basiswerte, die für einen bestimmten Gegenstand vorhanden sind, wie z. B. physische Schadensminderung im Vergleich zu magischer Schadensminderung und welche Unterart des Schadens auf dieser Grundlage entsteht. Auf diese Art und Weise betonen wir, dass es bei der Interaktion mit dem Gleichgewicht mehr Stein-Schere-Papier-Typen gibt, bei denen es in Ordnung ist, ein asymmetrisches Ungleichgewicht zu haben, wenn es horizontale Methoden gibt, mit denen man die Herausforderungsbewertung erreicht.[34] – Steven Sharif
Stufen-Skalierung
Levels, Stats, oder Fähigkeiten werden nicht skaliert um es Spielern mit niedriger Stufe zu ermöglichen, an Begegnungen mit Spielern mit höherer Stufe oder Worldbossen teilzunehmen.[18][35][36]
- Q: Werden Weltbosse skaliert, wenn es um die Spielerstufen geht, und basiert dies auf der Stufe der Spieler oder der Zone selbst?
- A: Sie skalieren nicht basierend auf der Spielerstufe, nein.[18] – Steven Sharif
Mentorenprogramm
Es wird ein Mentor-Programm geben, bei dem hochrangige Spieler vom Feiern und/oder der Unterstützung von Spielern niedrigerer Stufen profitieren können. und sie im Spiel zu positionieren. [36]
- Bestimmte Nodegebäude und Organisationen bieten Questsan, die von einem Mentor initiiert werden können, um neuen Spielern zu helfen. Nach Abschluss werden sowohl dem Mentor als auch dem Schützling Belohnungen angeboten.[37]
- Es wird Aktivitäten für höherstufige Spieler geben, um Spieler niedrigerer Stufen zu betreuen. Nehmen wir an, du hast einen Freund, der später dazukommt, und du möchtest trotzdem etwas mit ihm unternehmen, es wird einiges zu tun geben. Wird er einen Dungeon deines Levels betreten und teilnehmen können? Nein, denn wir wollen Charaktere nicht aufblähen oder entleeren und diese Art von Fähigkeiten oder Kräften manipulieren. Wir möchten, dass dies für ihm im Hinblick auf den Fortschritt sinnvoll ist.[38] – Steven Sharif
- Das Mentor-Programm bietet individuelle Quests, die vom Mentor basierend auf dem Node, dem er angehört, initiiert werden können. Es handelt sich also um Quests, die entweder von bestimmten Gebäuden und/oder Organisationen oder vom Bürgermeister bestimmt werden; und es gibt spezielle Angebote, die Mentoren zur Bereitstellung vom Schützling zur Verfügung stehen; Und ihr könnt auch an einigen dieser Questreihen teilnehmen: Sei es, indem du deinen Schützling durch ein Verlies führst, ihm einen Ort zur Verfügung stellst, an dem er mit dir ankommen kann, oder indem ihr Quests für die NPC-Karawanen begleitet. Wenn diese Art von Dingen gemeinsam mit dem Mentor durchgeführt wird, bringt dies sowohl für den Mentor als auch für den Schützling Vorteile, sodass ihr einen Anreiz habt, mit neuen Spielern zusammenzuarbeiten.[37] – Steven Sharif
Ankündigungen/Benachrichtigungen
There will be local, regional, or global (server-wide) announcements/notifications of important events.[41][42]
- Burgbelagerungen.[42]
- Node-Belagerungen.[42]
- Legendary world boss spawns.[42]
- Mob attacks and Monster coin events.[43][44][45]
- Dungeon opportunities.[45]
Event notifications will utilize different methods depending on the stage (scope and level) of the event.[41]
- Local events
- Local events (such as caravan PvP)[46][47][48] may prompt players via the UI asking if they wish to participate or not.[41]
- Other local events may offer audible or visual cues without any UI notifications.[41]
- Local events that have not been addressed may start to expand regionally or even globally.[41]
- One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[41] – Steven Sharif
- Node-based events
- Certain node-based events will be broadcast to node citizens,[41][45] others, such as caravans, will not be announced and will instead rely on player word-of-mouth.[42]
- Entwicklung der Node notifications will be broadcast depending on the node's stage.[49]
- New citizens of a node may be announced in a dedicated node citizen chat channel.[50]
- Election notices will be mailed to the accounts of citizens.[50]
- Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[45] – Steven Sharif
Künstliche Intelligenz
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[52][53]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[52][30][54][55]
- Higher frequency of AoE attacks depending on how many players are participating.[30]
- Unlock rage, recovery effects and buffs.[56][30]
- Supporting other monster types or classes nearby.[56]
- Additional adds and add classes.[30]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[57]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[58]
- 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.[52] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[59]
- 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.[59] – Steven Sharif
