Livellamento

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Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

Livellamento won't follow a traditional linear path, although classic mechanics for leveling exist.[2][3]

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.[4]Steven Sharif
  • Some levels may offer more rewards than others.[12]
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.[12]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.[13]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.[15]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.[16]

Level cap

The level cap at launch is expected to be level 50.[17][18]

  • On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[19][20]
  • The developers estimate that players will reach level cap before a quarter of nodes reach Village (fase 3).[17]
  • Alpha-1 had progression to level 15.[21]
  • Alpha-2 expects progression to level 30 (subject to change).[22] Previously this was stated to be level 35.[23][24]

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.[25]

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.[19]Steven Sharif

End game

Non ci sarà un tipico end-game in Ashes of Creation.[26]

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.[26]Jeffrey Bard

Grinding

Repetition will not be part of progression in Ashes of Creation.[27]

  • There will be no "grindy" quests.[27]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[28]
  • The aspiration is to have more things to do in the game than a player has time to do.[27]

Mentor program/ level scaling

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.[26]

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.[30]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.[29]Steven Sharif

AFK leveling

Non ci sarà AFK leveling (livellamento automatico) in Ashes of Creation.[13][14]

Vogliamo che questo gioco venga giocato. Se ci sono cose che puoi fare per non giocare ed avanzare comunque, abbiamo sbagliato qualcosa.[14]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).[31] La combinazione di archetipi primari and secondari è riferita come una Class.[32][33]

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.[31]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[31]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[34]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[34]

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.[35][36][37]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[38]
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.[39]Steven Sharif
Elite monster 3D turntable.[40]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[40]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[41]

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.[42]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[43]

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.[43]Steven Sharif
  • Not all creatures are immediately hostile to players.[44][45] Some creatures may hunt other creatures.[46]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[45]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[47]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[49]Steven Sharif
  • Named mobs will usually have a unique character appearance.[50]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[51]Steven Sharif

Class abilities

Alpha-1 preview primary skills.[56]

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.[57]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.[58]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[59][31]

Rested experience

Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[66][67]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[67]
  • There are no current plans to replace rested experience with another bonus for max-level players.[68]
  • Rested experience increases the rate that experience debt is paid back.[69]

Pet progression

Combat pets will be levelable and will have gear available to them.[70][71]

  • Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[72][73][74]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[75]

Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[72]

  • Gear is not available to Summoner summons.[70]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[72]Steven Sharif

