Game difficulty

Da Ashes of Creation Wiki.
Jump to navigation Jump to search

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[1][2][3]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[1]Steven Sharif
Tumok the Wretched Alpha-2 world boss.[4]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[5]Steven Sharif

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[6]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[6]
  • There will be mobs who's level is above the player level cap.[9]
Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}}Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[10]Steven Sharif
Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[11]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[12][13][14]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[12]Steven Sharif

Mentor program

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

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.[14]

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 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.[16]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.[15]Steven Sharif

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[17]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[18]Steven Sharif

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[19]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[19]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[11][20]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[20]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[21]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[21]Steven Sharif

Casual vs. hardcore players

I giocatori casual avranno un impatto perchè quello che fanno è necessario per il bene del server.[22]

Ci saranno eventi che accadranno nel mondo del gioco a cui potrete unirvi, o influenzarli, senza essere dei giocatori hardcore. Per esempio, gli eventi innescati contro le città per il PvE; gli scambi dei caravan; quei campi di battaglia naturali che si trovano in giro; gli assedi al castello a cui potrete unirvi. Ci sono un sacco di sistemi in gioco quando una persona semplicemente fa il login, partecipa, si diverte, influenza e poi fa il logout.[22]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[23]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[23]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[24]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[24]Steven Sharif

Combattimento

Il Combattimento in Ashes of Creation è incentrato su tattiche e strategie.[26]

Vogliamo che il combattimento sia stimolante, divertente... Abbiamo appena iniziato la corsa verso la distribuzione dell'Alpha-1 prima fase, quindi ci stiamo concentrando sul lato d'azione del combatimento ora; e stiamo creando dei sistemi appositi. E stiamo facendo questo perchè il tab-targeting è sempre stato una cosa fissa negli MMORPG, anche se ora c'è un grande interesse per l'azione negli MMORPG e ci sono stati alcuni titoli di successo con combattimento d'azione, come TERA e BDO. Vogliamo essere in grado di immergerci totalmente in questo sviluppo per comprendere meglio come unire tab ed azione insieme nello stesso gioco, poichè sono stili veramente differenti.[27]Steven Sharif

Read more...

Combat logs

There are combat logs in Ashes of Creation.[28]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[18]Steven Sharif

Game balance

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[29]Steven Sharif

Class balance

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[32]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[33]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[30]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[31]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[40]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[41]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[42]

Read more...

Progressione

Progressione occurs through a variety of pathways.[43][44]

Having the ability to gain power at a sacrifice... That's a way to 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.[47]Steven Sharif
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.[50]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[43]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. Gear may become more influential on player power closer toward endgame.[52]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[52]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[54]Steven Sharif
Alpha-1 early iteration of the level-up effect by Jim Sanders.[55]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[55]Steven Sharif

Livellamento won't follow a traditional linear path, although classic mechanics for leveling exist.[46][56]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[57]Steven Sharif
  • Some levels may offer more rewards than others.[62]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[62]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[63]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[65]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[66]

Read more...

End game

Non ci sarà un tipico end-game in Ashes of Creation.[14]

Parte dell'esperienza con i Nodi è che non c'è un vero end-game, poichè il mondo cambia costantemente ogni giorno. Il mese uno sarà veramente diverso dal mese due; e questo vale per i livelli 50 come per i livelli 1.[14]Jeffrey Bard

Level cap

The level cap at launch is expected to be level 50.[67][68]

  • On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[69][70]
  • The developers estimate that players will reach level cap before a quarter of nodes reach Village (fase 3).[67]
  • Alpha-1 had progression to level 15.[71]
  • Alpha-2 expects progression to level 30 (subject to change).[72] Previously this was stated to be level 35.[73][74]

Lower level characters will have usefulness in mass combat (such as Assedi al nodo) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[75]

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 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.[69]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[76]

  • There will be no "grindy" quests.[76]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[77]
  • The aspiration is to have more things to do in the game than a player has time to do.[76]

