Dinâmicas de grupo

Fonte: Ashes of Creation Wiki
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Group dynamics aim to bring players together.[1]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[1]

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[3]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[4]

  • The party size is eight (8) players for a single group.[1]
  • Raids will have 40 man groups.[5]
  • Content will be tailored for 40, 16 and 8 person group sizes.[6]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[7]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[8]
  • Cercos do castelo are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[3]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[1]

Content isn't locked behind guilds.[9]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[10]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Experience

  • 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).[11]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[12]
    • Experience gained is not affected by looting rights.[11]
  • Experience gained from quest rewards is not shared with other party members.[12]

Alpha-0 group size

The party size in Alpha-0 is six (6).[13]

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[14]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[14]Steven Sharif

Balancing

As sessenta e quatro(64) classes são dividas entre oito tipos primários. O balanceamento das habilidades ativas se refere somente a esses oito modelos primários. [15]

  • Haverão 4 grupos primários de modificações atreladas a cada modelo. O balanceamento das especializações será relacionado a quatro grupos de modificações para cada um dos oito modelos.[15]

Balanceamento é um aspecto importante para o sistema de classes e queremos garantir que cada combinação tenha o seu papel.[16]Steven Sharif

Você não cria 64 classes esperando que somente 4 sejam usadas[16]Peter Pilone

O balanceamento em Ashes of Creation é "focado em grupos".[17]

Haverão lutas de 1x1 onde classe será superior a outra; e essa aplicação será como pedra-papel-tesoura. Nós queremos que exista um "counter-play" (contra-jogo) entre as diferentes classes... Mas também terá um balanceamento de grupo, onde desde que você tenha uma diversidade de classes presente no grupo, haverá uma igualdade no nível nos jogadores presentes no campo de batalha. Tudo dependerá muito da habilidade e estratégia dos grupos.[17]Steven Sharif

Alguns modelos secundários serão capazes de "compensar" a desvantagem contra sua anti-classe.[18]

Alguns modelos são capazes de compensar suas anti-classes. Por exemplo, se eu sou um modelo Tank e um Mago é a minha anti-classee, eu posso pegar Mago como minha secundária e meio que reduzir a desvantagem um pouco; ee me aproximar da identidade de um Mago, mesmo que só um pouco.[18]Steven Sharif

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Quadro de mensagens are used to encourage localized grouping.[19]

Quadro de mensagens

Quadro de mensagens estão disponíveis dentro de bases[19] e de tavernas de jogadores.[21]

Bulletin board jobs

Job types include.[19]

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[26][1]

Lootmaster
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.
Round-robin
With round-robin looting, party members take turns looting.
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 items 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

Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[1][27]

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.[28]Steven Sharif

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[29]

Afiliações

An affiliation tree is under development that determines which entities can participate in attacks against other entities within its hierarchy.[30]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[30]Steven Sharif

Ver também

Referências