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„Roles” változatai közötti eltérés
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== Ashes of Creation Apocalypse class kits == | == Ashes of Creation Apocalypse class kits == |
A lap 2021. április 13., 21:17-kori változata
Icon | Archetype | Type.[1] | Role.[2] | Resource.[3][4] |
---|---|---|---|---|
Bard | Arcane | Support | - | |
Cleric | Arcane | Support | Divine Power | |
Fighter | Martial | Damage | Combat Momentum | |
Mage | Arcane | Damage | - | |
Ranger | Martial | Damage | - | |
Rogue | Martial | Damage | - | |
Summoner | Arcane | - | - | |
Tank | Martial | Tank | Courage |
Az Ashes of Creation-ben a hagyományos szentháromság szerepkörök találhatóak meg: Tank, DPS és Támogató/Healer.[2][5]
- Bár a hagyományos szerepkörök vannak jelen, a játékos nincs az elsődleges archetípusa által korlátozva.[2][5]
- A készség augmentációk a kaszt rendszerben elérhetőek, és megengedik hogy az elsődleges archetípuson felül személyre szabd a készségeidet.[2][5][6]
- Meg van viszont a lehetőség, hogy rákoncentrálj az elsődleges archetípusodra, az általa biztosított szerepkört tovább erősítve.[2][5]
We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[6] – Steven Sharif
Balancing
A hatvannégy (64) kaszt felosztható nyolc elsődleges archetípusra. Az aktív képességek egyensúlya csak erre a nyolc elsődleges archetípusra vonatkozik.[7]
- Minden archetípushoz hozzá van rendelve négy csoportnyi augmentáció. Az augmentációk egyensúlya a nyolc archetípus négy-négy augmentáció csoportján múlik.[7]
Az egyensúly egy oly fontos része a kaszt rendszernek, hogy biztosra akarunk menni, hogy van betöltendő szerep minden lehetséges kombináció számára.[8] – Steven Sharif
Nem azért csinál az ember 64 kasztot, hogy aztán csak négy legyen kihasználva.[8] – Peter Pilone
Az egyensúly az Ashes of Creation-ben "csoport orientált".[9]
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.[9] – Steven Sharif
Bizonyos másodlagos archetípusok képesek "áthidalni a rést" az ellenszerük ellen.[10]
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.[10] – Steven Sharif
Class abilities
Primary skills (class abilities) are based on a player's archetype.[14][15]
- A player may choose a secondary archetype when they reach level 25.[16][17] The player can then augment their primary skills with effects from their secondary archetype.[14][16][17][15][18]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[19]
- Class skills are not affected by the type of weapon that is equipped.[20]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[21]
Skill points
Players receive skill points at specific points as they level.[23] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[24][25][26][27]
- 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.[28] – Steven Sharif
- 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.[23]
- 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.[23] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[29]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[30][31]
- Augments do not cost skill points.[32] It was previously stated that certain augments will have more expense required on the skill point side.[33]
- It will not be possible to max all skills in a skill tree.[27]
- 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.[34]
Best-in-slot items
What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[35][36]
- Crafted items are best-in-slot in Ashes of Creation.[37] Previously it was stated that crafted items will be on-par with best-in-slot items.[38]
- 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.[39]
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.[35]
- 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.[35] – Steven Sharif
- The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.[35][40]
- Different challenges are presented dynamically to players based on node progression and destruction. Situations that are based on a rock-paper-scissors design will inspire a horizontal gear chase. These dynamic challenges will change from month to month, causing a shift in demand in the economy as different builds are required by the new content.[40]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[41][40]
- 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.[40] – 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.[42]
- 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.[42] – Steven Sharif
Ashes of Creation Apocalypse class kits
Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[43]
- Warrior classes
- DPS classes
- Support classes
These classes relate to the trinity of classes: Tank, DPS and Support.[43][44]
- Skills/abilities are not tied specifically to weapons in castle siege mode.[45]
- It was previously stated that weapon skills are applied to augment a class' base skills.[46]
- Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[46][47]
We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[47] – Steven Sharif
Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[48]
Ashes of Creation Apocalypse healing
Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[49]
- Healing skills are proximity based: Centered on self or centered on projectile impact.[50][51]
- There will be healing potion bursts (healing grenades) that will grant life to allies.[51]
- Healing is part of Class kits that come into play during the testing of Ashes of Creation Apocalypse castle sieges.[50][46]
We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[49] – Steven Sharif
Továbbiak
Hivatkozások
- ↑ Interjú, 2020-07-29 (49:53).
