Dungeon difficulty

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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.[1]

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.[3][4][5]

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.[3]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[6]

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.[6]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[7][8] This content adapts to the node progression of the zone it is in.[6][9]

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 academic 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.[10]

Dungeon size

The intention is that dungeons are going to be "massive" in scale.[17]

  • Massive caverns and open world spaces.[17]
  • Places to suit larger and smaller commitments.[17]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[18]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[19][20]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[19][20]
    • These numbers will be balanced based on testing.[19]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[19][20]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[19]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[21]Steven Sharif

Group sizes

Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[22]

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.[23]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[23][24][25]

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.[26]
  • Razziák will have 40 man groups.[27]
  • Content will be tailored for 40, 16 and 8 person group sizes.[28]
  • Arénák will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[29]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[30]
  • Ostromok vár are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[31][32][33][34]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[34]Steven Sharif

Solo players

Ashes of Creation provides gameplay options for solo oriented players.[23]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[23]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.[5]

  • Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[5]

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.[39]Steven Sharif

Továbbiak

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