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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]

Template:Regional bosses

List of world bosses

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

Boss mechanics

Boss fights will have fairly intricate mechanics.[17]

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.[17]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.[19]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[20]

  • Animation tells.
  • Templates.

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.[7]

  • Boss respawns will be randomized within certain windows and over variable locations.[3][4]
    • 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.[4]
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.[4]Steven Sharif

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.[27]

Artificial intelligence

Jermaine Torment of Illwind boss mob.[29]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[29]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[30][31]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[30][32][33][34]
    • Higher frequency of AoE attacks depending on how many players are participating.[32]
    • Unlock rage, recovery effects and buffs.[35][32]
    • Supporting other monster types or classes nearby.[35]
    • Additional adds and add classes.[32]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[36]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[37]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[30]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[38]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[38]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.[6][39][40]

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

Mentor program

A szintek és készségek hatékonyságára nem lesznek szorzók alkalmazva, hogy kis szintű játékosok is részt vehessenek Dungeon-ökben nagy szintű társaikkal.[40]

  • Lesz egy mentor program, amivel nagyobb szintű játékosoknak is megéri kisebb szintűekkel party-zni.[40]

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.[41]Steven Sharif

Fosztogatás

Alpha-2 looting UI preview.[42]

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.[42]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[43]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[44][45][46]

  • Group loot rules are defined on a per-rarity basis.[42]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[43]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[47]
  • There won't be auto-looting pets.[48]
  • It will be possible to kick a player from a party prior to them acquiring loot.[49]
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.[49]Steven Sharif
Free-for-all.[46]
  • Whoever is first to loot gets the loot.[44]
Lootmaster.[42][46]
  • 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.[46]
Round-robin.[42][46]
Need or greed.[42][46]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
Bidding system.[46]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[46]
    • The highest bidder wins the item.[46]
    • The gold then goes into a pool that is split among the rest of the party members.[46]

Loot tables

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.[68]

Hunting certificates

Glint in a player's inventory in Alpha-2.[70]

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.[70]Chris Justo

Glint rarities in Alpha-2.[70]

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.[71][72][54][73][51][52]

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.[74]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.[54][75][51][76][52] 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.[78][54]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[80][45]

  • 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.[80][45]
    • These numbers will be balanced based on testing.[80]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[80][45]
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[80]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.[81]Steven Sharif

Artwork

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 3.2 Élő adás, 2023-05-31 (41:16).
  4. 4.0 4.1 4.2 4.3 4.4 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 7.2 7.3 7.4 7.5 7.6 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. Forums - Dev Discussion #52 - Boss Mechanics
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Élő adás, 2018-04-8 (PM) (1:14:01).
  18. 18.0 18.1 Élő adás, 2022-05-27 (1:14:46).
  19. 19.0 19.1 19.2 Interjú, 2023-09-10 (32:16).
  20. Élő adás, 2017-05-22 (49:38).
  21. Élő adás, 2020-03-28 (1:58:18).
  22. Élő adás, 2020-11-08 (12:40).
  23. 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 (45:26).
  26. Interjú, 2021-06-13 (11:15).
  27. 27.0 27.1 27.2 Interjú, 2020-07-19 (14:51).
  28. Interjú, 2020-07-19 (17:12).
  29. 29.0 29.1 Élő adás, 2021-06-25 (21:24).
  30. 30.0 30.1 30.2 Interjú, 2023-09-10 (34:51).
  31. About Ashes of Creation.
  32. 32.0 32.1 32.2 32.3 Interjú, 2021-06-13 (22:20).
  33. Élő adás, 2017-07-28 (43:57).
  34. Élő adás, 2017-05-05 (11:55).
  35. 35.0 35.1 Élő adás, 2022-07-29 (1:23:56).
  36. Élő adás, 2022-02-25 (1:03:32).
  37. Élő adás, 2018-04-8 (PM) (3:56).
  38. 38.0 38.1 38.2 38.3 38.4 Podcast, 2018-05-11 (24:23).
  39. Interjú, 2021-06-13 (24:14).
  40. 40.0 40.1 40.2 Video, 2018-04-05 (40:08).
  41. Interjú, 2018-08-24 (8:52).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 Video, 2023-01-27 (16:44).
  43. 43.0 43.1 Video, 2023-01-27 (32:01).
  44. 44.0 44.1 Élő adás, 2020-11-30 (1:01:40).
  45. 45.0 45.1 45.2 45.3 Élő adás, 2020-07-25 (1:24:56).
  46. 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 46.11 Group dynamics blog.
  47. Élő adás, 2023-01-27 (1:08:06).
  48. Élő adás, 2022-04-29 (1:04:52).
  49. 49.0 49.1 Élő adás, 2023-05-31 (1:07:45).
  50. Élő adás, 2020-11-30 (1:12:03).
  51. 51.0 51.1 51.2 51.3 51.4 51.5 51.6 51.7 Interjú, 2020-07-18 (27:11).
  52. 52.0 52.1 52.2 52.3 Élő adás, 2017-05-24 (44:14).
  53. 53.0 53.1 53.2 steven-glint.png
  54. 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 Interjú, 2023-09-10 (53:47).
  55. 55.0 55.1 55.2 55.3 Élő adás, 2021-03-26 (1:07:33).
  56. 56.0 56.1 56.2 a419c5398b542a713545e4f393d67215.png
  57. 57.0 57.1 57.2 Podcast, 2017-05-05 (43:05).
  58. 58.0 58.1 steven-glint-rarity-level.png
  59. Élő adás, 2017-05-03 (35:25).
  60. Interjú, 2020-07-18 (1:00:15).
  61. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  62. 62.0 62.1 Interjú, 2020-07-19 (8:43).
  63. February 8, 2019 - Questions and Answers.
  64. Interjú, 2020-07-20 (21:57).
  65. Élő adás, 2018-04-8 (PM) (55:49).
  66. Élő adás, 2020-12-22 (1:15:01).
  67. Video, 2022-05-27 (2:21).
  68. 68.0 68.1 Élő adás, 2024-02-29 (1:22:09).
  69. Podcast, 2018-08-04 (1:44:54).
  70. 70.0 70.1 70.2 Video, 2023-10-31 (4:45).
  71. Élő adás, 2023-10-31 (1:06:32).
  72. Video, 2023-10-31 (3:34).
  73. 73.0 73.1 73.2 Élő adás, 2021-10-29 (1:06:31).
  74. 74.0 74.1 74.2 Video, 2023-10-31 (5:06).
  75. 75.0 75.1 Interjú, 2020-07-19 (1:08:22).
  76. 76.0 76.1 Interjú, 2019-04-17 (49:55).
  77. Video, 2023-10-31 (6:07).
  78. Video, 2023-10-31 (8:05).
  79. steven-stolen-glint.png
  80. 80.0 80.1 80.2 80.3 80.4 Élő adás, 2022-03-31 (1:23:06).
  81. Élő adás, 2022-06-30 (1:16:22).