Plündern
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[62][63][64]
- Group loot rules are defined on a per-rarity basis.[60]
- A majority of party members must vote to approve any changes to group loot allocation changes.[61]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[65]
- There won't be auto-looting pets.[66]
- It will be possible to kick a player from a party prior to them acquiring loot.[67]
- 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.[67] – Steven Sharif
- Free-for-all.[64]
- Whoever is first to loot gets the loot.[62]
- 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.[64]
- With round-robin looting, party members take turns looting.[64]
- This is a traditional need before greed system based on dice rolls.[64]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[68]
- Bidding system.[64]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[64]
Beute-Tabellen
- Mobs drop glint, Gegenstände, and crafting materials in preference to gold.[69][70]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[71][72][73][74][69][75]
- The rarity of glint increases with the mob's level.[76]
- Loot tables are disabled for player controlled monsters.[77]
- 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.[78]
- Experience debt decreases the drop rate percentages from monsters.[79]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[80][81]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[80][82][83]
- Legendary equipment is only dropped by Legendary world bosses.[6]
- Loot tables will likely not be affected by weather conditions.[85] This was previously listed as a possible effect.[86]
- There won't be specific loot drops for artisans.[87] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[88]
- 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.[87]
Beutemarkierung
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[89][63]
- 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.[89][63]
- These numbers will be balanced based on testing.[89]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[89][63]
- 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[89] – 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.[90] – Steven Sharif
Hergestellte Gegenstände
Hergestellte Gegenstände (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[91][92][93][94][95][96]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[97][91][98]
- Crafted gear is considered best-in-slot in Ashes of Creation.[94]
- Previously it was stated that crafted items will be on-par with boss dropped items.[81][99][100]
- Crafters will be able to assign different skills/abilities and stats on gear.[101][102]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[101][103]
- 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.[94] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[100]
- Stats on crafted items will vary based on the item's rarity.[84]
- Erscheinungsbild der Ausrüstung is influenced by the rarity of the crafted item.[104]
- 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.[84] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[101][105]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[106]
- A crafter's name is embedded in the items they craft.[107]
- 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.[53]
Reit- und Haustier-Beute
Reittiere und Haustiere werden nur sehr selten von Wetbossen gedroppt. [108]
Temporäre Reittiere
Temporäre Reittiere that drop from bosses will age and eventually die.[109]
Adaptive Inhalte
Neue Points of Interest (wie z.B. Dungeon und World Bosse) spawnen, wenn sich Nodes entwicklen.[110] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[111]
- Die Population wird sich verändern.[111]
- Die Schwierigkeit des Contents wird sich ändern.[111]
- Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[111]
- Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[111]
- Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[112]
- Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[112]
- Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[112]
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.[112]
Spielergetriebene Erzählung
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.[114]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[115]
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.[116]
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.[117] – 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.[78]
- Es besteht eine viel höhere Chance, dass Materialien und einzigartige Rezepte gedroppt werden, die zur Herstellung von Gegenständen mit angemessenem Wert verwendet werden können. [80][82][83]
- Legendary Ausrüstung wird nur von legendären Worldbossen gedroppt.[6]
