There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you. – Steven Sharif
- 1 Missões
- 2 PvE difficulty
- 3 Masmorras
- 4 Raids
- 5 Moedas do monstro
- 6 Chefes mundiais
- 7 Adaptive content
- 8 Artificial intelligence
- 9 Dinâmicas de grupo
- 10 PvX
- 11 Arte
- 12 Ver também
- 13 Referências
We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.
- The higher the difficulty, the better the loot tables will be.
- Bosses and mobs will not auto-scale based on group size.
- Open world dungeons will be populated to facilitate multiple groups within the dungeon.
- Instanced dungeons will also be present and will cater for solo and group questlines.
There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them. – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.
- Mobs and mob mechanics will become more difficult.
- Terrain and environmental dangers will increase.
We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline. – Steven Sharif
Moedas do monstro
Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.
- They are structured in a way to prevent groups from gaming the system.
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.
- Server messages appear for players in the vicinity of these dynamic events.
- Drop tables are disabled for player controlled monsters.
- Populations will change.
- Content difficulty will change.
- The content may be different altogether, depending on what is developed and how.
- Different types of antagonists with different story lines.
- Some dungeons will only be unlocked if nodes are developed to certain stages.
- Storyline objectives for players inside dungeons will depend on the story arc paths chosen through the node system.
- Drop tables in areas and dungeons will be tied into the progression of certain areas.
Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.
Raids will also have dynamic elements that can change from session to session.
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.
- Variables are manifested based on node progression.
One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players. – Steven Sharif
Player driven narrative
The world of Verra will be the same on each server, but Bases will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.
It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game. – Steven Sharif
- Utilizing new AI technology that hasn't been seen in other MMORPG projects.
- Bosses are scripted and make decisions dynamically during boss fights.
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.
There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes. – Steven Sharif
Dinâmicas de grupo
- The party size is eight (8) players for a single group.
- Raids will have 40 man groups.
- Content will be tailored for 40, 16 and 8 person group sizes.
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.
- 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.
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.
- Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.
- This includes systems that will likely focus on single group sized participants while the larger battle is occurring.
Ashes of Creation Apocalypse group sizes
- Ashes of Creation Apocalypse battle royale will have party sizes of up to 5.
- Guild mode will have parties of raids of up to 20.
- Ashes of Creation Apocalypse castle sieges will have parties of 5 within a raid, with 5 raids for each of the two teams.
- Ashes of Creation Apocalypse horde mode will have a party size of 5 with a total of ten groups, making for 50 players.
- 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.
- 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.
- The highest bidder wins the item.
- The gold then goes into a pool that is split among the rest of the party members.
- Although traditional roles are present, players should not feel branded by their primary archetype.
- Skill augments available through the class system allow characters to be personalized outside of their primary role.
- Players can also double down on their archetype choice to strengthen their primary role.
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. – Steven Sharif
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. – Steven Sharif
- There is a balance between Pvp and PvE in Ashes of Creation.
- Some servers may be more PvP focused than others.
- There will not be different Pvp and PvE gear types.
- Progressão in the game might require PvE elements.
- All stats relate to a player's combat effectiveness in PvX.
We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know 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. – Steven Sharif
- Vídeo, 2018-04-04 (0:01).
- About Ashes of Creation.
- Ashes of Creation FAQ.
- Transmissão ao vivo, 8 April 2018 (PM) (1:14:01).
- Podcast, 2018-07-09 (22:24).
- Vídeo, 2020-05-31 (6:25).
- Vídeo, 2020-05-31 (5:25).
- Transmissão ao vivo, 2017-05-15 (20:58).
- MMOGames interview, January 2017
- Entrevista, 2020-07-19 (14:51).
- Entrevista, 2020-07-19 (17:12).
- Transmissão ao vivo, 2017-05-22 (1:53:32).
- Transmissão ao vivo, 2018-01-18 (16:34).
- Transmissão ao vivo, 2018-02-09 (4:42).
- Transmissão ao vivo, 2017-06-01 (39:21).
- Transmissão ao vivo, 2017-05-22 (20:59).
- Transmissão ao vivo, 2018-09-27 (43:21).
- Transmissão ao vivo, 2020-03-28 (1:48:36).
- Transmissão ao vivo, 2020-04-30 (1:32:06).
- Vídeo, 2020-05-31 (1:40:18).
- Vídeo, 2020-05-31 (1:17:42).
- Podcast, 2018-04-23 (27:14).
- Vídeo, 2017-05-25 (0:02).
- IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- Transmissão ao vivo, 2017-05-26 (22:19).
- Transmissão ao vivo, 2017-05-03 (36:25).
- Transmissão ao vivo, 2017-05-03 (35:25).
- Transmissão ao vivo, 2018-02-09 (33:50).
- Transmissão ao vivo, 8 April 2018 (PM) (1:09:37).
- Transmissão ao vivo, 2017-11-17 (36:22).
- Transmissão ao vivo, 2017-11-17 (18:29).
- Transmissão ao vivo, 2017-05-19 (37:03).
- Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
- Transmissão ao vivo, 2017-05-22 (28:02).
- Transmissão ao vivo, 2017-05-05 (11:55).
- Transmissão ao vivo, 2017-07-28 (43:57).
- Transmissão ao vivo, 8 April 2018 (PM) (3:56).
- Podcast, 2018-05-11 (24:23).
- Group dynamics blog.
- Transmissão ao vivo, 2017-05-09 (34:38).
- February 8, 2019 - Questions and Answers.
- Transmissão ao vivo, 2017-05-26 (48:12).
- Transmissão ao vivo, 2017-05-08 (28:48).
- Entrevista, 2018-08-17 (18:53).
- Transmissão ao vivo, 2020-07-25 (1:24:56).
- Transmissão ao vivo, 2017-05-22 (46:04).
- Entrevista, 2018-10-20 (2:40:16).
- Vídeo, 2018-04-16 (1:32).
- PvX definition.
- Transmissão ao vivo, 2017-05-12 (24:52).
- Transmissão ao vivo, 2017-05-05 (33:25).
- Transmissão ao vivo, 2017-05-15 (14:05).
- Transmissão ao vivo, 2017-06-01 (37:39).