Masmorras

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Dünzenkell Crypt open-world Dünir dungeon in Alpha-1.[1]

Half the problem won't just be solving the dungeon, it will be solving other players too.[2]Jeffrey Bard

Masmorras in Ashes of Creation will range in size and will be mostly open-world.[5][6]

Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[9]

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.[5]Jeffrey Bard

Dungeon difficulty will increase the further a player ventures into the dungeon.[10]

  • Mobs and mob mechanics will become more difficult.[10]
  • Terrain and environmental dangers will increase.[10]
Deeper darker types of interactions will be found deeper in the dungeon.[10]Steven Sharif

There were 13 dungeons in Alpha-1.[11] Originally this was estimated to be 6 or 7.[12]

Open world

Alpha-1 open world dungeon entrance.[13]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[14]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[6]

  • No loading time or loading screens between regions.[6]

There will be an approximately 80/20 split between open world vs instanced encounters.[15][16][14][7][8]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[15][17][16]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[16]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[18]
  • Masmorras and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[19] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[16][20] Outside of these and arenas there will not be too much instancing anywhere else.[6]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[21]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[6]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[23][16][24]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[23][16]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[23][16][21]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[21]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[16]Steven Sharif

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[26]

  • Massive caverns and open world spaces.[26]
  • Places to suit larger and smaller commitments.[26]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[27]

Dungeon content

Alpha-1 preview pirate themed dynamic point of interest.[28]

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.[28]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[29][30] This content adapts to the node progression of the zone it is in.[28][31]

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 academic 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.[32]

Raid strategies

Raids will have elements that can be pre-planned.[38]

Raids will also have dynamic elements that can change from session to session.[38]

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.[38]{{ndash|Steven Sharif}

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.[39]Steven Sharif

Ashes of Creation foi concebido para jogadores a solo, bem como para grupos grandes e pequenos.[40][41]

  • O tamanho de um grupo é de até oito (8) jogadores em um único grupo.[42]
  • Raids terão grupos de 40 jogadores.[43]
  • O conteúdo será adaptado para grupos de 40, 16 e 8 jogadores.[44]
  • As arenas terão 1x1, 3x3, 5x5 e possivelmente um Free-For-All de 20x20 (Deathmatch).[45]
  • Não haverão especificamente arenas de guilda vs guilda porém, um matchmaking baseado em equipas, permitirá um grupo enfrentar outro grupo.[46]
  • 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.[47][48][49][39]

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.[42]

O conteúdo não é apenas exclusivo para guildas.[50]

  • Existem mecânicas dentro de conflitos maiores para que pequenos grupos e até jogadores a solo tenham impacto na batalha.[51]
  • Isto inclui sistemas que provavelmente se concentrarão em participantes de tamanho de grupo único enquanto a batalha maior ocorre.[51]

Ashes of Creation Apocalypse group sizes

O tamanho dos grupos no Ashes of Creation Apocalypse.[52]

Haverá uma opção no lobby onde será capaz de se juntar a uma partida baseada em guildas que pode ligar grupos até um máximo de vinte jogadores.[52]Steven Sharif

Loot tables

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[71]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[74]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[75], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[76]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[77]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[78] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[79]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[79] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[78]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[79]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[80]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[80]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[81]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[81]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[82]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[82]Steven Sharif

Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[18]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[18]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[18]Steven Sharif

Leader boards

Haverá masmorras e tabelas de classificação em raid.[83]

  • Algumas tabelas de classificação estarão em todos os servers.[84]

Jumping mechanics

Jumping puzzles will occasionally feature in the world.[86]

Announcements/Notifications

Goblins attacking a [[{{{2}}}]] (estágio 4) node due to a triggered event.[89][90]

Enemies can only really grow stronger as the node grows, becoming outposts essentially for exiled or rivals of the existing order.[91]Steven Sharif

There will be local, regional, or global (server-wide) announcements/notifications of important events.[91][92]

Event notifications will utilize different methods depending on the stage (scope and level) of the event.[91]

  • Local events
    • Local events (such as caravan PvP)[96][97][98] may prompt players via the UI asking if they wish to participate or not.[91]
    • Other local events may offer audible or visual cues without any UI notifications.[91]
    • Local events that have not been addressed may start to expand regionally or even globally.[91]
One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[91]Steven Sharif

[[{{{2}}}]] (estágio 1) and

[[{{{2}}}]] (estágio 2) nodes will announce within proximity of the node.[99]

[[{{{2}}}]] (estágio 3) nodes will have region-wide announcements.[99]

[[{{{2}}}]] (estágio 4) and higher will likely broadcast world-wide.[99]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[95]Steven Sharif
  • Regional or global events
    • Wider events may be broadcast regionally or even globally.[91][92]

Mentor program

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

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.[101]

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 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.[103]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[102]Steven Sharif

Vídeos

Arte

Ver também

Referências

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