PvE: Unterschied zwischen den Versionen

Aus Ashes of Creation Wiki
Zur Navigation springen Zur Suche springen
K
K
Zeile 1: Zeile 1:
{{#evt:service=youtube|id=L30qJOqZUAg|alignment=right|dimensions=450|description=[[Pre-alpha]] PAX [[PvE]] Developer playthrough, 3 September 2017.<ref name="livestream-3-September-2017-6:21">[https://youtu.be/L30qJOqZUAg?t=6m21s  Livestream, 3 September 2017 (6:21).]</ref>|container=frame|urlargs=t=06m21s}}
+
{{#evt:service=youtube|id=L30qJOqZUAg|alignment=right|dimensions=450|description=[[Pre-alpha]] PAX [[PvE]] Developer playthrough, 3 September 2017.<ref name="livestream-3-September-2017-6:21">[https://youtu.be/L30qJOqZUAg?t=6m21s  Livestream, 3 September 2017 (6:21).]</ref>|container=frame|urlargs="t=06m21s"}}
  
 
The [[Nodes|Node]] system facilitates the generation of new [[PvE]] content such as [[Quests]], [[Monster coins]], [[Dungeons]] and [[Raids]].<ref name="faq">[https://www.ashesofcreation.com/faq/ [[Ashes of Creation]] FAQ.]</ref>
 
The [[Nodes|Node]] system facilitates the generation of new [[PvE]] content such as [[Quests]], [[Monster coins]], [[Dungeons]] and [[Raids]].<ref name="faq">[https://www.ashesofcreation.com/faq/ [[Ashes of Creation]] FAQ.]</ref>

Version vom 3. Dezember 2017, 16:27 Uhr

{{#evt:service=youtube|id=L30qJOqZUAg|alignment=right|dimensions=450|description=Pre-alpha PAX PvE Developer playthrough, 3 September 2017.[1]|container=frame|urlargs="t=06m21s"}}

The Node system facilitates the generation of new PvE content such as Aufträge, Monstermünzen, Dungeon and Schlachtzüge.[2]

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.[3] Dieser Content passt sich an die Entwicklung der Zone an, in der er sich befindet.[4]

  • Die Population wird sich verändern.[4]
  • Die Schwierigkeit des Contents wird sich ändern.[4]
  • Der Content ändert sich vielleicht Grundlegend, abhängig davon, was sich wie entwickelt.[4]
  • Verschiedene Arten von Antagonisten mit verschiedenen Storylines.[4]
  • Manche Dungeons werden nur freigeschaltet, wenn sich Nodes zu einer bestimmten Stufe entwickeln.[5]
  • Die Ziele einer Storyline innerhalb von Dungeons hängen davon ab, welche Story Arcs durch das Node System gewählt wurden.[5]
  • Drop Tables in Gebieten und Dungeons werden in die Fortschritt von bestimmten Gebieten eingebunden sein.[5]

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.[5]

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.[6]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.[7]

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.[9]

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.[10]Steven Sharif

Künstliche Intelligenz

Jermaine Torment of Illwind boss mob.[11]

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.[11]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[12][13]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[12][14][15][16]
    • Higher frequency of AoE attacks depending on how many players are participating.[14]
    • Unlock rage, recovery effects and buffs.[17][14]
    • Supporting other monster types or classes nearby.[17]
    • Additional adds and add classes.[14]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[18]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[19]
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.[12]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[20]

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.[20]Steven Sharif

Gruppendynamik

Gruppendynamik aim to bring players together.[22]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[13]
  • Ashes of Creation is in development. These systems could change through playtesting and player feedback.[22]

Gruppengrößen

Gruppe witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[23]

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[24]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[24][25][26]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[22]
  • Schlachtzüge will have 40 man groups.[27]
  • Content will be tailored for 40, 16 and 8 person group sizes.[28]
  • Arenen will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[29]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[30]
  • Burgbelagerungen are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[31][32][33][34]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[34]Steven Sharif

Looting rules

Alpha-2 looting UI preview.[35]

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.[35]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[36]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[37][38][22]

  • Group loot rules are defined on a per-rarity basis.[35]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[36]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[39]
  • There won't be auto-looting pets.[40]
  • It will be possible to kick a player from a party prior to them acquiring loot.[41]
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.[41]Steven Sharif
Free-for-all.[22]
  • Whoever is first to loot gets the loot.[37]
Lootmaster.[35][22]
  • 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.[22]
Round-robin.[35][22]
Need or greed.[35][22]
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.[22]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[22]
    • The highest bidder wins the item.[22]
    • The gold then goes into a pool that is split among the rest of the party members.[22]

Party roles

In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[22][43]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.

