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== Group dynamics ==
 
== Group dynamics ==
  
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=== Group sizes ===
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=== Looting rules ===
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=== Party roles ===
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== PvX ==
 
== PvX ==

Versione delle 15:57, 23 ott 2017

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Ashes of Creation PvE Gameplay, PAX 2017.

The Node system facilitates the generation of new PvE content such as Missioni, Monete del mostro, Dungeon and Incursioni.[1]

PvE boss mechanics

Ashes of Creation utilizes an adaptive AI, which means that different encounters with similar creatures will yield different player experiences.[2]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[3]

Dinamiche di gruppo

Dinamiche di gruppo aim to bring players together.[5]

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.[6]
  • Ashes of Creation is in development. These systems could change through playtesting and player feedback.[5]

Group sizes

Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[7]

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.[8]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[8][9][10]

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.[5]
  • Incursioni will have 40 man groups.[11]
  • Content will be tailored for 40, 16 and 8 person group sizes.[12]
  • Arene will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[13]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[14]
  • Assedi del castello are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[15][16][17][18]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[18]Steven Sharif

Looting rules

Alpha-2 looting UI preview.[19]

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.[19]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[20]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[21][22][5]

  • Group loot rules are defined on a per-rarity basis.[19]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[20]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[23]
  • There won't be auto-looting pets.[24]
  • It will be possible to kick a player from a party prior to them acquiring loot.[25]
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.[25]Steven Sharif
Free-for-all.[5]
  • Whoever is first to loot gets the loot.[21]
Lootmaster.[19][5]
  • 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.[5]
Round-robin.[19][5]
Need or greed.[19][5]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
Bidding system.[5]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[5]
    • The highest bidder wins the item.[5]
    • The gold then goes into a pool that is split among the rest of the party members.[5]

Party roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[27][5][28]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[29]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[30]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[31]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[32][31][33][34] It is unlikely that a player could purely focus on just Pvp or just PvE.[31][30][33][34]

Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[32]Steven Sharif
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[36][37][38][39][40]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[32][33][41]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[40]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.

See also

Riferimenti

  1. Ashes of Creation FAQ.
  2. About Ashes of Creation.
  3. Ashes of Creation livestream, 5 May 2017.
  4. Video, 2024-02-29 (19:35).
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 Group dynamics blog.
  6. About Ashes of Creation.
  7. Video, 2024-02-29 (33:57).
  8. 8.0 8.1 Trasmissione in diretta, 2022-09-30 (2:40).
  9. Trasmissione in diretta, 2020-11-30 (1:20:25).
  10. solo2.png
  11. Trasmissione in diretta, 2017-05-09 (34:38).
  12. February 8, 2019 - Questions and Answers.
  13. partysize.png
  14. Trasmissione in diretta, 2017-05-26 (48:12).
  15. Trasmissione in diretta, 2021-09-24 (52:48).
  16. Colloquio, 2021-07-08 (57:19).
  17. Colloquio, 2020-07-19 (44:28).
  18. 18.0 18.1 castle-siege-scale.png
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Video, 2023-01-27 (16:44).
  20. 20.0 20.1 Video, 2023-01-27 (32:01).
  21. 21.0 21.1 Trasmissione in diretta, 2020-11-30 (1:01:40).
  22. Trasmissione in diretta, 2020-07-25 (1:24:56).
  23. Trasmissione in diretta, 2023-01-27 (1:08:06).
  24. Trasmissione in diretta, 2022-04-29 (1:04:52).
  25. 25.0 25.1 Trasmissione in diretta, 2023-05-31 (1:07:45).
  26. Trasmissione in diretta, 2020-11-30 (1:12:03).
  27. Podcast, 2021-04-11 (13:30).
  28. 28.0 28.1 28.2 28.3 Trasmissione in diretta, 2017-05-22 (46:04).
  29. 29.0 29.1 Colloquio, 2018-10-20 (2:40:16).
  30. 30.0 30.1 Video, 2018-04-16 (1:32).
  31. 31.0 31.1 31.2 Podcast, 2021-04-11 (38:31).
  32. 32.0 32.1 32.2 Trasmissione in diretta, 2024-03-29 (2:27:46).
  33. 33.0 33.1 33.2 Trasmissione in diretta, 2017-05-12 (24:52).
  34. 34.0 34.1 Trasmissione in diretta, 2017-05-05 (33:25).
  35. Trasmissione in diretta, 2023-08-31 (20:54).
  36. Trasmissione in diretta, 2023-05-31 (45:47).
  37. Trasmissione in diretta, 2023-04-07 (55:22).
  38. Trasmissione in diretta, 2023-03-31 (1:00:16).
  39. Trasmissione in diretta, 2022-10-28 (32:52).
  40. 40.0 40.1 Trasmissione in diretta, 2017-06-01 (37:39).
  41. MMORPG Interview, 2016-12-12.
  42. pvx stats.png
  43. Trasmissione in diretta, 2017-05-15 (14:05).