AFK leveling

Non ci sarà AFK leveling (livellamento automatico) in Ashes of Creation.[63][64]

Vogliamo che questo gioco venga giocato. Se ci sono cose che puoi fare per non giocare ed avanzare comunque, abbiamo sbagliato qualcosa.[64]Jeffrey Bard

Class progression

Come un giocatore progresses con il suo archetype primario (classe primaria), avranno l'opportunità di scegliere un archetipo secondario per augment le loro abilità primarie con gli effetti dell'archetipo secondario (classe secondaria).[78] La combinazione di archetipi primari and secondari è riferita come una Class.[79][80]

Se un Fighter scegliesse il Mage come archetipo secondario, il combattente diventerebbe uno Spellsword. Questa combinazione sblocca augments che possono essere applicati alle abilità nel loro skill tree primario. I combattenti hanno una abilità Rush che gli permette di scagliarsi contro un bersaglio; ed una volta raggiunto, infliggere del danno con una possibiltà di atterarlo. Un potenziamento Mage's escape può essere applicato all'abilità di carica, che può ora teletrasportare il giocatore verso il bersaglio; eliminando quindi il tempo di carica richiesto per l'abilità.[78]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[78]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[81]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[81]

Zones and progression

Dungeon, Incursioni, Boss del mondo, Mobs, Missioni, Events, Risorse, 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.[82][83][84]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[85]
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.[86]Steven Sharif

Game design

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[87]Steven Sharif

Ashes of Creation is a PvX game built on the foundational principle of risk versus reward. The developers may seek feedback and make changes to portions of the game, but the core design pillars of the game will never be changed.[88][89][90][91][92]

We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[91]Steven Sharif
  • Ashes of Creation is referred to by the developers as a "themebox" or "sandpark" game as they aim to create a reactive player-driven world accompanied by curated content.[93][87]
When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[93]
Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[94]Steven Sharif

Pilastri di disegno

Il design di Ashes of Creation aderisce a cinque pillars principali.[95]

  1. Storia coinvolgente e coinvolgente
  2. Mondo reattivo
  3. Interazione del giocatore
  4. Agenzia di gioco
  5. Risk vs reward

Nel progettare Ashes of Creation, ci atteniamo a cinque pilastri principali per ogni dettaglio: Storia Avvincente ed Immersiva, un Mondo Reattivo, Interazione tra Giocatori, Agenti sui Giocatori, e Rischio vs Ricompensa. Anche nell'ambientazione, tutto ciò che farete come giocatori interagirà con questi pilastri, mentre tutto quello che la vostra gilda fa, tutto quello che il vostro server fa servirà a mantenere il mondo fresco, in costante cambiamento, e cosa più importante... emozionante.[95]

Addons/mods

Ho deciso di non permettere i calcoli del DPS o add-on. Sento che abbiamo adottato misure adeguate per prevenire la maggior parte di potenziali tracciatori di terze parti. So che questo argomento ha voci appassionate da entrambe le parti e rispetto le opinioni e posizioni che molti di voi hanno espresso.[96]Steven Sharif

Gli Addons e misuratori del DPS non saranno permessi.[96][97]

  • Gli sviluppatori non vogliono che addons/mods siano necessari per godersi il gioco.[98]
  • Il design dell'API del gioco è ancora in fase di considerazione.[99]
  • Ci saranno integrazoni disponibili per servizi di streaming come Twitch ed altri, ma non è un qualcosa che verrà già mostrato tramite un'API.[100]
  • Gli sviluppatori credono che i "parsers" (misuratori del DPS) possano avere effetti negativi.[101][97]

L'idea è quella di fare un collegamento diretto dalla compagnia per quanto riguarda i sistemi all'interno del gioco... Non vogliamo avere addons secondo me.[98]Steven Sharif

Ci saranno leader boards.[102]

