Gear progression

Fonte: Ashes of Creation Wiki
(Redirecionado de Power creep)
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In-game achievable sword and polearm 3D renders.[1]

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.[2]Steven Sharif

Armas have their own progression paths.[3][4]

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.[14]Steven Sharif

Combat skills

Alpha-2 work-in-progress weapon skill tree.[16]

The intent here is to give you choices. Either I want to extend and improve my combo, or I want just passive benefits that increase my attack speed or crit chance.[16]Brian Ferguson

Weapon skills grant passive skills and proc effects and other status conditions rather than usable skills on a player's action bar.[17] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[18][19][20][5][6][7][8][9][10][11][12][3][13][14] This synergy also applies to active skills from other characters.[19][21]

Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[18]Steven Sharif
Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[5]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[12]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[11]Steven Sharif

Gear enhancement

Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[14][26]

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.[26]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.[28]Steven Sharif

Gear proficiency

Gear proficiency is based on selection of passive skills to increase proficiency with armor and weapons.[29][13]

There are three specific categories in the skill tree for your classes. There is passive skills and these will- you can allocate skill points there that are going to essentially increase your proficiency with certain armors or with specific weapons, or you can add to your passive stat effect bonuses, like mana regeneration, health regeneration, health pool, and all those types of things.[29]Steven Sharif
  • Weapon proficiency based on length of use is not a planned feature.[13]
Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[13]Sarah Flanagan
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

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.[31][32]

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.[35]Steven Sharif

Enchantments

A few different professions participate in the creation of enchantment scrolls. Those enchantment scrolls are primarily going to be interfaced on the profession side with scribe, but once that scroll is created then it's in the hands of the open economy and players may utilize them to enchant weapons and stuff.[31]Steven Sharif

Mechanisms for achieving the safer enchantment routes would mainly be through very rare material acquisition and boss kills.[36]Steven Sharif

There are two types of enchantments for items: Vertical and horizontal.[37]

  • Vertical enchantments are a power progression for a crafted item. More damage or mitigations, added effects or bonuses.[33] Vertical enchantments include risks.[37]
    It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[39]Steven Sharif
    • Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[39][40][41]
    • There may be mechanisms for achieving safer over-enchantments, such as difficult to obtain enchantment scrolls, or very rare material acquisitions.[42][36][40]
    Personally, I am fine with RNG in enchantment, so long as there are special ways to mitigate the RNG with investment, to a degree. For example, difficult to obtain enchantment scrolls that insure enchantment efforts, and including a buffer of safe enchantment in earlier pluses.[42]Steven Sharif
  • Horizontal enchantments are more situational. For example: I'd like my sword to do force damage instead of holy damage because the monsters I tend to fight are incorporeal.[37]
    • This doesn't make the item more powerful, but instead more applicable to different situations, and less so to others.[37]
    • This type of enchanting assumes no risk, just time and effort.[37]

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.[2]

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.​[43]

  • 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.[43]
  • A dificuldade crescente inspira uma progressão vertical mais tradicional que é comum em outros MMOs.[43]

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.[43]Steven Sharif

Ver também

Referências

  1. Transmissão ao vivo, 2021-04-30 (53:08).
  2. 2.0 2.1 Entrevista, 2018-10-20 (2:53:52).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Transmissão ao vivo, 2020-01-30 (1:28:40).
  4. Transmissão ao vivo, 2018-05-04 (45:37).
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  13. 13.0 13.1 13.2 13.3 13.4 13.5 February 8, 2019 - Questions and Answers.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Transmissão ao vivo, 2018-06-04 (1:11:19).
  15. Transmissão ao vivo, 2021-06-25 (1:29:39).
  16. 16.0 16.1 Vídeo, 2023-12-19 (7:26).
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  18. 18.0 18.1 Transmissão ao vivo, 2024-01-31 (5:00).
  19. 19.0 19.1 Entrevista, 2023-07-09 (1:14:09).
  20. Transmissão ao vivo, 2022-12-02 (56:09).
  21. Entrevista, 2020-07-29 (55:44).
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  27. Entrevista, 2020-07-18 (16:34).
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  29. 29.0 29.1 Entrevista, 2020-07-29 (55:55).
  30. Podcast, 2017-05-05 (43:05).
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  34. Transmissão ao vivo, 2017-05-17 (58:55).
  35. 35.0 35.1 Transmissão ao vivo, 2021-03-26 (1:15:57).
  36. 36.0 36.1 steven-enchanting2.png
  37. 37.0 37.1 37.2 37.3 37.4 enchanting.png
  38. Rng crafting.jpg
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  41. 41.0 41.1 Transmissão ao vivo, 2017-05-05 (20:41).
  42. 42.0 42.1 steven-enchanting1.png
  43. 43.0 43.1 43.2 43.3 Podcast, 2021-04-11 (54:35).