See also

Riferimenti

  1. 1.0 1.1 Trasmissione in diretta, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 Trasmissione in diretta, 2022-10-14 (23:15).
  3. leveling.png
  4. Trasmissione in diretta, 2023-10-31 (5:27).
  5. Podcast, 2023-07-15 (13:51).
  6. Colloquio, 2018-10-20 (2:53:53).
  7. Colloquio, 2018-10-20 (1:55).
  8. Podcast, 2023-12-03 (15:05).
  9. 9.0 9.1 Trasmissione in diretta, 2022-05-27 (1:11:10).
  10. Trasmissione in diretta, 2017-05-24 (46:27).
  11. Trasmissione in diretta, 2020-07-25 (1:33:37).
  12. 12.0 12.1 Trasmissione in diretta, 2022-07-29 (1:24:58).
  13. 13.0 13.1 13.2 Colloquio, 2021-06-13 (48:27).
  14. 14.0 14.1 14.2 Trasmissione in diretta, 2018-09-27 (52:41).
  15. 15.0 15.1 Trasmissione in diretta, 2020-07-25 (1:34:55).
  16. Trasmissione in diretta, 2022-04-29 (1:06:34).
  17. 17.0 17.1 Podcast, 2023-07-15 (11:21).
  18. Trasmissione in diretta, 2017-12-15 (58:48).
  19. 19.0 19.1 Colloquio, 2020-07-08 (1:07:59).
  20. Trasmissione in diretta, 2017-05-24 (19:25).
  21. Trasmissione in diretta, 2021-04-30 (41:18).
  22. Trasmissione in diretta, 2023-12-19 (1:41:54).
  23. Trasmissione in diretta, 2023-03-31 (1:24:21).
  24. Trasmissione in diretta, 2022-01-28 (15:35).
  25. Colloquio, 2020-07-08 (1:12:51).
  26. 26.0 26.1 26.2 Video, 2018-04-05 (40:08).
  27. 27.0 27.1 27.2 Trasmissione in diretta, 2017-05-15 (26:13).
  28. Colloquio, 2018-08-24 (4:15).
  29. 29.0 29.1 29.2 29.3 29.4 Trasmissione in diretta, 2020-09-30 (1:07:22).
  30. Colloquio, 2018-08-24 (8:52).
  31. 31.0 31.1 31.2 31.3 31.4 progression.png
  32. archetypeclass.png
  33. Ashes of Creation class list.
  34. 34.0 34.1 Trasmissione in diretta, 2017-07-28 (19:05).
  35. Colloquio, 2020-07-19 (19:35).
  36. Trasmissione in diretta, 2017-05-15 (30:53).
  37. Blog - Know Your Nodes - The Basics.
  38. Trasmissione in diretta, 2022-08-26 (1:28:50).
  39. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  40. 40.0 40.1 40.2 Trasmissione in diretta, 2021-03-26 (54:26).
  41. Trasmissione in diretta, 2020-07-31 (1:45:40).
  42. Trasmissione in diretta, 2020-06-26 (1:14:42).
  43. 43.0 43.1 Trasmissione in diretta, 2017-05-26 (24:33).
  44. Video, 2023-05-31 (4:17).
  45. 45.0 45.1 Trasmissione in diretta, 2023-02-24 (1:22:04).
  46. Video, 2023-05-31 (5:01).
  47. 47.0 47.1 Trasmissione in diretta, 2021-06-25 (1:28:02).
  48. Colloquio, 2023-09-10 (28:15).
  49. 49.0 49.1 Trasmissione in diretta, 2022-05-27 (1:00:23).
  50. Trasmissione in diretta, 2023-01-27 (1:10:12).
  51. 51.0 51.1 51.2 Trasmissione in diretta, 2023-05-31 (43:04).
  52. Trasmissione in diretta, 2023-05-31 (40:52).
  53. Video, 2022-06-30 (24:18).
  54. jqWtRci.png
  55. Trasmissione in diretta, 2023-05-31 (45:26).
  56. toast-keybinds-skills.png
  57. Trasmissione in diretta, 2017-10-16 (1:00:44).
  58. Colloquio, 2018-08-08 (22:27).
  59. 59.0 59.1 Trasmissione in diretta, 2023-12-19 (1:20:41).
  60. 60.0 60.1 Trasmissione in diretta, 2023-07-28 (1:04:27).
  61. 61.0 61.1 Colloquio, 2020-07-18 (1:05:04).
  62. class secondary.png
  63. Trasmissione in diretta, 2021-11-19 (50:38).
  64. Video, 2022-09-30 (17:00).
  65. Trasmissione in diretta, 2021-09-24 (1:18:06).
  66. Trasmissione in diretta, 2023-06-30 (27:52).
  67. 67.0 67.1 The mighty beard!
  68. Trasmissione in diretta, 2023-06-30 (1:22:32).
  69. Trasmissione in diretta, 2023-09-29 (1:18:04).
  70. 70.0 70.1 Trasmissione in diretta, 2020-11-30 (1:26:00).
  71. Pets.jpg
  72. 72.0 72.1 72.2 Colloquio, 2022-01-14 (42:18).
  73. Trasmissione in diretta, 2020-10-30 (1:21:14).
  74. Trasmissione in diretta, 2019-06-28 (1:24:27).
  75. Trasmissione in diretta, 2021-07-30 (1:15:29).