Ottimizzazioni

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Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[1][2][3][4]

Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[10]Steven Sharif

Ottimizzazioni are applied individually to active skills from a character's primary archetype.[1][2]

  • Augment effects are intended to be templatable so they can apply to a range of abilities.[10]
  • A character can have one active augment on an ability at any given time.[1]
  • Augments do not cost skill points.[11]
    • It was previously stated that certain augments will have more expense required on the skill point side.[12]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[1]
  • The progression system for augments is very similar to the class progression system.[13]

Ottimizzazioni can affect a multitude of things and can (in some cases) create entirely new skills.[14]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[14]Steven Sharif

Class augments

Alpha-1 preview primary skills.[15]

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.[16]Steven Sharif

The idea behind the system is that you're 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 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.[17]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[18][19]

Skill points

Alpha-2 Ranger skill tree user interface.[25]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[25]Tradd Thompson

Players receive skill points at specific points as they level.[26] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[27][28][29][30]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[31]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[26]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[26]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[32]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[33][34]
  • Augments do not cost skill points.[11] It was previously stated that certain augments will have more expense required on the skill point side.[12]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • It will not be possible to max all skills in a skill tree.[30]
  • 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.[35]

Racial augments

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

Racial augments are based on a character's race and are available to each class.[9]

Religious augments

Strong religions provide unique augments that can be applied to a player's primary skills.[38][39]

  • Religious augments are considered top-tier achievements within a religion.[38]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[38]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[8]Steven Sharif

Social organization augments

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[40]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[41]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[40] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[42]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[40]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[43]Steven Sharif

Skill transfer

Players will not be able to transfer their skills to other players.[44]

See also

Riferimenti

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Podcast, 2021-09-29 (30:04).
  2. 2.0 2.1 2.2 2.3 2.4 Trasmissione in diretta, 2021-06-25 (1:05:01).
  3. weapon augments.png
  4. Official Livestream - May 4th @ 3 PM PST - Q&A
  5. 5.0 5.1 5.2 Colloquio, 2020-07-18 (1:05:04).
  6. Trasmissione in diretta, 2018-02-09 (41:56).
  7. Podcast, 2018-04-23 (24:47).
  8. 8.0 8.1 Trasmissione in diretta, 2017-06-01 (31:47).
  9. 9.0 9.1 class racials.png
  10. 10.0 10.1 Colloquio, 2023-09-10 (50:40).
  11. 11.0 11.1 Forums - Livestream Q&A 2022-08-26.
  12. 12.0 12.1 Colloquio, 2020-07-18 (1:07:06).
  13. Trasmissione in diretta, 2019-07-26 (1:09:22).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Podcast, 2021-09-29 (46:20).
  15. toast-keybinds-skills.png
  16. Trasmissione in diretta, 2017-10-16 (1:00:44).
  17. Colloquio, 2018-08-08 (22:27).
  18. 18.0 18.1 Trasmissione in diretta, 2023-12-19 (1:20:41).
  19. 19.0 19.1 progression.png
  20. 20.0 20.1 Trasmissione in diretta, 2023-07-28 (1:04:27).
  21. class secondary.png
  22. Trasmissione in diretta, 2021-11-19 (50:38).
  23. Video, 2022-09-30 (17:00).
  24. Trasmissione in diretta, 2021-09-24 (1:18:06).
  25. 25.0 25.1 Video, 2023-12-19 (5:29).
  26. 26.0 26.1 26.2 Trasmissione in diretta, 2023-07-28 (1:03:27).
  27. Colloquio, 2020-07-29 (55:44).
  28. Colloquio, 2020-07-19 (53:59).
  29. Colloquio, 2020-07-18 (1:07:51).
  30. 30.0 30.1 Trasmissione in diretta, 2017-07-28 (19:05).
  31. Trasmissione in diretta, 2020-08-28 (1:19:24).
  32. Trasmissione in diretta, 2023-12-19 (1:49:56).
  33. Trasmissione in diretta, 2023-12-19 (1:46:12).
  34. Colloquio, 2020-07-29 (54:44).
  35. Trasmissione in diretta, 2017-11-16 (30:02).
  36. Trasmissione in diretta, 2017-05-08 (43:30).
  37. Trasmissione in diretta, 2019-07-26 (1:28:31).
  38. 38.0 38.1 38.2 Trasmissione in diretta, 2020-07-25 (57:02).
  39. Trasmissione in diretta, 2017-05-08 (44:51).
  40. 40.0 40.1 40.2 Trasmissione in diretta, 2017-05-17 (7:27).
  41. Trasmissione in diretta, 2023-09-29 (1:07:50).
  42. Colloquio, 2020-07-19 (24:34).
  43. 43.0 43.1 43.2 43.3 Podcast, 2018-05-11 (18:52).
  44. Trasmissione in diretta, 2017-11-17 (27:35).