Dungeons

Innen: Ashes of Creation Wiki
Ugrás a navigációhoz Ugrás a kereséshez
Dünzenkell Crypt open-world Dünir dungeon in Alpha-1.[1]

Half the problem won't just be solving the dungeon, it will be solving other players too.[2]Jeffrey Bard

Dungeons in Ashes of Creation will range in size and will be mostly open-world.[5][6]

Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[9]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[5]Jeffrey Bard

Dungeon difficulty will increase the further a player ventures into the dungeon.[10]

  • Mobs and mob mechanics will become more difficult.[10]
  • Terrain and environmental dangers will increase.[10]
Deeper darker types of interactions will be found deeper in the dungeon.[10]Steven Sharif

There were 13 dungeons in Alpha-1.[11] Originally this was estimated to be 6 or 7.[12]

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 85 node locations.[13]

POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[14]Steven Sharif
  • The difficulty level and loot tables of these encounters will change based on this influence.[15][13]

List of notable dungeons

info-orange.pngEz a rész az Alpha-1 teszteléséből származó információkat tartalmaz. Frissítjük, ha új információ válik elérhetővé.

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[17]

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[19]

  • Massive caverns and open world spaces.[19]
  • Places to suit larger and smaller commitments.[19]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[20]

Bosses

A Lieutenant of The Ancients 3D render.[22]

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.[23]Steven Sharif

Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[13]

  • Boss respawns will be randomized within certain windows and over variable locations.[25][26]
    • 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.[26]
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.[26]Steven Sharif

List of dungeon bosses

info-orange.pngEz a rész az Alpha-1 teszteléséből származó információkat tartalmaz. Frissítjük, ha új információ válik elérhetővé.

Harbingers

Dillia's diary concept art.[29]

The Ancients and The Others they found their way to Verra at some point and they came through what we call the Harbingers, which are essentially these celestial bodies- these almost comet-like structures that were traveling through space to find the location of the new creation; and within those harbingers is a very strong source of magic that essentially acts as a bridge between the Void and the Material plane where Verra exists.[30]Steven Sharif

The Harbingers are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.[30]

  • The worst thing the Harbingers bought to Verra was corruption, which twists and distorts everything it touches.[33]
The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[33]

Loot

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[34][35]

  • 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.[34][35]
    • These numbers will be balanced based on testing.[34]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[34][35]
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[34]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.[36]Steven Sharif

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[38][39]

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.[57]

Glint

Glint in a player's inventory in Alpha-2.[59]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[59]Chris Justo

Glint rarities in Alpha-2.[59]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[60][61][43][62][40][41]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[63]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[43][64][40][65][41] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[67][43]

Dungeon content

Alpha-1 preview pirate themed dynamic point of interest.[69]

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.[69]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[70][71] This content adapts to the node progression of the zone it is in.[69][72]

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.[73]

Jumping mechanics

Jumping puzzles will occasionally feature in the world.[77]

Dungeon difficulty

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.[80]

Scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[82][83][84]

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.[82]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.[84]

  • Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[84]

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.[85]Steven Sharif

Group sizes

Party witnessing the beginning of the An Ancient Violence Story arc in Alpha-2.[86]

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.[87]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[87][88][89]

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.[90]
  • Razziák will have 40 man groups.[91]
  • Content will be tailored for 40, 16 and 8 person group sizes.[39]
  • Arénák will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[92]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[93]
  • 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.[94][95][96][97]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[97]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[98], 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.[99]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[100]

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.[101] 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".[102]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[102] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[101]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[102]
  • 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.[103]

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.[103]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[104]

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.[104]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[105]

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.[105]Steven Sharif

Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[106]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[106]

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.[106]Steven Sharif

Leader boards

Players will be able to opt-in to track certain achievements on leaderboards, such as.[107]

Leaderboards may be seasonal.[108]

We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[107]Margaret Krohn
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Videók

