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The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[3]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[8]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[8]
  • A single digit percentage of the population will be capable of defeating certain content.[8]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[9]
  • 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 design of Ashes of Creation.[11][12][13][14][15]

List of world bosses

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

Nyílt világ

Alfa-1 open world Dungeon bejárat.[16]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[17]Steven Sharif

Az Ashes of Creation zökkenőmentes open-world élményt nyújt.[18]

  • Nincs töltő képernyő / töltési idő a régiók közötti haladás közben.

Lesznek open world Dungeon-ök és Raid-ek. A cél az hogy az open world érzés megmaradjon, miközben a példányosítás előnyei is ki legyenek használva.[19]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[18]Jeffrey Bard

A PvP megjelölés rendszer megnyitja a kapukat a nyílt összeütközések előtt.[22]

Boss mechanics

Boss fights will have fairly intricate mechanics.[24]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[24]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[26]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[27]

  • Animation tells.
  • Templates.

PvE nehézség

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.[28]

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.[6][30][31]

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.[6]Steven Sharif

Fosztogatás

Alpha-2 looting UI preview.[32]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[32]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[33]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[34][35][36]

  • Group loot rules are defined on a per-rarity basis.[32]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[33]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[37]
  • There won't be auto-looting pets.[38]
  • It will be possible to kick a player from a party prior to them acquiring loot.[39]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[39]Steven Sharif
Free-for-all.[36]
  • Whoever is first to loot gets the loot.[34]
Lootmaster.[32][36]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[36]
Round-robin.[32][36]
Need or greed.[32][36]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
Bidding system.[36]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[36]
    • The highest bidder wins the item.[36]
    • The gold then goes into a pool that is split among the rest of the party members.[36]

Loot tables

Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[41][42]

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.[59]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[61][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.[61][35]
    • These numbers will be balanced based on testing.[61]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[61][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[61]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.[62]Steven Sharif

Vizuális

Továbbiak

Hivatkozások

  1. Video, 2020-05-31 (17:20).
  2. 2.0 2.1 2.2 Interjú, 2023-09-10 (28:15).
  3. 3.0 3.1 Élő adás, 2023-05-31 (41:16).
  4. 4.0 4.1 Élő adás, 2023-03-31 (1:20:41).
  5. Élő adás, 2021-03-26 (54:26).
  6. 6.0 6.1 6.2 6.3 Élő adás, 2023-05-31 (43:55).
  7. 7.0 7.1 Élő adás, 2020-07-25 (46:08).
  8. 8.0 8.1 8.2 Podcast, 2018-08-04 (1:42:14).
  9. Élő adás, 2021-11-19 (55:31).
  10. Élő adás, 2023-05-31 (42:06).
  11. Élő adás, 2023-05-31 (45:47).
  12. Élő adás, 2023-04-07 (55:22).
  13. Élő adás, 2023-03-31 (1:00:16).
  14. Élő adás, 2022-10-28 (32:52).
  15. Élő adás, 2017-06-01 (37:39).
  16. Élő adás, 2020-04-30 (1:05:34).
  17. 17.0 17.1 Interjú, 2020-07-19 (11:04).
  18. 18.0 18.1 18.2 Élő adás, 2017-05-22 (20:59).
  19. dungeon open.png
  20. openworldinstancedsplit.png
  21. Élő adás, 2020-03-28 (1:48:36).
  22. Élő adás, 2017-05-19 (24:17).
  23. Forums - Dev Discussion #52 - Boss Mechanics
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 Élő adás, 2018-04-8 (PM) (1:14:01).
  25. 25.0 25.1 Élő adás, 2022-05-27 (1:14:46).
  26. 26.0 26.1 26.2 Interjú, 2023-09-10 (32:16).
  27. Élő adás, 2017-05-22 (49:38).
  28. 28.0 28.1 28.2 Interjú, 2020-07-19 (14:51).
  29. Interjú, 2020-07-19 (17:12).
  30. Interjú, 2021-06-13 (24:14).
  31. Video, 2018-04-05 (40:08).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 Video, 2023-01-27 (16:44).
  33. 33.0 33.1 Video, 2023-01-27 (32:01).
  34. 34.0 34.1 Élő adás, 2020-11-30 (1:01:40).
  35. 35.0 35.1 35.2 35.3 Élő adás, 2020-07-25 (1:24:56).
  36. 36.00 36.01 36.02 36.03 36.04 36.05 36.06 36.07 36.08 36.09 36.10 36.11 Group dynamics blog.
  37. Élő adás, 2023-01-27 (1:08:06).
  38. Élő adás, 2022-04-29 (1:04:52).
  39. 39.0 39.1 Élő adás, 2023-05-31 (1:07:45).
  40. Élő adás, 2020-11-30 (1:12:03).
  41. 41.0 41.1 Interjú, 2020-07-19 (8:43).
  42. February 8, 2019 - Questions and Answers.
  43. 43.0 43.1 Interjú, 2020-07-18 (27:11).
  44. Élő adás, 2017-05-24 (44:14).
  45. steven-glint.png
  46. Interjú, 2023-09-10 (53:47).
  47. Élő adás, 2021-03-26 (1:07:33).
  48. a419c5398b542a713545e4f393d67215.png
  49. Podcast, 2017-05-05 (43:05).
  50. steven-glint-rarity-level.png
  51. Interjú, 2020-07-20 (21:57).
  52. Élő adás, 2018-04-8 (PM) (55:49).
  53. Interjú, 2020-07-18 (1:00:15).
  54. Élő adás, 2022-06-30 (1:18:55).
  55. Élő adás, 2020-12-22 (1:15:01).
  56. Élő adás, 2017-05-03 (35:25).
  57. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  58. Video, 2022-05-27 (2:21).
  59. 59.0 59.1 Élő adás, 2024-02-29 (1:22:09).
  60. Podcast, 2018-08-04 (1:44:54).
  61. 61.0 61.1 61.2 61.3 61.4 Élő adás, 2022-03-31 (1:23:06).
  62. Élő adás, 2022-06-30 (1:16:22).