See also

Riferimenti

  1. 1.0 1.1 Trasmissione in diretta, 2024-02-29 (1:24:31).
  2. 2.0 2.1 Trasmissione in diretta, 2022-12-02 (1:05:51).
  3. Trasmissione in diretta, 2018-06-04 (7:25).
  4. Newsletter - June 2023.
  5. 5.0 5.1 5.2 Trasmissione in diretta, 2023-01-27 (1:34:06).
  6. 6.0 6.1 6.2 Colloquio, 2020-07-19 (14:51).
  7. Colloquio, 2021-06-13 (22:20).
  8. Colloquio, 2020-07-19 (17:12).
  9. Trasmissione in diretta, 2023-11-30 (1:53:50).
  10. Trasmissione in diretta, 2022-05-27 (1:20:35).
  11. 11.0 11.1 Colloquio, 2023-07-09 (1:40:41).
  12. 12.0 12.1 Trasmissione in diretta, 2023-05-31 (43:55).
  13. Colloquio, 2021-06-13 (24:14).
  14. 14.0 14.1 14.2 14.3 Video, 2018-04-05 (40:08).
  15. 15.0 15.1 15.2 15.3 15.4 Trasmissione in diretta, 2020-09-30 (1:07:22).
  16. Colloquio, 2018-08-24 (8:52).
  17. Podcast, 2018-05-11 (33:09).
  18. 18.0 18.1 Ashes of Creation Forums - No participation trophy.
  19. 19.0 19.1 19.2 Colloquio, 2023-07-09 (1:43:38).
  20. 20.0 20.1 20.2 20.3 Podcast, 2021-04-11 (54:35).
  21. 21.0 21.1 Trasmissione in diretta, 2023-04-07 (1:15:02).
  22. 22.0 22.1 Video, 2018-04-05 (48:03).
  23. 23.0 23.1 Podcast, 2018-05-11 (33:09).
  24. 24.0 24.1 Video, 2018-04-05 (44:06).
  25. Trasmissione in diretta, 2018-02-09 (20:40).
  26. Trasmissione in diretta, 2017-05-03 (17:59).
  27. Trasmissione in diretta, 2018-04-8 (PM) (41:44).
  28. Ashes of Creation Forums - No Damage Meter?
  29. Video, 2018-04-05 (49:36).
  30. 30.0 30.1 30.2 30.3 Trasmissione in diretta, 2023-12-19 (1:25:16).
  31. 31.0 31.1 31.2 Trasmissione in diretta, 2020-10-30 (33:26).
  32. 32.0 32.1 32.2 Podcast, 2018-04-23 (59:28).
  33. 33.0 33.1 Trasmissione in diretta, 2023-12-19 (1:23:00).
  34. Trasmissione in diretta, 2021-05-28 (1:13:05).
  35. 35.0 35.1 Colloquio, 2018-10-20 (2:40:17).
  36. Podcast, 2021-09-29 (30:04).
  37. Trasmissione in diretta, 2021-06-25 (1:05:01).
  38. Colloquio, 2020-07-18 (1:05:04).
  39. Trasmissione in diretta, 2018-02-09 (41:56).
  40. 40.0 40.1 Podcast, 2018-04-23 (1:01:01).
  41. Trasmissione in diretta, 2021-06-25 (1:10:52).
  42. Colloquio, 2018-10-20 (2:53:52).
  43. 43.0 43.1 43.2 Trasmissione in diretta, 2021-12-23 (1:32:10).
  44. 44.0 44.1 Trasmissione in diretta, 2017-05-19 (51:52).
  45. 45.0 45.1 Podcast, 2023-07-15 (13:51).
  46. 46.0 46.1 46.2 46.3 Trasmissione in diretta, 2022-10-14 (23:15).
  47. 47.0 47.1 47.2 Colloquio, 2018-10-20 (2:53:53).
  48. 48.0 48.1 Colloquio, 2018-10-20 (1:55).
  49. Podcast, 2021-04-11 (18:35).
  50. 50.0 50.1 Trasmissione in diretta, 2018-04-8 (PM) (28:38).
