Best-in-slot items

Innen: Ashes of Creation Wiki
Ugrás a navigációhoz Ugrás a kereséshez

What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[1][2]

  • The goal is to not have overarching best-in-slot items that are meta for all situations.[1]
  • Instanced content will contain scripted and difficult boss fights that drop gear, but the gear drops will not be best-in-slot. These can only be found in the open world.[5]

Crafted items

Ravaszkodó UI. Alpha-1 képernyőkép. Kép jóváírása: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[6][7][8][3][9][10]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[3]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[18]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[23]

Loot tables

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[42]

Gear sets

2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[44]

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[16]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[45]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[46]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[47][46][48]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[47]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[47][46][48]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
  • There are passive abilities that can be chosen to become more adept with certain set types.[48]
  • There will be viable non-set builds.[53]

Set bonuses

Players gain bonuses depending on the number and tier of pieces they have equipped.[47][46][48]

  • An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[54]
  • There may be set bonuses that members of certain communities will obtain based on gear set type.[47][48]
  • Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[55]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
  • Certain set bonuses may trade off core gear stats.[53]

Item rarities

Item rarities in Ashes of Creation.

A PvE tartalom nehézsége, mint a Raid-ek és a Dungeon-ök, önmagától változni fog az adott helyszínen, az alapján hogy a csoport a korábbi Boss-ok ellen mennyire volt sikeres.[64]

Az Ashes of Creation könnyen érthető, viszont nehezen elsajátítható lesz.[66]

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.[67]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.[1]

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.[1]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[69][68]
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.[68]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.[70]
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.[70]Steven Sharif

Játék egyensúly

Ahogy a rendszereket tervezzük, egyensúly szempontjából, figyelembe vesszük a Node változását egyenként, és azt hogy milyen gyakran kell ennek a változásnak megtörténnie. Ez alapján csináltunk kopás rendszereket, ahol különböző kultúrák dominánsabbak másikaknál. Ezek olyan dolgok amiket tesztelünk, és odafigyelünk az Alfa és a Béta teszt során, és megbizonyosodunk hogy úgy működnek ahogy azt elterveztük, ha pedig nem, akkor visszatérünk rá és újraszámoljuk amit újra kell.[71]Steven Sharif

Kaszt egyensúly

A hatvannégy (64) kaszt felosztható nyolc elsődleges archetípusra. Az aktív képességek egyensúlya csak erre a nyolc elsődleges archetípusra vonatkozik.[72]

  • Minden archetípushoz hozzá van rendelve négy csoportnyi augmentáció. Az augmentációk egyensúlya a nyolc archetípus négy-négy augmentáció csoportján múlik.[72]

Az egyensúly egy oly fontos része a kaszt rendszernek, hogy biztosra akarunk menni, hogy van betöltendő szerep minden lehetséges kombináció számára.[73]Steven Sharif

Nem azért csinál az ember 64 kasztot, hogy aztán csak négy legyen kihasználva.[73]Peter Pilone

Az egyensúly az Ashes of Creation-ben "csoport orientált".[74]

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.[74]Steven Sharif

Bizonyos másodlagos archetípusok képesek "áthidalni a rést" az ellenszerük ellen.[75]

