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Világ főnökök
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[2][3] This content adapts to the node progression of the zone it is in.[1][4]
- Additional buildings will spawn.[1]
- Additional mobs will spawn.[1]
- Different antagonists/leaders with different story lines.[1][4]
- Populations will change.[4]
- Content difficulty will change.[4]
- The content may be different altogether.[4]
- Additional quest hooks.[1]
- Dungeons will be unlocked when certain nodes advance to certain stages.[5]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[5]
- POI events are events that relate to specific points-of-interest (POI).[9]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[10]
- 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 academic 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.[5]
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[13]
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.[14] 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".[15]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[15] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[14]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[15]
- 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.[16]
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.[16] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[17]
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.[17] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[18]
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.[18] – Steven Sharif
Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[19]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[19]
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.[19] – Steven Sharif
Monster Coins
Monster Coins enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[24][25][26]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[20]
Monster coin events are system spawned events.[25][27]
- They are structured in a way to prevent groups from gaming the system.[27]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[28]
- Server messages appear for players in the vicinity of these dynamic events.[29]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[21]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[21] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[30]
- Monster coins only allow a character to participate in events on their own server.[31]
- NPC hate lists do not affect monster coin events.[21]
The Ancients are not going to be part of the monster coin system.[32]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[33] – Steven Sharif
Továbbiak
Hivatkozások
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Élő adás, 2021-03-26 (50:33).
- ↑ Élő adás, 2021-03-26 (22:53).
- ↑ Élő adás, 2017-11-17 (36:22).
- ↑ 4.0 4.1 4.2 4.3 4.4 Élő adás, 2017-11-17 (18:29).
- ↑ 5.0 5.1 5.2 5.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ Élő adás, 2020-07-25 (46:08).
- ↑ Élő adás, 2022-04-29 (40:21).
- ↑
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Élő adás, 2017-05-05 (23:26).
- ↑ 14.0 14.1 Élő adás, 2017-05-19 (25:18).
- ↑ 15.0 15.1 15.2 Élő adás, 2020-11-30 (1:16:09).
- ↑ 16.0 16.1 Élő adás, 2017-05-22 (57:37).
- ↑ 17.0 17.1 Interjú, 2018-05-11 (44:20).
- ↑ 18.0 18.1 Interjú, 2018-08-08 (11:52).
- ↑ 19.0 19.1 19.2 Élő adás, 2022-01-28 (17:50).
- ↑ 20.0 20.1 Types of Events on Verra.
- ↑ 21.0 21.1 21.2 21.3 Élő adás, 2022-07-29 (1:20:24).
- ↑ Video, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Élő adás, 2023-06-30 (1:50:52).
- ↑ 25.0 25.1 Élő adás, 2022-04-29 (39:00).
- ↑
- ↑ 27.0 27.1
- ↑ Élő adás, 2017-05-26 (22:19).
- ↑ Élő adás, 2017-05-03 (36:25).
- ↑ Élő adás, 2017-05-03 (35:25).
- ↑ Élő adás, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).