Differenze tra le versioni di "World bosses"

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[[Category:Reactive world]][[Category:Encounters]]
 
[[Category:Reactive world]][[Category:Encounters]]

Versione delle 01:50, 25 lug 2018

  • Boss del mondo will spawn at variable locations at variable times.[2][3][4]
    • Bosses may also spawn based on predicates that can be met at any time, such as when a story arc or an event begins somewhere in the world.[2][4]
    • Some world bosses and elite mobs will path/roam throughout the world.[2][5]
The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[3]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[8]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[8]
  • A single digit percentage of the population will be capable of defeating certain content.[8]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[9]
  • 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 design of Ashes of Creation.[11][12][13][14][15]
A Lieutenant of The Ancients 3D render.[17]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[18]Steven Sharif

Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[7]

  • Boss respawns will be randomized within certain windows and over variable locations.[3][4]
    • Bosses may also spawn based on predicates that can be met at any time, such as when a story arc or an event begins somewhere in the world.[4]
Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn.[4]Steven Sharif

When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[22]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[23]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[23]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[24][25] This content adapts to the node progression of the zone it is in.[23][26]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[27]

Artificial intelligence

Jermaine Torment of Illwind boss mob.[32]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[32]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[33][34]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[33][35][36][37]
    • Higher frequency of AoE attacks depending on how many players are participating.[35]
    • Unlock rage, recovery effects and buffs.[38][35]
    • Supporting other monster types or classes nearby.[38]
    • Additional adds and add classes.[35]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[39]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[40]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[33]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[41]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[41]Steven Sharif

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[42], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[43]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[44]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[45] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[46]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[46] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[45]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[46]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[47]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[47]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[48]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[48]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[49]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[49]Steven Sharif

Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[50]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[50]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[50]Steven Sharif

Monete del mostro

Monster coin concept art.[51]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[52]Steven Sharif

Pre-alpha monster coin system.[53]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[54]

Monete del mostro enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[55][56][57]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[51]

Monster coin events are system spawned events.[56][58]

  • They are structured in a way to prevent groups from gaming the system.[58]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[59]
  • Server messages appear for players in the vicinity of these dynamic events.[60]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[52]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[52]Steven Sharif

The Ancients are not going to be part of the monster coin system.[63]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[64]Steven Sharif

Impact on nodes

Monster coin events (Bosses) cannot destroy or delevel nodes.[65] They can disable certain buildings, services and NPCs within a node.[66][60] Assedi al nodo are the chief mechanic for destroying nodes.[65]

For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[69]Steven Sharif

Day/night cycle

Template:Day/night cycle

Artwork

See also

Template:References

  1. Video, 2020-05-31 (17:20).
  2. 2.0 2.1 2.2 Colloquio, 2023-09-10 (28:15).
  3. 3.0 3.1 3.2 Trasmissione in diretta, 2023-05-31 (41:16).
  4. 4.0 4.1 4.2 4.3 4.4 Trasmissione in diretta, 2023-03-31 (1:20:41).
  5. Trasmissione in diretta, 2021-03-26 (54:26).
  6. 6.0 6.1 Trasmissione in diretta, 2023-05-31 (43:55).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Trasmissione in diretta, 2020-07-25 (46:08).
  8. 8.0 8.1 8.2 Podcast, 2018-08-04 (1:42:14).
  9. Trasmissione in diretta, 2021-11-19 (55:31).
  10. Trasmissione in diretta, 2023-05-31 (42:06).
  11. Trasmissione in diretta, 2023-05-31 (45:47).
  12. Trasmissione in diretta, 2023-04-07 (55:22).
  13. Trasmissione in diretta, 2023-03-31 (1:00:16).
  14. Trasmissione in diretta, 2022-10-28 (32:52).
  15. Trasmissione in diretta, 2017-06-01 (37:39).
  16. Trasmissione in diretta, 2020-03-28 (1:58:18).
  17. Trasmissione in diretta, 2020-11-08 (12:40).
  18. Trasmissione in diretta, 2020-11-08 (12:47).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 Trasmissione in diretta, 2023-01-27 (1:10:12).
  20. Trasmissione in diretta, 2023-05-31 (45:26).
  21. Colloquio, 2021-06-13 (11:15).
  22. Trasmissione in diretta, 8 April 2018 (PM) (1:09:37).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Trasmissione in diretta, 2021-03-26 (50:33).
  24. Trasmissione in diretta, 2021-03-26 (22:53).
  25. Trasmissione in diretta, 2017-11-17 (36:22).
  26. 26.0 26.1 26.2 26.3 26.4 Trasmissione in diretta, 2017-11-17 (18:29).
  27. 27.0 27.1 27.2 27.3 MMOGames interview, January 2017
  28. steven-pois.png
  29. steven-dungeons.png
  30. Trasmissione in diretta, 2022-04-29 (40:21).
  31. jindrack-pois.png
  32. 32.0 32.1 Trasmissione in diretta, 2021-06-25 (21:24).
  33. 33.0 33.1 33.2 Colloquio, 2023-09-10 (34:51).
  34. About Ashes of Creation.
  35. 35.0 35.1 35.2 35.3 Colloquio, 2021-06-13 (22:20).
  36. Trasmissione in diretta, 2017-07-28 (43:57).
  37. Trasmissione in diretta, 2017-05-05 (11:55).
  38. 38.0 38.1 Trasmissione in diretta, 2022-07-29 (1:23:56).
  39. Trasmissione in diretta, 2022-02-25 (1:03:32).
  40. Trasmissione in diretta, 2018-04-8 (PM) (3:56).
  41. 41.0 41.1 41.2 41.3 41.4 Podcast, 2018-05-11 (24:23).
  42. pillars-confusion.png
  43. Blog: 10 facts about castle sieges in the MMORPG.
  44. Trasmissione in diretta, 2017-05-05 (23:26).
  45. 45.0 45.1 Trasmissione in diretta, 2017-05-19 (25:18).
  46. 46.0 46.1 46.2 Trasmissione in diretta, 2020-11-30 (1:16:09).
  47. 47.0 47.1 Trasmissione in diretta, 2017-05-22 (57:37).
  48. 48.0 48.1 Colloquio, 2018-05-11 (44:20).
  49. 49.0 49.1 Colloquio, 2018-08-08 (11:52).
  50. 50.0 50.1 50.2 Trasmissione in diretta, 2022-01-28 (17:50).
  51. 51.0 51.1 Types of Events on Verra.
  52. 52.0 52.1 52.2 52.3 Trasmissione in diretta, 2022-07-29 (1:20:24).
  53. Video, 2017-05-25 (0:02).
  54. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  55. Trasmissione in diretta, 2023-06-30 (1:50:52).
  56. 56.0 56.1 Trasmissione in diretta, 2022-04-29 (39:00).
  57. kickstarter monster coins.png
  58. 58.0 58.1 monster event spawned.png
  59. Trasmissione in diretta, 2017-05-26 (22:19).
  60. 60.0 60.1 Trasmissione in diretta, 2017-05-03 (36:25).
  61. Trasmissione in diretta, 2017-05-03 (35:25).
  62. Trasmissione in diretta, 2021-06-25 (1:36:05).
  63. Podcast, 2020-11-15 (47:12).
  64. Podcast, 2020-11-15 (51:22).
  65. 65.0 65.1 Trasmissione in diretta, 2017-05-24 (22:30).
  66. monster events.png
  67. monster siege before.png
  68. monster sieges.png
  69. 69.0 69.1 Trasmissione in diretta, 2022-04-29 (1:07:20).