Game balance

Fonte: Ashes of Creation Wiki
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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.[1][2]

  • 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.[2]

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.[1]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.[1]Jeffrey Bard

O balanceamento em Ashes of Creation é focado em grupo não é baseado em combate 1vs1.[1][3]

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.[3]Steven Sharif

Alguns arquétipos secundários serão capazes de "encurtar a distância" que tem os seus counters.[4]

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.[4]Steven Sharif

Alpha-1 testing é inicialmente focado na funcionalidade base em vez de combate ou balanceamento.[5]

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[6][7][8][9][10][11][12][13][14][15][16][17][18] These synergies also apply to active skills from other characters.[6][19]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[6]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[20]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.​[21]

  • 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.[21]
  • A dificuldade crescente inspira uma progressão vertical mais tradicional que é comum em outros MMOs.[21]

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.[21]Steven Sharif

Papéis

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[22][23][24]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[25]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[26]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[27]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[28][27][29][30] It is unlikely that a player could purely focus on just Pvp or just PvE.[27][26][29][30]

Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[28]Steven Sharif
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX game design.[32][33][34][35][36]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[28][29][37]
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[36]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[40]

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[41][42][43]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[41]Steven Sharif

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[44]

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.[45]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[46]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[46]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[47]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[47]Steven Sharif

Casual vs. hardcore players

The multiple progression paths in Ashes of Creation are designed to suit different playstyles and offer different "lanes" for players depending on the time they have available to play.[48][49][50][51]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[49]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[52]
    • Lower level characters will have usefulness in mass combat that does not depend 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.[53]
There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[52]Steven Sharif
  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[49]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[49]
Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[49]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.[54][55][56]

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.[54]Steven Sharif

Mentor program

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[56]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[58]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[57]Steven Sharif

Ver também

Referências

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