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Diferenças entre edições de "Gear"
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=== Ashes of Creation Apocalypse item rarities === | === Ashes of Creation Apocalypse item rarities === |
Revisão das 01h38min de 24 de maio de 2019
There are multiple gear slots in Ashes of Creation.[2]
- 3 Belt slots.[2]
- 1 Mainhand slot equips a player's primary weapon.[3][7][8][9][10][6]
- 1 Offhand slot can equip shields, spell focuses, sigils, and dual weapons.[3][11][6]
- 1 Potion/Pouch/Scroll slot.[5][12]
- 8 Armadura slots.[2][13]
- 5 Jewelry slots.[2]
- 3 Artisan gear slots.[21][2][22]
- 1 Artisan tool slot is used to equip gathering tools.[23]
- There may be a specific slot for musical instruments, but this has not been finalized yet.[24]
- Previously it was stated there were 16 gear slots.[13]
- Gear is not subject to inventory weight limits.[25]
Gear (weapons and armor) has approximately a 40-50% influence on a player's overall power in the game.[28] This ratio will likely change over time as characters progress through various systems.[29]
- Armas and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[27][30][31][32]
- There are no stat requirements for equipping gear, but there are affiliation and level requirements.[33][34][35]
- We have level requirements that are going to be applicable for particular types of gears. There's going to be affiliation requirements for certain types of gear as well; but from a stat perspective we decided not to go down that route; and the only reason for that is we don't want to shoehorn people into particular types of builds; and stats relate to those particular types of builds because there's a lot of versatility that exists within our class system. They don't have to play it per-se and that lends itself to a meta. It's like, oh you're a tank where you have to tank constitution and if you don't take constitution you don't get access to this really cool tank breastplate. You know stuff like that. It can feel a little too restrictive when you start to dictate from a stat perspective how a player must build their character.[33] – Steven Sharif
- Specific and necessary crafting materials for higher tier items can only be obtained through the deconstruction of lower-tier items. This is designed to keep lower tier crafted gear relevant through progression and across expansions.[36]
- The bulk of a weapon's power comes from its crafting recipe and the materials used in its construction.[37]
- A big component of gear usefulness or relevancy, as either you're progressing or as expansions come out or whatnot, is that there is a deconstruction method associated with gear; and that deconstruction can provide very specific and necessary crafting materials that can only be achieved through deconstruction of certain types of gears. And then additionally as we consider expansions and additional itemization paths and tiers going forward, all gear is going to remain relevant within the tiers that they exist. So from a progression standpoint, as you achieve access to different types of tiers, those gears are still going to have relevancy within that tier.[36] – Steven Sharif
- Certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[38]
- Active skills that do get associated with certain types of pieces of armor and/or weapons: those will be much on the higher-end if they're an active ability that comes with those things. But I still don't think that the intended impact of those types of abilities is for us to radically redefine the way a particular archetype might play.[38] – Steven Sharif
- Gear is acquired from a number of different sources, such as quests, drops, crafting, legendary bosses, guild-oriented tasks, favor, and unique currencies.[39]
- Gear is not subject to inventory weight limits.[25]
- Players may access their gear and other completed items in warehouses at any node, regardless of citizenship or housing ownership.[40][41][25]
- Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
- A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[29] – Steven Sharif
Gear types
Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[44][43][45][46] It is unlikely that a player could purely focus on just Pvp or just PvE.[43][42][45][46]
- Ashes is a PvX game; and so in that regard, your ability to wholesale disconnect from the PvP elements of the game are likely not going to be entirely successful. Now, does that mean that you can reduce your exposure to PvP? A hundred percent; and there are multiple play paths and progression points that players can elect instead to be more PvE focused, but by the sheer nature of risk-versus-reward, and risk including not being able to predict how other players might impact your gameplay, that is an element of the innate risk that exists in the multiplayer environment of a PvX setting. So, not everybody is going to like that and we accept that; and we're not trying to build a game that everybody is going to like, because everybody it's doing that is not going to be successful, because there're just people with different interests; and you know we accept that and we're very on the nose about what we're trying to achieve. The idea is not to create a gank fest, is not to create a grief fest. That is not what PvX is; and so because of that we have certain mechanisms and systems that govern the way players engage in PvP and the majority of those are opt-in, but there is always that element of risk that's governed by the flagging system. And so, if you're interested in that I would take a look at the Wiki and look up what flagging is, and look up what corruption is. My experience tells me- and my expectations of the system are that they will signal significantly reduce a player's exposure to non-consensual PvP, but that risk is always going to be present to some degree.[44] – Steven Sharif
- A defining principle of Ashes of Creation as a PvX game is that PvE builds the world, and Pvp changes the world.[47]
- 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 game design.[48][49][50][51][52]
- There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[44][45][53]
- We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But 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.[52] – Steven Sharif
- There will not be different PvP and PvE gear types.[55]
Weapon types
Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[57]
- Axes (One and two handed).[58]
- Bows.[58]
- Clubs.[59]
- Daggers.[58]
- Hammers.[60][61]
- Lances.[62]
- Maces (One and two handed).[58]
- Orbs.[63][58]
- Polearms/Halberds.[58]
- Scepters.[64]
- Shields.[58]
- Spears (One-handed).[65][66]
- Spellbooks.[63][58]
- Staves.[58]
- Swords/Rapiers (One and two handed).[58][67]
- Wands.[63][68]
The following weapon types are not equippable by players in the MMO.
