Játék egyensúly

Innen: Ashes of Creation Wiki
(Balancing szócikkből átirányítva)
Ugrás a navigációhoz Ugrás a kereséshez

A hatvannégy (64) kaszt felosztható nyolc elsődleges archetípusra. Az aktív képességek egyensúlya csak erre a nyolc elsődleges archetípusra vonatkozik.[1]

  • Minden archetípushoz hozzá van rendelve négy csoportnyi augmentáció. Az augmentációk egyensúlya a nyolc archetípus négy-négy augmentáció csoportján múlik.[1]

Az egyensúly egy oly fontos része a kaszt rendszernek, hogy biztosra akarunk menni, hogy van betöltendő szerep minden lehetséges kombináció számára.[2]Steven Sharif

Nem azért csinál az ember 64 kasztot, hogy aztán csak négy legyen kihasználva.[2]Peter Pilone

Az egyensúly az Ashes of Creation-ben "csoport orientált".[3]

Lesznek olyan viszonyok 1v1 helyzetekben, ahol az egyik kaszt egyértelműen jobb a másiknál; és itt egy kő-papír-olló dinamikának kell lennie. Azt akarjuk hogy legyen ellenszer a különböző kasztok között... Így csoport egyensúlyra fog a játékegyensúly koncentrálni, ahol ha megvan a megfelelő kaszt-változatosság egy kompozícióban, akkor igazságos lesz a játszma. Nagyon is a készségen és a stratégián fog múlni.[3]Steven Sharif

Bizonyos másodlagos archetípusok képesek "áthidalni a rést" az ellenszerük ellen.[4]

Bizonyos archetípusok képesek kezelni a rést az ellentettjük ellen önmagukban. Például ha én egy Tank archetípus vagyok, és az ellenszerem a Mage, a Mage-et másodlagosként választva valamilyen szinten áthidalom a különbséget; és az identitásomat valamelyest abba az irányba mozgatom.[4]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[5][6][7][8][9][10][11][12][13][14][15][16][17] These synergies also apply to active skills from other characters.[5][18]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[5]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[19]Steven Sharif

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[20]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[20]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[22][21]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[21]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[23]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[23]Steven Sharif

Szerepkörök

Az Ashes of Creation-ben a hagyományos szentháromság szerepkörök találhatóak meg: Tank, DPS és Támogató/Healer.[24][25]

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.[26]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.[27]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.[28]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[29][28][30][31] It is unlikely that a player could purely focus on just Pvp or just PvE.[28][27][30][31]

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.[29]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.[33][34][35][36][37]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[29][30][38]
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.[37]Steven Sharif
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[41]

Játék nehézség

Azok akik több időt és energiát fektetnek bele, bizonyosan többet kapnak vissza a rendszertől, de ez nem azt jelenti hogy akik hetente egyszer lépnek fel nem lesznek képesek élvezni a játékot, szóval az általad megcélzott teljesítmény méretén múlik... Egy karavánnal összefutni nem lesz mindig ugyan olyan. Lehet hogy találsz majd egy titkos útvonalat, amiről senki nem tud... egy ideig kihasználod, amíg senki nem tud róla, aztán előbb vagy utóbb valaki meglátja, és onnantól az az útvonal sokkal nehezebb lesz, és ez az a játékmenet ami az általunk biztosított lehetőségekből létrejöhet; nagy része azon fog múlni hogy más játékosok megkönnyítik vagy megnehezítik a dolgodat.[42]Jeffrey Bard

Sok helye van a nehézségnek, bármilyen mértékben is... Egy élő világban minden sokkal nehezebb.[42]Peter Pilone

Elsajátítási görbe

Az Ashes of Creation könnyen érthető, viszont nehezen elsajátítható lesz.[43]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[44]Steven Sharif

Célközönség

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[45]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[45]Steven Sharif

Játékosfajták

Az Ashes of Creation sokféle játékosnak fog imponálni, többek közt Raid-ereknek, PvP-zőknek, Role player-eknek és barkácsolóknak.[46]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[46]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[46]Steven Sharif

Alkalmi vs. hardcore játékosok

Alkalmi játékosok is hatással lesznek a játékra, mivel ez szükséges egy szerver egészségességéhez.[47]