  51. Trasmissione in diretta, 2021-04-30 (1:17:40).
  52. 52.0 52.1 Trasmissione in diretta, 2023-10-31 (1:36:15).
  53. Trasmissione in diretta, 2017-05-12 (42:17).
  54. Official Livestream - May 4th @ 3 PM PST - Q&A
  55. 55.0 55.1 Trasmissione in diretta, 2020-07-31 (1:05:58).
  56. leveling.png
  57. Trasmissione in diretta, 2023-10-31 (5:27).
  58. Podcast, 2023-12-03 (15:05).
  59. 59.0 59.1 Trasmissione in diretta, 2022-05-27 (1:11:10).
  60. Trasmissione in diretta, 2017-05-24 (46:27).
  61. Trasmissione in diretta, 2020-07-25 (1:33:37).
  62. 62.0 62.1 Trasmissione in diretta, 2022-07-29 (1:24:58).
  63. 63.0 63.1 63.2 Colloquio, 2021-06-13 (48:27).
  64. 64.0 64.1 64.2 Trasmissione in diretta, 2018-09-27 (52:41).
  65. 65.0 65.1 Trasmissione in diretta, 2020-07-25 (1:34:55).
  66. Trasmissione in diretta, 2022-04-29 (1:06:34).
  67. 67.0 67.1 Podcast, 2023-07-15 (11:21).
  68. Trasmissione in diretta, 2017-12-15 (58:48).
  69. 69.0 69.1 Colloquio, 2020-07-08 (1:07:59).
  70. Trasmissione in diretta, 2017-05-24 (19:25).
  71. Trasmissione in diretta, 2021-04-30 (41:18).
  72. Trasmissione in diretta, 2023-12-19 (1:41:54).
  73. Trasmissione in diretta, 2023-03-31 (1:24:21).
  74. Trasmissione in diretta, 2022-01-28 (15:35).
  75. Colloquio, 2020-07-08 (1:12:51).
  76. 76.0 76.1 76.2 Trasmissione in diretta, 2017-05-15 (26:13).
  77. Colloquio, 2018-08-24 (4:15).
  78. 78.0 78.1 78.2 progression.png
  79. archetypeclass.png
  80. Ashes of Creation class list.
  81. 81.0 81.1 Trasmissione in diretta, 2017-07-28 (19:05).
  82. Colloquio, 2020-07-19 (19:35).
  83. Trasmissione in diretta, 2017-05-15 (30:53).
  84. Blog - Know Your Nodes - The Basics.
  85. Trasmissione in diretta, 2022-08-26 (1:28:50).
  86. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  87. 87.0 87.1 MMOGames interview, January 2017
  88. Trasmissione in diretta, 2023-07-28 (1:30:11).
  89. Trasmissione in diretta, 2023-04-07 (55:22).
  90. Trasmissione in diretta, 2023-03-31 (1:00:16).
  91. 91.0 91.1 Trasmissione in diretta, 2022-10-28 (32:52).
  92. Trasmissione in diretta, 2017-06-01 (37:39).
  93. 93.0 93.1 A reactive world - Nodes.
  94. Trasmissione in diretta, 2023-04-07 (40:30).
  95. 95.0 95.1 design pillars.png
  96. 96.0 96.1 Ashes of Creation Forums - No Damage Meter?
  97. 97.0 97.1 Trasmissione in diretta, 2017-05-10 (20:02).
  98. 98.0 98.1 Colloquio, 2018-10-20 (6:29).
  99. Trasmissione in diretta, 2017-05-10 (21:41).
  100. Colloquio, 2018-05-11 (49:03).
  101. Trasmissione in diretta, 2020-04-30 (1:28:19).
  102. Trasmissione in diretta, 2017-05-10 (43:27).