Best-in-slot items

Fonte: Ashes of Creation Wiki
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What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[1][2]

  • The goal is to not have overarching best-in-slot items that are meta for all situations.[1]
  • 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.[5]

Itens criados

Itens fabricados estarão no mesmo patamar dos melhores items.[4]

Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[10]

A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[11]Sarah Flanagan

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.[31]

Saques

Alpha-2 looting UI preview.[12]

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.[12]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[33]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[34][35][36]

  • Group loot rules are defined on a per-rarity basis.[12]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[33]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[37]
  • There won't be auto-looting pets.[38]
  • It will be possible to kick a player from a party prior to them acquiring loot.[39]
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.[39]Steven Sharif
Free-for-all.[36]
  • Whoever is first to loot gets the loot.[34]
Lootmaster.[12][36]
  • 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.[36]
Round-robin.[12][36]
Need or greed.[12][36]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
Bidding system.[36]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[36]
    • The highest bidder wins the item.[36]
    • The gold then goes into a pool that is split among the rest of the party members.[36]

Gear sets

2nd Sword Division non-cosmetic gear set 3D renders. 3D model by Keith Kovach.[41]

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[42]Steven Sharif

Equipping the Titanbark gear set in Alpha-2.[43]

We're going relatively traditional in the gear access points by being driven by level tier that players will have access to. So as you advance in your adventuring class you will begin to unlock the ability to equip gear of a higher level.[44]Steven Sharif

Gear sets (also known as tier sets) are a part of Ashes of Creation.[45][44][46]

Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[45]Steven Sharif
  • Players gain bonuses depending on the number and tier of pieces they have equipped.[45][44][46]
    • An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[47]
    • There may be set bonuses that members of certain communities will obtain based on gear set type.[45][46]
    • Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[48]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • Certain set bonuses may trade off core gear stats.[54]
  • There are passive abilities that can be chosen to become more adept with certain set types.[46]
  • There will be viable non-set builds.[54]

Item rarities

Item rarities in Ashes of Creation.

Tumok the Wretched Alpha-2 world boss.[63]

Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[64]Steven Sharif

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[65]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[65]
  • There will be mobs who's level is above the player level cap.[68]
Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}}Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[69]Steven Sharif
Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[70]Steven Sharif

Ashes of Creation will be easy to understand yet hard to master.[71]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[72]Steven Sharif

Meta

A efetividade das classes, skills e equipamento irá depender do adversário ou do encontro. Irão existir builds melhores para certos tipos de desafios ou níveis de dificuldade. Esse design tem como objetivo evitar metas óbvios ou builds padrões no Ashes of Creation.​[73]

  • Diferentes desafios são apresendados aos jogadores baseado na progressão e destruição dos nodes. As situações que são baseadas em um design de pedra-papel-tesoura irão incentivar a busca por gear. Esses desafios dinamicos irão mudar de mês a mês, causando uma mudança na demanda da economy a medida que diferentes builds passam a ser necessárias para novos conteúdos.[73]
  • A dificuldade crescente inspira uma progressão vertical mais tradicional que é comum em outros MMOs.[73]

Muitas vezes você apenas tem uma escala de poder muito vertical e isso determina essa busca, mas quando você tem uma variedade de relevância entre certos tipos de adversários e essa variedade muda com o tempo por causa da atividade do jogador - e então isso afeta a economia e o sistema de crafting e quem estava produzindo o que para qual demanda - e tudo fica abalado. Esse é um ambiente muito divertido para existir nele apresenta uma situação mais dinâmica do que uma seleção mais padrão.[73]Steven Sharif

Game balance

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[74]Steven Sharif

Class balance

As sessenta e quatro (64) classes são divididas em oito arquétipos primários. O balançeamento de habilidades ativas se relaciona apenas a estes oito arquétipos primários.[75][76]

  • Há quatro grupos primários de aprimoramentos atribuídos a cada arquétipo base. O balanceamento dos aprimoramentos está relacionado aos quatro grupos de aprimoramentos para cada um dos oito arquétipos.[76]

Embora os aprimoramentos mudem radicalmente a forma como suas habilidades ativas funcionam, ainda há um foco principal no arquétipo base em si e não em todas as 64 classes.[75]Steven Sharif

Não estamos realmente falando de 64 classes distintas, estamos falando de oito classes com 64 variantes... Não há tanta variação entre as 64 classes como vocês podem pensar. Não é como se você conhecesse 64 versões diferentes de... classes radicalmente diferentes.[75]Jeffrey Bard

O balanceamento em Ashes of Creation é focado em grupo não é baseado em combate 1vs1.[75][77]

Haverá encontros de 1vs1 onde uma classe será superior a outra; e essa será uma dinâmica de pedra-papel-tesoura. Queremos que hajam "counters" entre as diferentes classes. Em vez disso, será um equilíbrio focado no grupo, onde, enquanto houver diversidade de classes presentes, será um campo de jogo igualitário. Vai ser muito dependente de habilidade e estratégia.[77]Steven Sharif

Alguns arquétipos secundários serão capazes de "encurtar a distância" que tem os seus counters.[78]

Alguns arquétipos são capazes de compensar a desvantagem de suas contrapartes. Se eu sou um arquétipo de Tanque e um Mage é meu counter, eu posso pegar um Mage secundário e diminuir a distância; e então chegar ligeiramente mais perto.[78]Steven Sharif

Alpha-1 testing é inicialmente focado na funcionalidade base em vez de combate ou balanceamento.[79]

Ver também

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