Boss mechanics

Fonte: Ashes of Creation Wiki
(Redirecionado de Raid mechanics)
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Boss fights will have fairly intricate mechanics.[2]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[2]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[4]Steven Sharif

Raid strategies

Raids will have elements that can be pre-planned.[5]

Raids will also have dynamic elements that can change from session to session.[5]

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 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 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 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.[5]{{ndash|Steven Sharif}

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[6]

  • Animation tells.
  • Templates.

Raid target markers

The UI will potentially incorporate target marker symbols above player's heads that are visible by other party members.[7]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[8]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[8]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[9][10] This content adapts to the node progression of the zone it is in.[8][11]

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.[12]

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.[18]Steven Sharif

Ashes of Creation foi concebido para jogadores a solo, bem como para grupos grandes e pequenos.[19][20]

  • O tamanho de um grupo é de até oito (8) jogadores em um único grupo.[21]
  • Raids terão grupos de 40 jogadores.[22]
  • O conteúdo será adaptado para grupos de 40, 16 e 8 jogadores.[23]
  • As arenas terão 1x1, 3x3, 5x5 e possivelmente um Free-For-All de 20x20 (Deathmatch).[24]
  • Não haverão especificamente arenas de guilda vs guilda porém, um matchmaking baseado em equipas, permitirá um grupo enfrentar outro grupo.[25]
  • Espera-se que os Cercos de castelo tenham no mínimo 250x250 jogadores num único campo de batalha, com a possibilidade de aumentar este número para 500x500 ao longo do tempo.[26][27][28][18]

A ideia por detrás de um grupo de 8 pessoas é permitir-nos realmente ampliar as funções do grupo, e criar uma necessidade para cada um dos modelos em cada grupo.[21]

O conteúdo não é apenas exclusivo para guildas.[29]

  • Existem mecânicas dentro de conflitos maiores para que pequenos grupos e até jogadores a solo tenham impacto na batalha.[30]
  • Isto inclui sistemas que provavelmente se concentrarão em participantes de tamanho de grupo único enquanto a batalha maior ocorre.[30]

Ver também

Referências