- Crossbows will not be in the MMO.[69][70]
- Previously crossbows were present in Ashes of Creation Apocalypse.[71][72]
- Potion launchers will only be able to be used as ship attachments in the MMO.[73][74]
- Previously potion launchers were present in Ashes of Creation Apocalypse.[72][75]
There is an even split between melee and ranged weapons.[58]
Armor types
Armor types in Ashes of Creation.
- Helmets.[14]
- Shoulders.[15]
- Cloaks/Capes.[78][79]
- Chest armor.[16]
- Wrists.[17]
- Gloves.[15]
- Belts.[15][18]
- Pants.[15]
- Boots.[17]
Modular armor
Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[80] – Mat Broome
Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[81]
You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[81] – Mat Broome
Gear sets
Gear sets (also known as tier sets) are a part of Ashes of Creation.[39][34][35]
- Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
- A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[39] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[85]
- It will be possible to store and swap gear loadouts with a single button press when out of combat.[25][2][86]
- Approximately 49 unique gear sets were obtainable in Alpha-1 from crafting, quests, drops and exploration.[87] These were unique sets with different stats, but some may be similar in appearance.[87]
- There are passive abilities that can be chosen to become more adept with certain set types.[35]
- There will be viable non-set builds.[88]
Mana-forged armor
Mana-forged armor sets may be achievable in the Ashes of Creation MMO.[89]
- They also appear to be base variants of Ashes of Creation Apocalypse armor sets.[90]
Verra will be filled with many sets of armor, each set uniquely carved into the history of the world. Mana-forged sets are distinctly vibrant with luminescent magic, pulsating across the body of its hero. We hope you enjoy them, and look forward to many more glimpses into the armors of Verra, waiting for their champions![91] – Margaret Krohn
Regalia of the Iron Lion
The Iron Lion is a fairly new order, one formed out of a desire to control the unknowable. With the rediscovery of the old world, many Kaelar wondered what lay beyond, considering the incredible power the divine gateways represented. To this end, the Iron Lion focuses not only on martial combat, but also on the art of dampening magic. Without such knowledge, establishing a foothold may be all but impossible - rampant magic is an unpredictable, and many times lethal, complication in any sortie. Due to this, the Iron Lion puts forth significant effort in studying and learning about the magics they come across, hoping to minimize the dangers they pose.[92]
Ashes of Creation Apocalypse item rarities
Ashes of Creation Apocalypse weapons and abilities get better with each tier.[93]
Gear binding
There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[95]
- Very little gear will be account bound or soulbound in Ashes of Creation.[96][97]
- The game economy is based around crafting and degradation of items.[96]
- Gear is obtained via crafting, gathering and processing along with raid and dungeon bosses.[97]
A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[97] – Steven Sharif
Grinding
Repetition will not be part of progression in Ashes of Creation.[98]
- There will be no "grindy" quests.[98]
- There will not be repetitive quest lines through a single dungeon to obtain gear.[97]
- The aspiration is to have more things to do in the game than a player has time to do.[98]
Gear enhancement
Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[99][100]
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.[100] – Jeffrey Bard
- A progressão em vários sistemas de Pvp irá desbloquear pedras de encantamento que concedem benefícios temporários focados no PvP para o equipamento (através de um sistema de encaixe) O desempenho é medido ao longo de temporadas de PvP de seis meses.[101]
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.[102] – 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.[103][104]
- Enchantment scrolls can be sold on the open market.[105][103][106]
- Enchanting does not increase an item's level requirement.[107]
- 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.[107] – 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.[108]
