Nivelamento

Fonte: Ashes of Creation Wiki
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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

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[2] Experience (XP) is gained through a variety of activities:[3]

A character's level will be visible to other players.[4]

There won't be any damage dampening due to differences in levels in either Pvp or PvE.[5]

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.[5]Steven Sharif

Level cap

The level cap at launch is expected to be around level 50.[6]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[7][8]

  • 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.[9]

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 you know 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.[7]Steven Sharif

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).[10]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[11]
    • Experience gained is not affected by looting rights.[10]
  • Experience gained from quest rewards is not shared with other party members.[11]

Skill points

Alpha-1 early preview skills UI.[12]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[12]Steven Sharif

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat/weapon skill trees.[13][14][15][16]

  • It will not be possible to max all skills in a skill tree.[16]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[17]
  • Players are able to reset and reallocate their skill points.[18]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[19]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[20]

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.[20]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[21]Sarah Flanagan

Grinding

Repetition will not be part of progression in Ashes of Creation.[22]

  • There will be no "grindy" quests.[22]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[23]
  • The aspiration is to have more things to do in the game than a player has time to do.[22]

Mentor program/ level scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[20]

  • 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.[20]

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 you 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.[24]Steven Sharif

AFK leveling

There will not be AFK leveling in Ashes of Creation.[25]

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.[25]Jeffrey Bard

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.[26][27] A combinação de modelos primários e secundários constitui uma classe.[26][28][29]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[26]

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.[27]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[27]

  • 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.[21]
  • Uma classe secundária não ofereçerá habilidades adicionais.[30]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[16]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[16]

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.[31][32][33]

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.[34]Steven Sharif

Goblin 3D render by Chris Atkins.[35]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[36]Steven Sharif

Alpha-0 cat mob from the flood plains environment.[38]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[39]Steven Sharif

Rested experience

Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[40]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

Pet progression

Some pets will be levelable and will have gear available to them.[41]

Ver também

Referências

  1. 1.0 1.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
  2. leveling.png
  3. Transmissão ao vivo, 2017-05-24 (46:27).
  4. Transmissão ao vivo, 2020-07-25 (1:33:37).
  5. 5.0 5.1 Transmissão ao vivo, 2020-07-25 (1:34:55).
  6. Transmissão ao vivo, 2017-12-15 (58:48).
  7. 7.0 7.1 Entrevista, 2020-07-08 (1:07:59).
  8. Transmissão ao vivo, 2017-05-24 (19:25).
  9. Entrevista, 2020-07-08 (1:12:51).
  10. 10.0 10.1 Transmissão ao vivo, 2020-07-31 (1:22:23).
  11. 11.0 11.1 Transmissão ao vivo, 2020-07-25 (44:46).
  12. 12.0 12.1 Transmissão ao vivo, 2020-08-28 (1:12:50).
  13. Entrevista, 2020-07-29 (55:44).
  14. Entrevista, 2020-07-19 (53:59).
  15. Entrevista, 2020-07-18 (1:07:51).
  16. 16.0 16.1 16.2 16.3 Transmissão ao vivo, 2017-07-28 (19:05).
  17. Transmissão ao vivo, 2017-11-16 (30:02).
  18. Entrevista, 2020-07-29 (54:44).
  19. Transmissão ao vivo, 2020-08-28 (1:19:24).
  20. 20.0 20.1 20.2 20.3 Vídeo, 2018-04-05 (40:08).
  21. 21.0 21.1 February 8, 2019 - Questions and Answers.
  22. 22.0 22.1 22.2 Transmissão ao vivo, 2017-05-15 (26:13).
  23. Entrevista, 2018-08-24 (4:15).
  24. Entrevista, 2018-08-24 (8:52).
  25. 25.0 25.1 Transmissão ao vivo, 2018-09-27 (52:41).
  26. 26.0 26.1 26.2 Entrevista, 2020-07-18 (1:05:04).
  27. 27.0 27.1 27.2 progression.png
  28. Ashes of Creation class list.
  29. archetypeclass.png
  30. Transmissão ao vivo, 2017-05-03 (50:50).
  31. Entrevista, 2020-07-19 (19:35).
  32. Transmissão ao vivo, 2017-05-15 (30:53).
  33. Blog - Know Your Nodes - The Basics.
  34. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  35. Transmissão ao vivo, 2020-07-31 (1:45:40).
  36. Transmissão ao vivo, 2020-06-26 (1:14:42).
  37. A world with consequences.
  38. Transmissão ao vivo, 2017-11-17 (15:56).
  39. Transmissão ao vivo, 2017-05-26 (24:33).
  40. The mighty beard!
  41. Pets.jpg
  42. Transmissão ao vivo, 2019-06-28 (1:24:27).