Szintező
One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1] – Steven Sharif
A szintezés nem a hagyományos lineáris útvonalat fogja követni, bár lesznek klasszikus szintező mechanikák.[2] Tapasztalat (xp/tp) szerzésre sokféle tevékenység alkalmas:[3]
Egy karakter szintje látható lesz a többiek számára.[4]
Nem lesz bármilyen sebzést csökkentő hatás/szorzó szintkülönbség esetén, se Pvp-ben se PvE-ben.[5]
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[5] – Steven Sharif
Szint korlát
Megjelenéskor a szintkorlát 50 lesz.[6]
A fejlesztők szerint a legnagyobb szint eléréséhez körülbelül 45 napra lesz szükség, napi 4-6 óra játékidő esetén.[7][8]
- Alacsonyabb szintű karakterek is hasznosak lesznek nagy csaták (mint a Node ostrom) során, olyan tevékenységekben ami nem konkrétan a szintjüktől függ, mint az ostrom gépek kezelése, erődítmények javítása, közelségre hagyatkozó buffok biztosítása, lopakodás használata vagy falak megmászása. Ilyesfajta dolgok jelentősek a csata végkimenete szempontjából, de nem követelik meg a max szintet, vagy hogy jó harci statokkal rendelkezz.[9]
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[7] – Steven Sharif
Experience
Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as Pvp, PvE, Feltárása, Összegyűjtése/Feldolgozás/Ravaszkodó, and Events/Küldetések.[10][3]
- Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[11]
- A multiplier is then applied that increases with the number of party members.[12] The multiplier is between 1.3 and 1.4 (approximately).[13]
- Experience gained also takes into account the difference between the party's highest and lowest level characters.[12]
- Experience gained from quest rewards is not shared with other party members.[13]
- Experience gained is not affected by looting rights.[11]
- Experience will be awarded for participating in objective-based PvP on a diminishing returns basis.[14]
Skill points

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[16] – Steven Sharif
Players receive skill points at specific points as they level.[17] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[18][19][20][21]
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[17]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[17] – Steven Sharif
- It will not be possible to max all skills in a skill tree.[21]
- In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[22]
- Players are able to reset and reallocate their skill points.[23]
- Augments do not cost skill points.[24] It was previously stated that certain augments will have more expense required on the skill point side.[25]
- Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[26] – Steven Sharif
Végjáték
Nem a megszokott endgame várható az Ashes of Creation-ben.[27]
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[27] – Jeffrey Bard
We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[28] – Sarah Flanagan
Event levels
The level of a particular event can be based on the level of the content that triggers it, or it can be set to a higher level in order to drive traffic back to lower level zones.[29]
- For example, if the event takes place in a zone that has a base population of let's say average level 25, then one of the trigger conditions might be that 10 monsters of level 25 have been killed recently in that zone and the level 25 event will now spawn additional content designed for level 25 players. So these events aren't always going to be end-game they're going to be obviously appropriate based on the content in which the predicate system is informing, but they also could be something completely top level that is introduced at a lower-level area and brings population traffic of the players back to those types of things.[29] – Steven Sharif
Grind-olás
Ismétlődő játékmenet nem lesz a szintezés része az Ashes of Creation-ben.[30]
- Nem lesznek "grind-os" küldetések.[30]
- Nem lesznek ismétlés-teli küldetés vonalak egy Dungeon során, a felszerelés megszerzéséért.[31]
- A cél viszont az, hogy több csinálni való dolog legyen, mint amire a játékosnak ideje van.[30]
Mentor program
A szintek és készségek hatékonyságára nem lesznek szorzók alkalmazva, hogy kis szintű játékosok is részt vehessenek Dungeon-ökben nagy szintű társaikkal.[27]
- Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[27]
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.[32] – 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.[33][34][27]
- 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.[33] – Steven Sharif
AFK szintezés
Nem lesz AFK szintezés az Ashes of Creation-ben.[35]
Azt akarjuk hogy a játék játszva legyen. Ha van lehetőséged úgy haladni a játékmenetben, hogy közben tétlen vagy, akkor valamit elrontottunk.[35] – Jeffrey Bard
Kaszt fejlődés
Ahogy egy játékos halad az archetípusa fejlődésében, lehetősége lesz egy másodlagos archetípust választani, amivel augmentálja az elsődleges készségek hatásait, a másodlagos archetípus hatásaival.[36][37] Ezt az összetételt nevezzük egyszerűen kasztnak.[36][38][39]
Ha egy Fighter a Mage-et választja másodlagos archetípusként, akkor egy Spellsword lesz belőle. Ez a kombináció augmentációkat tesz elérhetővé, amiket az elsődleges készségek készségfáján lehet alkalmazni. A Fighter-ek számára elérhető a Rush képesség, amitől megrohamoznak egy célpontot; amikor elérik az említett célpontot, sebezést okoznak, és eséllyel a földhöz vágják azt. A Mage's escape augmentációt alkalmazni lehet a Rush képességen, amitől rohamozás helyett a célponthoz teleportál a karakter; ezzel a töltési időtől megszabadulva.[37]
Az összes elsődleges készségfában megtalálható készség több augmentációs opcióval is rendelkezik majd a másodlagos fából. Ezt jelenti a vízszintes fejlődés.[37]
- Az elsődleges készségekre alkalmazott augmentációk alapjaiba véve megváltoztatják a készség működését - a másodlagos archetípus/kaszt identitásához igazítva a készség hatását.[28]
- A másodlagos archetípus nem ad további készségeket.[40]
A játékos skill pontokra tesz szert ahogy felszintez. Ezekkel fejleszti a készségfából a készségeit.[21]
- Nem lesz lehetőség a készségfában lévő összes készséget teljesen felszintezni.[21]
A kaszt fejlődés nem befolyásolja egy karakter szakmai fejlődését.[41]
Zónák fejlődése
Dungeon-ök, Raid-ek, Világ-boss-ok, Mob-ok, Küldetések, Események, Nyersanyagok, Narratívák és további tartalmak A Node ZOI-jában sok ízben lesznek elérhetőek; de a Node fejlettsége és rassz befolyása korlátain belül.[42][43][44]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[45] – Steven Sharif
It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[46] – Steven Sharif

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[48] – Steven Sharif
There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[49]
- In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[49] – Steven Sharif
- Not all creatures are immediately hostile to players.[50][51] Some creatures may hunt other creatures.[52]
- We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[51] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[53]
- We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[53] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[54][46] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[55]
- Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[55] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[57][58] Screen shake will be customizable in user interface settings.[57][59][60]
- There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[57] – Steven Sharif
- Certain bosses and creatures will have voice lines along with other audio cues.[61]
Rested experience
Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[62][63]
- Rested experience allows players to gain experience at a faster rate for a period of time.[63]
- There are no current plans to replace rested experience with another bonus for max-level players.[64]
Pet fejlődés
Egyes pet-ek felszintezhetőek lesznek, és felszerelés is elérhető lesz számukra.[65]
- A harci pet-ek bevetik a tulajdonosuk erejének egy részét, olyan módon amitől az erő fejlődés vízszintes marad.[66]
Továbbiak
Hivatkozások
- ↑ 1.0 1.1 Élő adás, 2020-07-31 (1:05:58).
