Diferenças entre edições de "Group dynamics"
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m (Minor edits) |
m (→Group sizes) |
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* The party size is eight (8) players for a single group.<ref name="group"/> | * The party size is eight (8) players for a single group.<ref name="group"/> | ||
* [[Raids]] will have 40 man groups.<ref>[https://youtu.be/hIVnt8SDdrY?t=2079 Ashes of Creation Q&A, 9 May 2017]</ref> | * [[Raids]] will have 40 man groups.<ref>[https://youtu.be/hIVnt8SDdrY?t=2079 Ashes of Creation Q&A, 9 May 2017]</ref> | ||
− | * [[Arenas]] will have 1 man, 3 man, 5 man and possibly 20 man [[wikipedia:Deathmatch|Free-For-All (Deathmatch)]] group sizes.<ref>[[File:partysize.png]]</ref> | + | * [[Arenas]] will have 1 man, 3 man, 5 man and possibly 20 man [[wikipedia:Deathmatch|Free-For-All (Deathmatch)]] group sizes.<ref>[[File:partysize.png|350px]]</ref> |
== Looting rules == | == Looting rules == |
Revisão das 19h56min de 15 de outubro de 2017
Group dynamics aim to bring players together.[1]
Ashes of Creation is still very much in-development. These systems could change through playtesting and player feedback.[1]
Group sizes
- The party size is eight (8) players for a single group.[1]
- Raids will have 40 man groups.[2]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[3]
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party leader.[1]
Lootmaster
A lootmaster (or master looter) is a player designated by the party leader to decide how loot is distributed in a party or raid.[4]
Round-robin
With round-robin looting, party members take turns looting.[5]
Need before greed
This is a traditional need before greed system based on dice rolls.
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on instead of rolling for them.[1]
- The highest bidder wins the item.
- The gold then goes into a pool that is split among the rest of the party members.
Party Roles
There will be traditional Tank, DPS, and Support roles in Ashes of Creation.[1]
- Although traditional roles are present, players should not feel branded by their primary archetype.
- Skill augments available through the class system allow characters to be personalized outside of their primary role.
- Players can also double down on their archetype choice to strengthen their primary role.