- Legendäre Ausrüstung wird eine ungefähr 6-12%ige Verbesserung der Basiswerte haben, vorbehaltlich Tests und Balancing. [118]
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[82] – Steven Sharif
- Sammler müssen hochwertige Werkzeuge haben um seltene Ressourcen zu sammeln.[82]
- Verarbeiter müssen hochwertige Verarbeitungsgebäude in ihrem Besits haben um seltene Materialien zu produzieren.[82]
- Handwerker müssen auch bestimmte Voraussetzungen erfüllen, um legendäre Ausrüstung herzustellen.[82]
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.[83] – Steven Sharif
Bestimmte legendäre Gegenstände können jederzeit auf einen pro Server beschränkt sein. [119][120]
- Wenn der Charakter den Server verlässt, wird der Gegenstand für den Erwerb verfügbar, unabhängig davon, auf welche Weise er zuvor erworben wurde. [119]
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.[120]
Eine legendäre Waffe ist leicht durch ihr optisches Erscheinungsbild zu unterscheiden.[83]
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.[83] – Steven Sharif
Legendäre Gegenstände sind nicht dazu gedacht, vorübergehend zu sein. [121]
- Eine bemerkenswerte Ausnahme hiervon sind Royal mounts.[122]
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.[121] – Steven Sharif
Die Entdeckung legendärer Gegenstände wird weitere Kapitel der Überlieferungen freischalten.[123]
Monstermünzen
Monstermünzen enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[127][43][128]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[39]
Monstermünzen-Events are system spawned events.[43][129]
- They are structured in a way to prevent groups from gaming the system.[129]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[130]
- Server messages appear for players in the vicinity of these dynamic events.[131]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[124]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[124] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[77]
- Monster coins only allow a character to participate in events on their own server.[132]
- NPC hate lists do not affect monster coin events.[124]
Die Uralten are not going to be part of the monster coin system.[133]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[134] – Steven Sharif
Auswirkung auf Knotenpunkte
Monster coin events (Bosse) cannot destroy or delevel nodes.[135] They can disable certain buildings, services and NPCs within a node.[136][131] Node-Belagerungen are the chief mechanic for destroying nodes.[135]
- Monster coin events do not occur before sieges.[137]
- Monster coin events do not occur during sieges.[138]
- Destruction of certain buildings during a monster coin event could have local, regional, or even global economic impacts.[139]
- For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[139] – Steven Sharif
Tag-/Nacht-Zyklus
Es gibt einen Tag/Nacht-Zyklus in Ashes of Creation.[141]
- Verschiedene Monster werden zu unterschiedlichen Zeiten spawnen.[142]
- NPCs und Mobs können zu verschiedenen Tageszeiten wach sein.[141]
- Verschiedene Strahlungseffekte (Leuchteffekte) können bei Nachtlebewesen stärker verbreitet sein.[141]
Fünfzehn Minuten können im Spiel eine Stunde sein.[143]
Ashes of Creation Apocalypse horde mode
Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[144][145][146]
- Each wave is more difficult than the last.[146]
- Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[147]
- Monstermünzen enable players to join the game as part of the horde.[146]
Horde mode will include adaptive AI boss mechanics.[145] Rewards are obtained dependent on progress against these NPCs.[148]
- Coins for character upgrades.[146]
- Kosmetische Gegenstände.[148]
- Pet versions of the defeated NPCs.[148]
Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[148] – Steven Sharif
Horde mode is specifically for testing.[148]
- Testing the blackboard for the AI.[148]
- NPCs with different adaptive AI focuses:[148]
It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[148] – Steven Sharif
Kunstwerke
2023-06-02 2023-06-01 2023-01-30 2022-10-31 2022-08-27 2022-07-02 2020-12-24 2020-11-09 2020-03-28
Siehe auch
Einzelnachweise
- ↑ Liveübertragung, 2020-03-28 (1:58:18).
- ↑ Liveübertragung, 2018-05-04 (21:20).
- ↑ Liveübertragung, 2017-09-03 (25:44).
- ↑ Liveübertragung, 2020-11-08 (12:40).
- ↑ Liveübertragung, 2020-11-08 (12:47).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Liveübertragung, 2020-07-25 (46:08).
- ↑ Interview, 2021-06-13 (11:15).
- ↑ Liveübertragung, 2022-03-31 (1:10:43).
- ↑ Video, 2021-05-28 (5:40).
- ↑ 10.0 10.1 10.2 10.3 10.4 Podcast, 2018-08-04 (1:42:14).
- ↑
- ↑ 12.0 12.1 Podcast, 2018-08-04 (1:39:47).
- ↑ Video, 2020-05-31 (17:20).
- ↑ 14.0 14.1 14.2 Interview, 2023-09-10 (28:15).
- ↑ 15.0 15.1 Liveübertragung, 2023-05-31 (41:16).