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.[75]Steven Sharif

Továbbiak

Hivatkozások

  1. 1.0 1.1 1.2 1.3 1.4 Interjú, 2023-07-09 (1:43:38).
  2. Élő adás, 2020-05-29 (1:33:11).
  3. 3.0 3.1 3.2 3.3 Élő adás, 2022-06-30 (1:18:55).
  4. 4.0 4.1 4.2 Élő adás, 2017-05-10 (14:45).
  5. Élő adás, 2022-03-31 (1:19:41).
  6. 6.0 6.1 steven-completed-items.png
  7. steven-workstations.png
  8. Élő adás, 2023-04-07 (31:49).
  9. Élő adás, 2020-01-30 (1:38:26).
  10. Élő adás, 2017-05-12 (1:00:18).
  11. steven-completed-items2.png
  12. 12.0 12.1 Interjú, 2023-09-10 (47:13).
  13. 13.0 13.1 February 8, 2019 - Questions and Answers.
  14. craftedbossloot.png
  15. 15.0 15.1 15.2 Élő adás, 2020-11-30 (1:05:22).
  16. 16.0 16.1 Podcast, 2018-08-04 (59:58).
  17. steven-crafting-stats.png
  18. 18.0 18.1 18.2 Élő adás, 2020-12-22 (1:15:01).
  19. Élő adás, 2023-11-30 (1:40:11).
  20. Élő adás, 2017-05-24 (24:19).
  21. crafting-corruption.png
  22. craftersname.png
  23. About Ashes of Creation.
  24. Video, 2023-01-27 (16:44).
  25. 25.0 25.1 Interjú, 2020-07-18 (27:11).
  26. Élő adás, 2017-05-24 (44:14).
  27. steven-glint.png
  28. Interjú, 2023-09-10 (53:47).
  29. Élő adás, 2021-03-26 (1:07:33).
  30. a419c5398b542a713545e4f393d67215.png
  31. Podcast, 2017-05-05 (43:05).
  32. steven-glint-rarity-level.png
  33. Élő adás, 2017-05-03 (35:25).
  34. Interjú, 2020-07-18 (1:00:15).
  35. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  36. 36.0 36.1 Interjú, 2020-07-19 (8:43).
  37. Interjú, 2020-07-20 (21:57).
  38. Élő adás, 2018-04-8 (PM) (55:49).
  39. Élő adás, 2020-07-25 (46:08).
  40. Élő adás, 2022-05-27 (1:14:46).
  41. Video, 2022-05-27 (2:21).
  42. 42.0 42.1 Élő adás, 2024-02-29 (1:22:09).
  43. Podcast, 2018-08-04 (1:44:54).
  44. Élő adás, 2023-06-30 (1:30:40).
  45. Video, 2023-01-27 (45:46).
  46. 46.0 46.1 46.2 46.3 Élő adás, 2020-11-30 (54:29).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 Élő adás, 2023-07-28 (1:22:48).
  48. 48.0 48.1 48.2 48.3 48.4 Élő adás, 2017-11-17 (22:33).
  49. Podcast, 2018-08-04 (55:17).
  50. Élő adás, 2023-02-24 (46:15).
  51. Élő adás, 2021-11-19 (40:53).
  52. 52.0 52.1 Élő adás, 2021-04-30 (41:18).
  53. 53.0 53.1 Élő adás, 2017-11-17 (56:07).
  54. Interjú, 2020-07-18 (1:02:08).
  55. Élő adás, 2023-09-29 (1:15:47).
  56. Alpha-1 screenshot.
  57. 57.0 57.1 57.2 57.3 57.4 57.5 57.6 Podcast, 2023-12-03 (11:28).
  58. Alpha-1 screenshot.
  59. Alpha-1 screenshot.
  60. Alpha-1 screenshot.
  61. Alpha-2 screenshot.
  62. Alpha-1 screenshot.
  63. Alpha-1 screenshot.
  64. 64.0 64.1 64.2 Interjú, 2020-07-19 (14:51).
  65. Interjú, 2020-07-19 (17:12).
  66. Podcast, 2018-05-11 (33:09).
  67. Ashes of Creation Forums - No participation trophy.
  68. 68.0 68.1 68.2 68.3 Podcast, 2021-04-11 (54:35).
  69. Interjú, 2023-07-09 (1:40:41).
  70. 70.0 70.1 Élő adás, 2023-04-07 (1:15:02).
  71. Video, 2018-04-05 (49:36).
  72. 72.0 72.1 Interjú, 2018-10-20 (2:40:17).
  73. 73.0 73.1 Élő adás, 2017-05-24 (35:11).
  74. 74.0 74.1 Podcast, 2018-04-23 (59:28).
  75. 75.0 75.1 Podcast, 2018-04-23 (1:01:01).