Vizuális

Továbbiak

Hivatkozások

  1. Twitter - The way is shut! Trapped in this dwarven crypt.
  2. 2.0 2.1 2.2 Élő adás, 2018-09-27 (43:21).
  3. Élő adás, 2018-01-18 (16:34).
  4. Élő adás, 2018-02-09 (4:42).
  5. 5.0 5.1 Élő adás, 2017-06-01 (39:21).
  6. Élő adás, 2017-05-22 (20:59).
  7. 7.0 7.1 openworldinstancedsplit.png
  8. 8.0 8.1 Élő adás, 2020-03-28 (1:48:36).
  9. Élő adás, 2023-04-28 (1:15:22).
  10. 10.0 10.1 10.2 10.3 Élő adás, 2020-04-30 (1:32:06).
  11. Alpha-1 map.
  12. Élő adás, 2021-03-26 (39:08).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 13.9 Élő adás, 2020-07-25 (46:08).
  14. 14.0 14.1 14.2 steven-pois.png
  15. 15.0 15.1 steven-dungeons.png
  16. steven-underwater-dungeon-leak.png
  17. Élő adás, 2017-05-17 (30:53).
  18. Élő adás, 2020-03-28 (1:53:18).
  19. 19.0 19.1 19.2 Élő adás, 2017-05-19 (23:00).
  20. Élő adás, 2018-02-09 (45:30).
  21. Élő adás, 2020-03-28 (1:58:18).
  22. Élő adás, 2020-11-08 (12:40).
  23. 23.0 23.1 Élő adás, 2020-11-08 (12:47).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 Élő adás, 2023-01-27 (1:10:12).
  25. Élő adás, 2023-05-31 (41:16).
  26. 26.0 26.1 26.2 Élő adás, 2023-03-31 (1:20:41).
  27. Élő adás, 2023-05-31 (45:26).
  28. Interjú, 2021-06-13 (11:15).
  29. Dillias diary.
  30. 30.0 30.1 30.2 Élő adás, 2020-11-08 (0:00:00).
  31. Élő adás, 2020-11-08 (11:48).
  32. Video, 2023-03-31 (7:41).
  33. 33.0 33.1 Week 1, entry 1.
  34. 34.0 34.1 34.2 34.3 34.4 Élő adás, 2022-03-31 (1:23:06).
  35. 35.0 35.1 35.2 Élő adás, 2020-07-25 (1:24:56).
  36. Élő adás, 2022-06-30 (1:16:22).
  37. Video, 2023-01-27 (16:44).
  38. 38.0 38.1 Interjú, 2020-07-19 (8:43).
  39. 39.0 39.1 February 8, 2019 - Questions and Answers.
  40. 40.0 40.1 40.2 40.3 40.4 40.5 40.6 40.7 Interjú, 2020-07-18 (27:11).
  41. 41.0 41.1 41.2 41.3 Élő adás, 2017-05-24 (44:14).
  42. 42.0 42.1 42.2 steven-glint.png
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 43.7 Interjú, 2023-09-10 (53:47).
  44. 44.0 44.1 44.2 44.3 Élő adás, 2021-03-26 (1:07:33).
  45. 45.0 45.1 45.2 a419c5398b542a713545e4f393d67215.png
  46. 46.0 46.1 46.2 Podcast, 2017-05-05 (43:05).
  47. 47.0 47.1 steven-glint-rarity-level.png
  48. Interjú, 2020-07-20 (21:57).
  49. Élő adás, 2018-04-8 (PM) (55:49).
  50. Interjú, 2020-07-18 (1:00:15).
  51. Élő adás, 2022-06-30 (1:18:55).
  52. Élő adás, 2020-12-22 (1:15:01).
  53. Élő adás, 2017-05-03 (35:25).
  54. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  55. Élő adás, 2022-05-27 (1:14:46).
  56. Video, 2022-05-27 (2:21).
  57. 57.0 57.1 Élő adás, 2024-02-29 (1:22:09).
  58. Podcast, 2018-08-04 (1:44:54).
  59. 59.0 59.1 59.2 Video, 2023-10-31 (4:45).
  60. Élő adás, 2023-10-31 (1:06:32).
  61. Video, 2023-10-31 (3:34).
  62. 62.0 62.1 62.2 Élő adás, 2021-10-29 (1:06:31).
  63. 63.0 63.1 63.2 Video, 2023-10-31 (5:06).
  64. 64.0 64.1 Interjú, 2020-07-19 (1:08:22).
  65. 65.0 65.1 Interjú, 2019-04-17 (49:55).
  66. Video, 2023-10-31 (6:07).
  67. Video, 2023-10-31 (8:05).
  68. steven-stolen-glint.png
  69. 69.0 69.1 69.2 69.3 69.4 69.5 69.6 Élő adás, 2021-03-26 (50:33).
  70. Élő adás, 2021-03-26 (22:53).
  71. Élő adás, 2017-11-17 (36:22).
  72. 72.0 72.1 72.2 72.3 72.4 Élő adás, 2017-11-17 (18:29).
  73. 73.0 73.1 73.2 73.3 MMOGames interview, January 2017
  74. Élő adás, 2022-04-29 (40:21).
  75. jindrack-pois.png
  76. 76.0 76.1 Video, 2020-05-31 (26:42).
  77. Élő adás, 2017-07-28 (39:49).
  78. Video, 2023-03-31 (8:47).
  79. Élő adás, 2018-02-09 (10:42).
  80. 80.0 80.1 80.2 Interjú, 2020-07-19 (14:51).
  81. Interjú, 2020-07-19 (17:12).
  82. 82.0 82.1 Élő adás, 2023-05-31 (43:55).
  83. Interjú, 2021-06-13 (24:14).
  84. 84.0 84.1 84.2 Video, 2018-04-05 (40:08).
  85. Interjú, 2018-08-24 (8:52).
  86. Video, 2024-02-29 (33:57).
  87. 87.0 87.1 Élő adás, 2022-09-30 (2:40).
  88. Élő adás, 2020-11-30 (1:20:25).
  89. solo2.png
  90. 90.0 90.1 Group dynamics blog.
  91. Élő adás, 2017-05-09 (34:38).
  92. partysize.png
  93. Élő adás, 2017-05-26 (48:12).
  94. Élő adás, 2021-09-24 (52:48).
  95. Interjú, 2021-07-08 (57:19).
  96. Interjú, 2020-07-19 (44:28).
  97. 97.0 97.1 castle-siege-scale.png
  98. pillars-confusion.png
  99. Blog: 10 facts about castle sieges in the MMORPG.
  100. Élő adás, 2017-05-05 (23:26).
  101. 101.0 101.1 Élő adás, 2017-05-19 (25:18).
  102. 102.0 102.1 102.2 Élő adás, 2020-11-30 (1:16:09).
  103. 103.0 103.1 Élő adás, 2017-05-22 (57:37).
  104. 104.0 104.1 Interjú, 2018-05-11 (44:20).
  105. 105.0 105.1 Interjú, 2018-08-08 (11:52).
  106. 106.0 106.1 106.2 Élő adás, 2022-01-28 (17:50).
  107. 107.0 107.1 107.2 107.3 107.4 107.5 107.6 Élő adás, 2023-05-31 (2:21).
  108. 108.0 108.1 108.2 Élő adás, 2017-07-18 (58:50).
  109. Élő adás, 2017-05-15 (44:10).