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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.​[1]

  • 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.[1]
  • A dificuldade crescente inspira uma progressão vertical mais tradicional que é comum em outros MMOs.[1]

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.[1]Steven Sharif

PvE difficulty

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

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.[3]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.[4]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[4]
  • There will be mobs who's level is above the player level cap.[7]
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.[8]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.[9]Steven Sharif

Gear progression

In-game achievable sword and polearm 3D renders.[10]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[11]Steven Sharif

Armas have their own progression paths.[12][13]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[23]Steven Sharif

Best-in-slot items

What is considered best-in-slot is based on a character's role and the type of encounter they are facing.[25][26]

  • The goal is to not have overarching best-in-slot items that are meta for all situations.[25]

Gear enhancement

Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[23][30]

É muito provável que tenhamos um sistema de runas e depois, teremos a capacidade de fazer encantamentos a armas fora disso também... Isso nem será sempre uma progressão vertical... Parte disso é desistir de algo para obter algo mais; por isso talvez eu dê menos danos físico, mas mais dano mágico, esse tipo de coisa.[30]Jeffrey Bard

Não é como se você fosse necessariamente adquirir essas melhorias uma vez e depois está pronto para o PvP no que diz respeito a seus encantamentos, mas em vez disso terá de participar continuamente mês após mês a fim de continuar a ter esses encantamentos encaixados nos seus slots.[32]Steven Sharif

Enchanting

Enchanting is not an artisan profession in its own right. Scribes create scrolls that can be utilized by different professions to create enchantments relating to that profession.[33][34]

You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[37]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.[38]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.[39][40]

  • 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.[40]

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.[39]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.[39]Jeffrey Bard

O balanceamento em Ashes of Creation é focado em grupo não é baseado em combate 1vs1.[39][41]

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.[41]Steven Sharif

Alguns arquétipos secundários serão capazes de "encurtar a distância" que tem os seus counters.[42]

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.[42]Steven Sharif

Alpha-1 testing é inicialmente focado na funcionalidade base em vez de combate ou balanceamento.[43]

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[44]Steven Sharif

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.[11]

Ver também

Referências

  1. 1.0 1.1 1.2 1.3 Podcast, 2021-04-11 (54:35).
  2. Newsletter - June 2023.
  3. 3.0 3.1 3.2 Transmissão ao vivo, 2023-01-27 (1:34:06).
  4. 4.0 4.1 4.2 Entrevista, 2020-07-19 (14:51).
  5. Entrevista, 2021-06-13 (22:20).
  6. Entrevista, 2020-07-19 (17:12).
  7. Transmissão ao vivo, 2023-11-30 (1:53:50).
  8. Transmissão ao vivo, 2022-05-27 (1:20:35).
  9. Entrevista, 2023-07-09 (1:40:41).
  10. Transmissão ao vivo, 2021-04-30 (53:08).
  11. 11.0 11.1 Entrevista, 2018-10-20 (2:53:52).
  12. 12.0 12.1 12.2 Transmissão ao vivo, 2020-01-30 (1:28:40).
  13. Transmissão ao vivo, 2018-05-04 (45:37).
  14. Transmissão ao vivo, 2022-06-30 (1:12:38).
  15. Transmissão ao vivo, 2022-09-30 (53:15).
  16. Transmissão ao vivo, 2022-09-30 (43:45).
  17. Vídeo, 2022-09-30 (24:49).
  18. Podcast, 2021-09-29 (47:57).
  19. Entrevista, 2021-02-07 (49:18).
  20. Entrevista, 2020-07-19 (53:59).
  21. Entrevista, 2020-07-18 (1:07:51).
  22. 22.0 22.1 February 8, 2019 - Questions and Answers.
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Transmissão ao vivo, 2018-06-04 (1:11:19).
  24. Transmissão ao vivo, 2021-06-25 (1:29:39).
  25. 25.0 25.1 Entrevista, 2023-07-09 (1:43:38).
  26. Transmissão ao vivo, 2020-05-29 (1:33:11).
  27. Transmissão ao vivo, 2022-06-30 (1:18:55).
  28. Transmissão ao vivo, 2017-05-10 (14:45).
  29. Transmissão ao vivo, 2022-03-31 (1:19:41).
  30. 30.0 30.1 Transmissão ao vivo, 2018-06-04 (21:37).
  31. Entrevista, 2020-07-18 (16:34).
  32. 32.0 32.1 32.2 32.3 Entrevista, 2020-07-18 (14:22).
  33. 33.0 33.1 Transmissão ao vivo, 2022-05-27 (1:20:00).
  34. Transmissão ao vivo, 2017-05-26 (51:37).
  35. Transmissão ao vivo, 2023-11-30 (1:38:47).
  36. Transmissão ao vivo, 2017-05-17 (58:55).
  37. 37.0 37.1 Transmissão ao vivo, 2021-03-26 (1:15:57).
  38. Vídeo, 2018-04-05 (49:36).
  39. 39.0 39.1 39.2 39.3 Transmissão ao vivo, 2020-10-30 (33:26).
  40. 40.0 40.1 Entrevista, 2018-10-20 (2:40:17).
  41. 41.0 41.1 41.2 Podcast, 2018-04-23 (59:28).
  42. 42.0 42.1 Podcast, 2018-04-23 (1:01:01).
  43. Transmissão ao vivo, 2021-05-28 (1:13:05).
  44. Transmissão ao vivo, 2021-06-25 (1:10:52).