Livellamento

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Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[1] Experience (XP) is gained through a variety of activities:[2]

Level cap

The level cap at launch is expected to be around level 50.[3]

The developers anticipate max level should be attainable in approximately 45 days.[4]

End game

Non ci sarà un tipico end-game in Ceneri della creazione.[5]

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.[5]Jeffrey Bard

Grinding

Repetition will not be part of progression in Ceneri della creazione.[6]

  • There will be no "grindy" quests.[6]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[7]
  • The aspiration is to have more things to do in the game than a player has time to do.[6]

Mentor program/ level scaling

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.[5]

  • Levels or skills will not be adjusted to allow low level players to participate in dungeons with higher level players.[5]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[8]Steven Sharif

AFK leveling

Non ci sarà AFK leveling in Ceneri della creazione.[9]

Vogliamo che questo gioco venga giocato. Se ci sono cose che puoi fare per non giocare ed avanzare comunque, abbiamo sbagliato qualcosa.[9]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).[10] La combinazione di archetipi primari and secondari è riferita come una Class.[11][12]

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.[10]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[10]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[13]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[13]

Zones and progression

Dungeon, Incursioni, Boss del mondo, Mobs, Missioni, Events, Resources, 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.[14][15]

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.[16]Steven Sharif

Goblin concept art by Chris Atkins.[17]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[17]Steven Sharif

Alpha-0 cat mob from the flood plains environment.[19]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[20]Steven Sharif

Class abilities

Alpha-1 placeholder skills UI.[21]

Primary skills (class abilities) are based on a player's archetype.[10] Players can personalize their primary skills with augmentation from a secondary archetype (secondary class).[10][23]

  • Augments to primary skills will fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary class.[24]
  • Each secondary class offers a different school of augments. Each augment school affects a primary class' skills in different ways.[26]
    • For example: A Mage offers Teleportation and Elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[26]
  • Choosing the same primary and secondary archetype increases focus on that archetype.[27]
  • Each skill in the primary tree has a minimum of four augment choices from the secondary tree.[28]
  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[13]
    • It will not be possible to max all skills in a skill tree.[13]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[29]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[30]
  • Some spell colors and general FX change based on augments.[31]
    • Active skills could look totally different after an augment gets applied.[32]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[32]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[33]Steven Sharif

The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[34]Steven Sharif

Rested experience

Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[35]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

Pet progression

Some pets will be levelable and will have gear available to them.[36]

See also

Riferimenti