- ↑
- ↑ 3.0 3.1 Élő adás, 2017-05-24 (46:27).
- ↑ Élő adás, 2020-07-25 (1:33:37).
- ↑ 5.0 5.1 Élő adás, 2020-07-25 (1:34:55).
- ↑ Élő adás, 2017-12-15 (58:48).
- ↑ 7.0 7.1 Interjú, 2020-07-08 (1:07:59).
- ↑ Élő adás, 2017-05-24 (19:25).
- ↑ Interjú, 2020-07-08 (1:12:51).
- ↑ Interjú, 2018-10-20 (1:55).
- ↑ 11.0 11.1 Élő adás, 2020-07-31 (1:22:23).
- ↑ 12.0 12.1 Video, 2023-01-27 (30:00).
- ↑ 13.0 13.1 Élő adás, 2020-07-25 (44:46).
- ↑ Élő adás, 2022-05-27 (1:11:10).
- ↑ Élő adás, 2021-06-25 (23:08).
- ↑ Élő adás, 2020-08-28 (1:12:50).
- ↑ 17.0 17.1 17.2 Élő adás, 2023-07-28 (1:03:27).
- ↑ Interjú, 2020-07-29 (55:44).
- ↑ Interjú, 2020-07-19 (53:59).
- ↑ Interjú, 2020-07-18 (1:07:51).
- ↑ 21.0 21.1 21.2 21.3 Élő adás, 2017-07-28 (19:05).
- ↑ Élő adás, 2017-11-16 (30:02).
- ↑ Interjú, 2020-07-29 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interjú, 2020-07-18 (1:07:06).
- ↑ Élő adás, 2020-08-28 (1:19:24).
- ↑ 27.0 27.1 27.2 27.3 27.4 Video, 2018-04-05 (40:08).
- ↑ 28.0 28.1 February 8, 2019 - Questions and Answers.
- ↑ 29.0 29.1 Élő adás, 2022-04-29 (44:13).
- ↑ 30.0 30.1 30.2 Élő adás, 2017-05-15 (26:13).
- ↑ Interjú, 2018-08-24 (4:15).
- ↑ Interjú, 2018-08-24 (8:52).
- ↑ 33.0 33.1 Élő adás, 2023-05-31 (43:55).
- ↑ Interjú, 2021-06-13 (24:14).
- ↑ 35.0 35.1 Élő adás, 2018-09-27 (52:41).
- ↑ 36.0 36.1 36.2 Interjú, 2020-07-18 (1:05:04).
- ↑ 37.0 37.1 37.2
- ↑ Ashes of Creation class list.
- ↑
- ↑ Élő adás, 2017-05-03 (50:50).
- ↑ Élő adás, 2020-07-31 (1:31:11).
- ↑ Interjú, 2020-07-19 (19:35).
- ↑ Élő adás, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 46.0 46.1 46.2 Élő adás, 2021-03-26 (54:26).
- ↑ Élő adás, 2020-07-31 (1:45:40).
- ↑ Élő adás, 2020-06-26 (1:14:42).
- ↑ 49.0 49.1 Élő adás, 2017-05-26 (24:33).
- ↑ Video, 2023-05-31 (4:17).
- ↑ 51.0 51.1 Élő adás, 2023-02-24 (1:22:04).
- ↑ Video, 2023-05-31 (5:01).
- ↑ 53.0 53.1 Élő adás, 2021-06-25 (1:28:02).
- ↑ Interjú, 2023-09-10 (28:15).
- ↑ 55.0 55.1 Élő adás, 2022-05-27 (1:00:23).
- ↑ Élő adás, 2023-01-27 (1:10:12).
- ↑ 57.0 57.1 57.2 Élő adás, 2023-05-31 (43:04).
- ↑ Élő adás, 2023-05-31 (40:52).
- ↑ Video, 2022-06-30 (24:18).
- ↑
- ↑ Élő adás, 2023-05-31 (45:26).
- ↑ Élő adás, 2023-06-30 (27:52).
- ↑ 63.0 63.1 The mighty beard!
- ↑ Élő adás, 2023-06-30 (1:22:32).
- ↑
- ↑ Élő adás, 2019-06-28 (1:24:27).