PvX

Wir bezeichnen uns selbst gerne als PvX-Spiel, denn in den Systemen PvP, PvE und Crafting sind sie alle miteinander verflochten: Sie sind voneinander abhängig ... Unser Entwicklungssystem erfordert wirklich eine gewisse gegenseitige Abhängigkeit zwischen diesen Dingen . Sie benötigen einen Handwerker, der Ihnen die besten Gegenstände liefert. Sie benötigen PvP-Spieler, um Städte und Burgen zu sichern. Du wirst PvErs brauchen, um diese Weltbosse zu besiegen und diese Materialien herstellen zu können.[44]Steven Sharif

Ashes ist ein umfassendes Spiel. Es ist nicht auf PvP oder PvE ausgerichtet, es ist ein umfassendes PvX-Spiel. Daher sind diese Systeme alle miteinander verbunden und müssen mit bestimmten Arten von Mechanismen, die für ein Geben und Nehmen, ein Schieben und Schieben sorgen, miteinander koexistieren.[45]Steven Sharif

Ashes of Creation ist ein PvX Spiel. Die Spieler werden dabei sowohl auf PvP- als auch auf PvE-Elemente treffen.[46][47] Es ist unwahrscheinlich, dass sich ein Spieler ausschließlich auf das reine PvP oder das reine PvE konzentrieren könnte.[47]

Wir sind uns unserer Zielsetzung und Philosophie des Spiels sehr bewusst und verstehen, dass sie möglicherweise nicht jedermanns Sache sind. Es besteht jedoch eine wichtige wechselseitige Beziehung zwischen den Inhalten, die sich auf PvE beziehen, und den Inhalten, die sich auf PvP beziehen, und sie nähren sich gegenseitig. Sie sind Katalysatoren für Veränderungen: Ihr Fortschritt, ihre Entwicklung. Es sind Dinge, die Menschen wertschätzen können, wenn sie sehen, dass etwas verdient und etwas verloren wird. Das löst beim Spieler eine emotionale Reaktion aus: Dass er Zeit investiert hat, um entweder erfolgreich zu sein oder zu scheitern; und PvP ermöglicht die Einführung dieses Elements in das Gameplay. Und wir sind uns ganz klar darüber im Klaren, dass dies unser Ziel ist: Dieses Risiko-Ertrags-Verhältnis, diese leistungsorientierte Mentalität. Nicht jeder wird ein Gewinner sein und das ist in Ordnung.[50]Steven Sharif

Siehe auch

Einzelnachweise

  1. Livestream, 3 September 2017 (6:21).
  2. Ashes of Creation FAQ.
  3. Liveübertragung, 2017-11-17 (36:22).
  4. 4.0 4.1 4.2 4.3 4.4 Liveübertragung, 2017-11-17 (18:29).
  5. 5.0 5.1 5.2 5.3 MMOGames interview, January 2017
  6. Video, 2023-03-31 (28:11).
  7. Liveübertragung, 2017-05-19 (37:03).
  8. Liveübertragung, 2019-12-17 (1:10:30).
  9. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  10. Liveübertragung, 2017-05-22 (28:02).
  11. 11.0 11.1 Liveübertragung, 2021-06-25 (21:24).
  12. 12.0 12.1 12.2 Interview, 2023-09-10 (34:51).
  13. 13.0 13.1 About Ashes of Creation.
  14. 14.0 14.1 14.2 14.3 Interview, 2021-06-13 (22:20).
  15. Liveübertragung, 2017-07-28 (43:57).
  16. Liveübertragung, 2017-05-05 (11:55).
  17. 17.0 17.1 Liveübertragung, 2022-07-29 (1:23:56).
  18. Liveübertragung, 2022-02-25 (1:03:32).
  19. Liveübertragung, 2018-04-8 (PM) (3:56).
  20. 20.0 20.1 20.2 20.3 20.4 Podcast, 2018-05-11 (24:23).
  21. Video, 2024-02-29 (19:35).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 22.12 22.13 22.14 22.15 22.16 Group dynamics blog. Referenzfehler: Ungültiges <ref>-Tag. Der Name „https://www.ashesofcreation.com/news/group-dynamics/“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  23. Video, 2024-02-29 (33:57).
  24. 24.0 24.1 Liveübertragung, 2022-09-30 (2:40).
  25. Liveübertragung, 2020-11-30 (1:20:25).
  26. solo2.png
  27. Liveübertragung, 2017-05-09 (34:38).
  28. February 8, 2019 - Questions and Answers.
  29. partysize.png
  30. Liveübertragung, 2017-05-26 (48:12).
  31. Liveübertragung, 2021-09-24 (52:48).
  32. Interview, 2021-07-08 (57:19).
  33. Interview, 2020-07-19 (44:28).
  34. 34.0 34.1 castle-siege-scale.png
  35. 35.0 35.1 35.2 35.3 35.4 35.5 Video, 2023-01-27 (16:44).
  36. 36.0 36.1 Video, 2023-01-27 (32:01).
  37. 37.0 37.1 Liveübertragung, 2020-11-30 (1:01:40).
  38. Liveübertragung, 2020-07-25 (1:24:56).
  39. Liveübertragung, 2023-01-27 (1:08:06).
  40. Liveübertragung, 2022-04-29 (1:04:52).
  41. 41.0 41.1 Liveübertragung, 2023-05-31 (1:07:45).
  42. Liveübertragung, 2020-11-30 (1:12:03).
  43. Liveübertragung, 22. Mai 2017 (46:04).
  44. Video, 2018-04-16 (1:32).
  45. Podcast, 2021-04-11 (38:31).
  46. 46.0 46.1 Liveübertragung, 12. Mai 2017 (24:52).
  47. 47.0 47.1 47.2 47.3 Liveübertragung, 5. Mai 2017 (33:25).
  48. Liveübertragung, 15. Mai 2017 (14:05).
  49. pvx stats.png
  50. Liveübertragung, 2024-06-01 (37:39).