Nivelamento

Fonte: Ashes of Creation Wiki
(Redirecionado de Character progression)
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Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

Nivelamento won't follow a traditional linear path, although classic mechanics for leveling exist.[2][3]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[4]Steven Sharif
  • Some levels may offer more rewards than others.[12]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[12]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[13]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[15]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[16]

Level cap

The level cap at launch is expected to be level 50.[17][18]

[[{{{2}}}]] (estágio 3).[17]

Lower level characters will have usefulness in mass combat (such as Cercos de base) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[25]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[19]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[26][27][28]

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.[26]Steven Sharif

Experience

Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as Pvp, PvE, Exploração, Coleta/Processamento/Fabricação, Events/Missões, Grinding mobs.[8][2][9][10]

  • XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[9]
  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[29]
    • A multiplier is then applied that increases with the number of party members.[30] The multiplier is between 1.3 and 1.4 (approximately).[31]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[30]
    • Experience gained from quest rewards is not shared with other party members.[31]
  • Experience gained is not affected by looting rights.[29]

Rested experience

Tavernas offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[32][33]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[33]
  • There are no current plans to replace rested experience with another bonus for max-level players.[34]
  • Rested experience increases the rate that experience debt is paid back.[35]

Skill points

Alpha-1 early preview skills UI.[36]

É aqui que os jogadores alocam pontos de habilidade em suas habilidades ativas, suas habilidades passivas - que podem aprimorar seu uso de armas e armaduras e regeneração da saúde e stats passivos e coisas assim - mas no lado das armas, é onde você se especializará em certos tipos de procs baseados em grupos de armas. Por isso, já falamos um pouco sobre isso no passado: Se você tiver uma adaga, as adagas podem ter a chance de causar um sangramento em seu ataque com armas e isso se sinergizaria com uma habilidade ativa, como digamos Backstab, que faz danos adicionais se o alvo estiver sob um efeito de sangramento. Agora dissemos no passado que os jogadores serão capazes de alocar pontos de habilidade em suas habilidades ativas que são mais voltadas tanto para o combate de ação quanto para o alvo de tabulação.[36]Steven Sharif

Os jogadores recebem skill points a medida que sobem de level. Esses pontos podem ser usados para upar as habilidade (aumentar o seu rank) dentro das árvores de habilidades ativas, passivas ou de combate/arma.[37][38][39][40]

  • Não será possivel upar ao máximo todas as habilidade em uma árvore de habilidade.[40]
  • Em relação a progressão de habilidade os jogadores conseguem escolher ter uma variedade maior de habilidade, ou ter um numero menor e mais especifico de habilidades.[41]
  • Os jogadores tem a opção de resetar e realocar os seus pontos de habilidade.[42]


Tornar as habilidades ativas capazes de receber alocações de pontos de habilidade adicionais e desbloquear recursos adicionais de modo que, do ponto de vista da escolha dos jogadores, caberá a você decidir se quer ou não ser mais diversificado, mas menos profundo - mais amplo e não mais versátil, em algumas dessas escolhas de habilidades. Ou se você quiser ser muito versátil, isso será algo que caberá ao jogador nesse aspecto.[43]Steven Sharif

Respeccing

Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[44][42]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[44]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[45][46]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[44]

Progressão

Progressão occurs through a variety of pathways.[47][48]

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[6]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[50]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[47]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. Gear may become more influential on player power closer toward endgame.[52]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[52]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[54]Steven Sharif

Class progression

À medida que um jogador progride com seu modelo primário, ele terá a oportunidade de escolher um modelo secundário para modificar suas habilidades primárias com efeitos do modelo secundário.[55][56] A combinação de modelos primários e secundários constitui uma classe.[55][57][58]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[55]

Se um Lutador escolhesse Mage como seu modelo secundário, esse lutador se tornaria um Spellsword. Essa combinação abre espaço para modificações que podem ser aplicadas às habilidades da árvore de habilidades primária. Lutadores têm a habilidade Investida que permite que eles avancem contra um alvo; ao chegar nesse alvo, eles causam uma certa quantia de dano com a chance de derrubar o oponente. A modificação Mage's escape poderia ser aplicada à habilidade Investida, que agora teleportaria o jogador para o alvo , eliminando o tempo necessário para avançar até o inimigo.[56]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[56]

  • Modificações em habilidades primárias mudarão fundamentalmente a maneira como as habilidades funcionam - adaptando o que a habilidade fazia para incorporar a identidade do segundo modelo/classe.[59]
  • Uma classe secundária não ofereçerá habilidades adicionais.[60]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[40]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[40]

Zonas e progressão

Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[61][62][63]

Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[64]Steven Sharif

End game

Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[65][28]

Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[65]Steven Sharif
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[28]Jeffrey Bard

Grinding

Repetition will not be part of progression in Ashes of Creation.[66]

  • There will be no "grindy" quests.[66]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[67]
  • The aspiration is to have more things to do in the game than a player has time to do.[66]

AFK leveling

There will not be AFK leveling (auto-leveling) in Ashes of Creation.[13][14]

We want this game to be played. If there are things that you can do to not play the game and still progress, we've done something wrong.[14]Jeffrey Bard

Ver também

Referências

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