- ↑ 2.0 2.1 2.2 2.3 2.4 Group dynamics blog.
- ↑ Élő adás, 2023-04-28 (1:02:04).
- ↑
- ↑ 5.0 5.1 5.2 5.3 Élő adás, 2017-05-22 (46:04).
- ↑ 6.0 6.1 Interjú, 2018-10-20 (2:40:16).
- ↑ 7.0 7.1 Interjú, 2018-10-20 (2:40:17).
- ↑ 8.0 8.1 Élő adás, 2017-05-24 (35:11).
- ↑ 9.0 9.1 Podcast, 2018-04-23 (59:28).
- ↑ 10.0 10.1 Podcast, 2018-04-23 (1:01:01).
- ↑
- ↑ Élő adás, 2017-10-16 (1:00:44).
- ↑ Interjú, 2018-08-08 (22:27).
- ↑ 14.0 14.1 Élő adás, 2023-12-19 (1:20:41).
- ↑ 15.0 15.1
- ↑ 16.0 16.1 Élő adás, 2023-07-28 (1:04:27).
- ↑ 17.0 17.1 Interjú, 2020-07-18 (1:05:04).
- ↑
- ↑ Élő adás, 2021-11-19 (50:38).
- ↑ Video, 2022-09-30 (17:00).
- ↑ Élő adás, 2021-09-24 (1:18:06).
- ↑ 22.0 22.1 Video, 2023-12-19 (5:29).
- ↑ 23.0 23.1 23.2 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).
- ↑ 27.0 27.1 Élő adás, 2017-07-28 (19:05).
- ↑ Élő adás, 2020-08-28 (1:19:24).
- ↑ Élő adás, 2023-12-19 (1:49:56).
- ↑ Élő adás, 2023-12-19 (1:46:12).
- ↑ Interjú, 2020-07-29 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interjú, 2020-07-18 (1:07:06).
- ↑ Élő adás, 2017-11-16 (30:02).
- ↑ 35.0 35.1 35.2 35.3 35.4 Interjú, 2023-07-09 (1:43:38).
- ↑ Élő adás, 2020-05-29 (1:33:11).
- ↑ Élő adás, 2022-06-30 (1:18:55).
- ↑ Élő adás, 2017-05-10 (14:45).
- ↑ Élő adás, 2022-03-31 (1:19:41).
- ↑ 40.0 40.1 40.2 40.3 Podcast, 2021-04-11 (54:35).
- ↑ Interjú, 2023-07-09 (1:40:41).
- ↑ 42.0 42.1 Élő adás, 2023-04-07 (1:15:02).
- ↑ 43.0 43.1 43.2 Élő adás, 2019-01-11 (41:20).
- ↑ Interjú, 2018-10-20 (11:38).
- ↑ Élő adás, 2019-11-22 (59:37).
- ↑ 46.0 46.1 46.2 Interjú, 2018-08-17 (8:16).
- ↑ 47.0 47.1 Élő adás, 2019-01-11 (58:40).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 49.0 49.1 Interjú, 2018-08-08 (19:40).
- ↑ 50.0 50.1 Interjú, 2018-08-17 (12:05).
- ↑ 51.0 51.1 Interjú, 2018-12-06 (2:04).