Gear appearance
- Gear is intended to be realistic in appearance.[109][110][111]
- Armor will not be overly sexual in appearance.[109][111]
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[110] – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[113]
- There might be sliders, but there are not gonna be naked sliders.[113] – Steven Sharif
- Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[117] – Steven Sharif
- The appearance of crafted gear is influenced by its rarity.[118]
- Crafters are able to influence what their crafted items look like.[120][121]
- Cosméticos can be used by all races but there may be slight variations to make them work with the body builds of each race.[122]
- Dye cosmetics can be used to change gear colors.[123][124][125]
Attachments
Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[128]
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[128]
Items on back and belt
Players can set the appearance priority for the items they wish to show in their Back and Belt slots.[5][12][129]
- Only one item can show at a time, and that is determined by player choice.[6]
- Some ranged or melee abilities require a specific weapon to be equipped. Weapons that are equipped in the character's ranged or offhand slots will automatically swap in and out as required by the skill.[3][7][8][10]
- Players may toggle back and forth between using their ranged and melee slot for basic weapon attacks.[3]
- Idle animations will be selectible by players in the character creator.[130]
Item rendering
Items that are dragged out of a player's inventory are destroyed.[131]
- Allowing player-dropped items (such as Gear and Currency) to exist in the world is likely not going to be allowed.[131][132]
Class weapons and armor
Armas and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[27][30][31][32] Certain abilities require certain items to be equipped.[133]
- Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[32] – Steven Sharif
- Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
- A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[134] – Steven Sharif
Racial weapons and armor
Armas and armor are not race locked, but armor will take on a racial appearance.[138][139][140]
- The customization of equipment per race is really focused on Armor sets not Weapon props. Weapon props will, from a model standpoint, will translate pretty one-to-one across the races.[115] – Steven Sharif
- Racial appearance of gear is focused on Armadura. Armas will not change in appearance but will scale in size based on race.[116][115]
- Let's say for example you have the Eagle set or something, right: The Eagle set has in art, it has a thematic design that's going to include certain attachments to the armor. It's going to include color palette and theme. It's going to have some aspects to it that define it as the Eagle set, right. When a Elf wears the Eagle set or when an Orc wears the Eagle set, you obviously have two different cultures there; and you don't want to stomp out that culture by assigning a de facto 'This is the Eagle set and this is how it looks on everybody.' What we want to have is cultural influences play a role in showing how that set looks.[115] – Steven Sharif
- Racial appearance of gear sets is tied to the character model of that race.[85]
- When you say, what if I'm an Orc but want to look like an Elf and I want my Eagle set to be the Elf representation? Well the issue becomes there that Orcs have a different organic model. You know, their body is different than that of the Elf. So, from a scope-creep standpoint, it's one thing to add different influences that represent the cultures that are donning the armor; it's another thing to adapt each influence as a matrix that can be worn pretty much by everything. From a scope perspective, that's a very difficult task for the character artists to tackle. So instead what we've done is, in order to facilitate a variety of cultural representation between the races but allow for the sharing of assets like different armor sets, we give different representations of those armor sets to each race.[85] – Steven Sharif
- Q: Since a single armor set will look different on each race, how will we have large varieties of in-game achievable gear for each race if we have to make nine different looks for each set?
