Gear enhancements

Fonte: Ashes of Creation Wiki
Revisão em 07h47min de 15 de agosto de 2022 por Lex (discussão | contribs) (Add section)

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Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[1][2]

É muito provável que tenhamos um sistema de runas e depois, teremos a capacidade de fazer encantamentos a armas fora disso também... Isso nem será sempre uma progressão vertical... Parte disso é desistir de algo para obter algo mais; por isso talvez eu dê menos danos físico, mas mais dano mágico, esse tipo de coisa.[2]Jeffrey Bard

Não é como se você fosse necessariamente adquirir essas melhorias uma vez e depois está pronto para o PvP no que diz respeito a seus encantamentos, mas em vez disso terá de participar continuamente mês após mês a fim de continuar a ter esses encantamentos encaixados nos seus slots.[4]Steven Sharif

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[5][6]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[9]Steven Sharif

Enchantments

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[5]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[10]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[11]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[7] Vertical enchantments include risks.[11]
    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[13]Steven Sharif
    • Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[13][14][15]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[16][10][14]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[16]Steven Sharif
  • Horizontal enchantments are more situational. This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[11]
    • For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[11]
    • This type of enchanting assumes no risk, just time and effort.[11]

Enchantment appearance

Enchantments have visual effects associated with them, such as glows and colors on weapons.[17][18]

PvP seasons

O desempenho em vários sistemas de Pvp (tais como Caravanas, Arena, Guerras Guild) é medido ao longo de 6 meses de temporadas de PvP. No final de cada temporada, a pontuação acumulada de um jogador pode desbloquear várias recompensas.[3]

Arena ladder

Haverá um sistema de rank de arenas.[19]

  • As recompensas para o rank de arenas serão reveladas mais tarde.[20]
  • Títulos poderão ser recebidos por participação em arenas.[21]
  • Pontos de arena que podem ser usados para comprar equipamento não estão planejados no momento.[21]

Guild ladder

Uma tabela de classificação interna irá rankear as guildas baseado no seu desempenho nas guerras de guilda e nos cercos a castelo.[22]

Quando a guilda participa de guerras entre guildas ou participa de cercos, você também poderá subir no rank na sua tabela de classificação interna da guilda para que você tenha direito de se gabar entre seus amigos''[22]Steven Sharif

Weapon progression

In-game achievable sword and polearm 3D renders.[23]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[24]Steven Sharif

Armas have their own progression paths.[25][26]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[1]Steven Sharif

Weapon skills

Alpha-2 work-in-progress Greatsword weapon skill tree.[37]

The intent here is to give you choices. Either I want to extend and improve my combo, or I want just passive benefits that increase my attack speed or crit chance.[38]Brian Ferguson

Weapon skills grant passive skills and proc effects and other status conditions, rather than usable skills on a player's action bar.[39] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[40][41][42][39][27][28][29][30][31][32][33][34][25][35][1] This synergy also applies to active skills from other characters.[41][43]

Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[40]Steven Sharif
Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[27]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[34]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[33]Steven Sharif

Weapon classes

Armas 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[48]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[49][32]

Elements

There are elements (such as Air, Earth, Fire, Water, Electrical) in Ashes of Creation each with their own resistances.[50][51][51][52][53][54]

  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[59]
We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[58]Steven Sharif

Ver também

Referências

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  2. 2.0 2.1 Transmissão ao vivo, 2018-06-04 (21:37).
  3. 3.0 3.1 3.2 3.3 3.4 Entrevista, 2020-07-18 (16:34).
  4. 4.0 4.1 4.2 4.3 Entrevista, 2020-07-18 (14:22).
  5. 5.0 5.1 5.2 Transmissão ao vivo, 2022-05-27 (1:20:00).
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  10. 10.0 10.1 steven-enchanting2.png
  11. 11.0 11.1 11.2 11.3 11.4 enchanting.png
  12. Rng crafting.jpg
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  16. 16.0 16.1 steven-enchanting1.png
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  18. 18.0 18.1 18.2 Official Livestream - May 4th @ 3 PM PST - Q&A
  19. partysize.png
  20. arena rewards.png
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  50. Fissure Description.png
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