- ↑ 16.0 16.1 Liveübertragung, 2023-03-31 (1:20:41).
- ↑ Liveübertragung, 2021-03-26 (54:26).
- ↑ 18.0 18.1 18.2 18.3 Liveübertragung, 2023-05-31 (43:55).
- ↑ Liveübertragung, 2021-11-19 (55:31).
- ↑ Liveübertragung, 2023-05-31 (42:06).
- ↑ Liveübertragung, 2023-05-31 (45:47).
- ↑ Liveübertragung, 2023-04-07 (55:22).
- ↑ Liveübertragung, 2023-03-31 (1:00:16).
- ↑ Liveübertragung, 2022-10-28 (32:52).
- ↑ Liveübertragung, 2017-06-01 (37:39).
- ↑ Liveübertragung, 2017-05-22 (1:53:32).
- ↑ Newsletter - June 2023.
- ↑ 28.0 28.1 28.2 Liveübertragung, 2023-01-27 (1:34:06).
- ↑ 29.0 29.1 29.2 Interview, 2020-07-19 (14:51).
- ↑ 30.0 30.1 30.2 30.3 30.4 Interview, 2021-06-13 (22:20).
- ↑ Interview, 2020-07-19 (17:12).
- ↑ 32.0 32.1 Liveübertragung, 2023-11-30 (1:53:50).
- ↑ Liveübertragung, 2022-05-27 (1:20:35).
- ↑ Interview, 2023-07-09 (1:40:41).
- ↑ Interview, 2021-06-13 (24:14).
- ↑ 36.0 36.1 Video, 2018-04-05 (40:08).
- ↑ 37.0 37.1 37.2 37.3 37.4 Liveübertragung, 2020-09-30 (1:07:22).
- ↑ Interview, 2018-08-24 (8:52).
- ↑ 39.0 39.1 39.2 Types of Events on Verra.
- ↑ Liveübertragung, 2022-04-29 (32:29).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 41.8 Liveübertragung, 2022-04-29 (42:31).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 Liveübertragung, 2018-05-04 (48:14).
- ↑ 43.0 43.1 43.2 Liveübertragung, 2022-04-29 (39:00).
- ↑ Liveübertragung, 2021-06-25 (1:13:30).
- ↑ 45.0 45.1 45.2 45.3 Interview, 2018-08-17 (24:48).
- ↑ Interview, 2020-03-27 (16:19).
- ↑
- ↑ Liveübertragung, 2017-05-22 (40:40).
- ↑ 49.0 49.1 49.2 49.3 Liveübertragung, 2021-04-30 (1:01:10).
- ↑ 50.0 50.1 Liveübertragung, 2020-10-30 (1:01:00).
- ↑ 51.0 51.1 Liveübertragung, 2021-06-25 (21:24).
- ↑ 52.0 52.1 52.2 Interview, 2023-09-10 (34:51).
- ↑ 53.0 53.1 About Ashes of Creation.
- ↑ Liveübertragung, 2017-07-28 (43:57).
- ↑ Liveübertragung, 2017-05-05 (11:55).
- ↑ 56.0 56.1 Liveübertragung, 2022-07-29 (1:23:56).
- ↑ Liveübertragung, 2022-02-25 (1:03:32).
- ↑ Liveübertragung, 2018-04-8 (PM) (3:56).
- ↑ 59.0 59.1 59.2 59.3 59.4 Podcast, 2018-05-11 (24:23).
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 60.6 Video, 2023-01-27 (16:44).
- ↑ 61.0 61.1 Video, 2023-01-27 (32:01).
- ↑ 62.0 62.1 Liveübertragung, 2020-11-30 (1:01:40).
- ↑ 63.0 63.1 63.2 63.3 Liveübertragung, 2020-07-25 (1:24:56).
- ↑ 64.00 64.01 64.02 64.03 64.04 64.05 64.06 64.07 64.08 64.09 64.10 64.11 Group dynamics blog.
- ↑ Liveübertragung, 2023-01-27 (1:08:06).
- ↑ Liveübertragung, 2022-04-29 (1:04:52).
- ↑ 67.0 67.1 Liveübertragung, 2023-05-31 (1:07:45).
- ↑ Liveübertragung, 2020-11-30 (1:12:03).
