Differenze tra le versioni di "Template:Weapon progression"

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* [[Gear enhancements]] (power stones) can be applied to add elemental or energy types of damage.{{livestream|2018-06-4|1h11m19|u8ne-4Xl3Rw}}
 
* [[Gear enhancements]] (power stones) can be applied to add elemental or energy types of damage.{{livestream|2018-06-4|1h11m19|u8ne-4Xl3Rw}}
 
* [[Dual wielding|Dual wielded]] weapons will have its own progression based on [[Weapon types|weapon type]].{{livestream|2021-06-25|1h29m39|h7DnCgSoMkw}}
 
* [[Dual wielding|Dual wielded]] weapons will have its own progression based on [[Weapon types|weapon type]].{{livestream|2021-06-25|1h29m39|h7DnCgSoMkw}}
* Weapon proficiency (based on length of use of a weapon) is not a planned feature.{{web|https://www.reddit.com/r/AshesofCreation/comments/aomez2/february_8_2019_questions_and_answers/|February 8, 2019 - Questions and Answers.}}
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* [[Weapon proficiency]] (based on length of use of a weapon) is not a planned feature.{{web|https://www.reddit.com/r/AshesofCreation/comments/aomez2/february_8_2019_questions_and_answers/|February 8, 2019 - Questions and Answers.}}
  
: '''Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?'''
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: ''Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.''{{livestream|2018-06-4|1h11m19|u8ne-4Xl3Rw}}{{ndash|[[Steven Sharif]]}}
: ''A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.''{{web|https://www.reddit.com/r/AshesofCreation/comments/aomez2/february_8_2019_questions_and_answers/|February 8, 2019 - Questions and Answers.}}{{ndash|[[Sarah Flanagan]]}}
 
 
 
<blockquote>''Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.''{{livestream|2018-06-4|1h11m19|u8ne-4Xl3Rw}}{{ndash|[[Steven Sharif]]}}</blockquote>
 

Versione delle 03:12, 5 mar 2024

In-game achievable sword and polearm 3D renders.[1]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[2]Steven Sharif

Armi have their own progression paths.[3][4]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[14]Steven Sharif
  1. Trasmissione in diretta, 2021-04-30 (53:08).
  2. Colloquio, 2018-10-20 (2:53:52).
  3. 3.0 3.1 3.2 Trasmissione in diretta, 2020-01-30 (1:28:40).
  4. Trasmissione in diretta, 2018-05-04 (45:37).
  5. Trasmissione in diretta, 2022-06-30 (1:12:38).
  6. Trasmissione in diretta, 2022-09-30 (53:15).
  7. Trasmissione in diretta, 2022-09-30 (43:45).
  8. Video, 2022-09-30 (24:49).
  9. Podcast, 2021-09-29 (47:57).
  10. Colloquio, 2021-02-07 (49:18).
  11. Colloquio, 2020-07-19 (53:59).
  12. Colloquio, 2020-07-18 (1:07:51).
  13. 13.0 13.1 February 8, 2019 - Questions and Answers.
  14. 14.0 14.1 14.2 14.3 14.4 Trasmissione in diretta, 2018-06-04 (1:11:19).
  15. Trasmissione in diretta, 2021-06-25 (1:29:39).