Lesznek események a játék világában, ahol nem muszáj hardcore játékosnak lenned hogy csatlakozz, és hatással legyél rá. Például a PvE városellenes események; karaván interakció; a természetes csataterek amik léteznek; a vár ostromok ami miatt megéri bejelentkezni. Sok rendszer van, aminek köszönhetően egy játékos bejelentkezik, részt vesz, jól érzi magát, otthagyja kéznyomát aztán kilép.[47]Steven Sharif

Szint alapú szorzó

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[48][49][50]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[48]Steven Sharif

Mentor program

A szintek és készségek hatékonyságára nem lesznek szorzók alkalmazva, hogy kis szintű játékosok is részt vehessenek Dungeon-ökben nagy szintű társaikkal.[50]

  • Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[50]

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 you 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.[51]Steven Sharif

Továbbiak

Hivatkozások

  1. 1.0 1.1 Interjú, 2018-10-20 (2:40:17).
  2. 2.0 2.1 Élő adás, 2017-05-24 (35:11).
  3. 3.0 3.1 Podcast, 2018-04-23 (59:28).
  4. 4.0 4.1 Podcast, 2018-04-23 (1:01:01).
  5. 5.0 5.1 5.2 Interjú, 2023-07-09 (1:14:09).
  6. Élő adás, 2022-12-02 (56:09).
  7. Élő adás, 2022-06-30 (1:12:38).
  8. Élő adás, 2022-09-30 (53:15).
  9. Élő adás, 2022-09-30 (43:45).
  10. Video, 2022-09-30 (24:49).
  11. Podcast, 2021-09-29 (47:57).
  12. Interjú, 2021-02-07 (49:18).
  13. Interjú, 2020-07-19 (53:59).
  14. Interjú, 2020-07-18 (1:07:51).
  15. Élő adás, 2020-01-30 (1:28:40).
  16. February 8, 2019 - Questions and Answers.
  17. Élő adás, 2018-06-04 (1:11:19).
  18. Interjú, 2020-07-29 (55:44).
  19. Interjú, 2023-07-09 (1:16:45).
  20. 20.0 20.1 20.2 Interjú, 2023-07-09 (1:43:38).
  21. 21.0 21.1 21.2 21.3 Podcast, 2021-04-11 (54:35).
  22. Interjú, 2023-07-09 (1:40:41).
  23. 23.0 23.1 Élő adás, 2023-04-07 (1:15:02).
  24. 24.0 24.1 24.2 24.3 Group dynamics blog.
  25. 25.0 25.1 25.2 25.3 Élő adás, 2017-05-22 (46:04).
  26. 26.0 26.1 Interjú, 2018-10-20 (2:40:16).
  27. 27.0 27.1 Video, 2018-04-16 (1:32).
  28. 28.0 28.1 28.2 Podcast, 2021-04-11 (38:31).
  29. 29.0 29.1 29.2 Élő adás, 2024-03-29 (2:27:46).
  30. 30.0 30.1 30.2 Élő adás, 2017-05-12 (24:52).
  31. 31.0 31.1 Élő adás, 2017-05-05 (33:25).
  32. Élő adás, 2023-08-31 (20:54).
  33. Élő adás, 2023-05-31 (45:47).
  34. Élő adás, 2023-04-07 (55:22).
  35. Élő adás, 2023-03-31 (1:00:16).
  36. Élő adás, 2022-10-28 (32:52).
  37. 37.0 37.1 Élő adás, 2017-06-01 (37:39).
  38. MMORPG Interview, 2016-12-12.
  39. pvx stats.png
  40. Élő adás, 2017-05-15 (14:05).
  41. Interjú, 2018-10-20 (2:53:52).
  42. 42.0 42.1 Élő adás, 2018-06-04 (7:25).
  43. Podcast, 2018-05-11 (33:09).
  44. Ashes of Creation Forums - No participation trophy.
  45. 45.0 45.1 Podcast, 2018-05-11 (33:09).
  46. 46.0 46.1 46.2 Video, 2018-04-05 (44:06).
  47. 47.0 47.1 Video, 2018-04-05 (48:03).
  48. 48.0 48.1 Élő adás, 2023-05-31 (43:55).
  49. Interjú, 2021-06-13 (24:14).
  50. 50.0 50.1 50.2 Video, 2018-04-05 (40:08).
  51. Interjú, 2018-08-24 (8:52).