- ↑ 69.0 69.1 Interview, 2020-07-18 (27:11).
- ↑ Liveübertragung, 2017-05-24 (44:14).
- ↑
- ↑ Interview, 2023-09-10 (53:47).
- ↑ Liveübertragung, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑
- ↑ 77.0 77.1 Liveübertragung, 2017-05-03 (35:25).
- ↑ 78.0 78.1 Interview, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 80.0 80.1 80.2 Interview, 2020-07-19 (8:43).
- ↑ 81.0 81.1 February 8, 2019 - Questions and Answers.
- ↑ 82.0 82.1 82.2 82.3 82.4 82.5 Interview, 2020-07-20 (21:57).
- ↑ 83.0 83.1 83.2 83.3 83.4 Liveübertragung, 2018-04-8 (PM) (55:49).
- ↑ 84.0 84.1 84.2 Liveübertragung, 2020-12-22 (1:15:01).
- ↑ Liveübertragung, 2022-05-27 (1:14:46).
- ↑ Video, 2022-05-27 (2:21).
- ↑ 87.0 87.1 Liveübertragung, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 89.0 89.1 89.2 89.3 89.4 Liveübertragung, 2022-03-31 (1:23:06).
- ↑ Liveübertragung, 2022-06-30 (1:16:22).
- ↑ 91.0 91.1
- ↑
- ↑ Liveübertragung, 2023-04-07 (31:49).
- ↑ 94.0 94.1 94.2 Liveübertragung, 2022-06-30 (1:18:55).
- ↑ Liveübertragung, 2020-01-30 (1:38:26).
- ↑ Liveübertragung, 2017-05-12 (1:00:18).
- ↑
- ↑ Interview, 2023-09-10 (47:13).
- ↑
- ↑ 100.0 100.1 Liveübertragung, 2017-05-10 (14:45).
- ↑ 101.0 101.1 101.2 Liveübertragung, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Liveübertragung, 2023-11-30 (1:40:11).
- ↑ Liveübertragung, 2017-05-24 (24:19).
- ↑
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2017-11-17 (36:22).
- ↑ 111.0 111.1 111.2 111.3 111.4 Liveübertragung, 2017-11-17 (18:29).
- ↑ 112.0 112.1 112.2 112.3 MMOGames interview, January 2017
- ↑ Video, 2023-03-31 (28:11).
- ↑ Liveübertragung, 2017-05-19 (37:03).
- ↑ Liveübertragung, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ Liveübertragung, 2017-05-22 (28:02).
- ↑ Liveübertragung, 2021-03-26 (1:02:06).
- ↑ 119.0 119.1 Liveübertragung, 2022-03-31 (1:15:02).
- ↑ 120.0 120.1 Liveübertragung, 2017-05-15 (38:08).
- ↑ 121.0 121.1 Liveübertragung, 2018-07-09 (25:34).
- ↑ Liveübertragung, 2018-04-8 (PM) (51:49).
- ↑ Liveübertragung, 2017-05-19 (44:18).
- ↑ 124.0 124.1 124.2 124.3 Liveübertragung, 2022-07-29 (1:20:24).
- ↑ Video, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Liveübertragung, 2023-06-30 (1:50:52).
- ↑
- ↑ 129.0 129.1
- ↑ Liveübertragung, 2017-05-26 (22:19).
- ↑ 131.0 131.1 Liveübertragung, 2017-05-03 (36:25).
- ↑ Liveübertragung, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).
- ↑ 135.0 135.1 Liveübertragung, 2017-05-24 (22:30).
- ↑
- ↑
- ↑
- ↑ 139.0 139.1 Liveübertragung, 2022-04-29 (1:07:20).
- ↑ Ashes of Creation - Screenshots.
- ↑ 141.0 141.1 141.2 Liveübertragung, 2017-05-12 (57:41).
- ↑
- ↑
- ↑ Interview, 2018-08-24 (13:17).
- ↑ 146.0 146.1 146.2 146.3 Liveübertragung, 2018-09-01 (54:06).
- ↑ Liveübertragung, 2018-08-17 (30:29).
- ↑ 148.0 148.1 148.2 148.3 148.4 148.5 148.6 148.7 Interview, 2018-08-08 (4:00).