- A: The approach for that is to create a modular piece set for armor creation; and the way we achieve that is by two steps: So, on the modeling side, each race has these geo sets basically where you're creating pieces of the armor for heavy plate armor, for medium, for robes; and you get to grab those modular pieces and mix and match as design makes a request for a particular set to the art teams. So, design comes along and they say, "hey we have a theme for a set that we want to create", so let's use Carphin in that example; and that theme from design's standpoint is going to include color, it's going to include materials, it's going to have an etymology for the set to give a background so that they can incorporate certain types of attachments- whatever they want to include on the art side. Then, the character team says, "okay let's take our base sets of geo and let's mix and match those pieces to create the Carphin set and then we're going to do a materials pass on it, and then we're going to do a color pass on it"; and that way we have a lot of essentially pieces of the puzzle to create these many different unique sets. Now we can also deform pieces across from race to race. So, even if we create unique geo on a per-race basis, we can grab the pauldron from the Human set and put it onto the Vek representation; and the end game there is that we have a particular set, for example Carphin, and that Carphin is communicating the theme; and when you don the armor for the Carphin set- you've acquired the Carphin set and you put it on- it is going to look Vek if you're a Vek. It is going to look Kaelar if you're a Kaelar, but it is still going to have the identity and the theme of the Carphin set.[114] – Steven Sharif
Crafted gear
Itens fabricados estarão no mesmo patamar dos melhores items.[141]
- Os itens de maior tier serão uma combinação de itens fabricados e adquiridos de chefes.[142]
- A raridade dos itens será medida de acordo com o esforço necessário para coletar, processar e fabricar os itens.[141]
- Talvez seja possível para os artesãos determinar o visual dos itens fabricados.[121]
- O nome do artesão está gravado nos itens que fabricar.[144]
Acreditamos que todo item que existe no mundo deveria, de alguma maneira, refletir seu fabricador. Assim, nosso sistema de fabricação será extremamente versátil - dando aos artesãos a habilidade de fabricar itens únicos que representem seus pontos fortes e fracos.[145]
A Fabricação e os Chefes Mundiais serão a principal maneira de adquirir equipamentos de alto nível. Haverão algumas exceções a isso na forma de itens Lendários (apenas um pode ser obtido ou descoberto) e outros equipamentos que podem ser conseguidos, mas queremos que Artesãos e raids do tier mais alto produzam a maior parte do equipamento de alto nível e alta efetividade.[146] – Sarah Flanagan
Item creation suite
An "item creation suite" that allows crafters to create unique appearances for items has been discussed as a future possibility.[147]
Racial skins
Racial skins are cosmetics that enable a player to change their character's racial appearance.[148][149][150][151]
- Racial skins transform the appearance of the character to that skin. The original racial appearance of the character is entirely replaced.[148]
- Racial skins are not costumes. This means that armor and character customization is possible on these.[152]
- There are plans to create other racial skins.[146]
- Some potential future ideas include undead and werewolf (lycan) skins.[155]
- Racial skins can be toggled on and off.[151]
- You're changing your race over to that, which means that you won't look uniquely different if you were a Vek angel or a Human angel.[148] – Steven Sharif
Vestuário
Vestuário were available for purchase from the cosmetic store.[158]
- They do not include any weapons pictured.[159]
- Costumes are one piece outfits that cover all gear slots regardless of armor type.[160][157][161][162][163]
- Full costumes do not mix and match pieces.[163] – Steven Sharif
- Costumes don't have a level restriction or require an in-game item to be obtained first.[164][165]
- Costumes are not gender or race locked, but can adapt based on a character's gender and race.[166][167][122][168]
- Racial skins appear along with any costume appearances.[154][152]
- All hoods and head slot items, whether part of a complete costume or individual gear, will have the option to be shown or hidden on the character by the player.[169][157][170]
Dyeable items
Dyes only affect tagged portions of dyeable armor or cosmetic items.[171]
Outside of wanting to keep maybe some identity from a lore perspective; for example if you have like a white lion's suit of armor, you may not want that white lion suit of armor to be black or blue. So, it's possible. It depends on the costume itself.[171] – Steven Sharif
Gear inspection
Os jogadores terão um buff em sua placa de identificação que indica o conjunto de equipamento que estão usando. Outros jogadores poderão ver esse "buff", visando esse jogador à distância".[172][173][174]
- Isto indicará o tipo de equipamento (tecido, couro, [[Plate armor|placa]) que eles estão usando predominantemente".[173]
- A borda indicará o nível e a qualidade do conjunto de equipamento'.[172][173][175]
- Isto também indicará se o equipamento está encantado'.[173][175]
- Os desenvolvedores acreditam que inspecionar o equipamento para obter uma lista exata de equipamentos ou pontuação do equipamento pode levar a um "comportamento indesejado".[176]
Quando você vê um jogador se aproximando de você e ele está usando um transmog, você sabe que você não sabe se essa pessoa é uma mitigação de danos alta contra danos físicos ou contra danos mágicos e, essencialmente, a maneira como superamos isso é através de você poder apontar um jogador à distância e ele terá um buff que está presente neles que você verá, o que indica que essencialmente o conjunto de peças que ele está usando. É importante que os jogadores possam verificar, do ponto de vista da avaliação da ameaça, o que eles estão enfrentando se estiverem verificando ativamente isso e isso estará disponível.[174] – Steven Sharif
Ser por padrão capaz de ver a "pontuação do equipamento" / lista de equipamentos de uma pessoa... pode causar um comportamento indesejado.[176]
Item durability
There is item durability (item decay) in Ashes of Creation.[178]
- Materials are required in order to restore the performance of decayed items.[182][179][177][183][184]
- Item decay does not destroy items, but it acts as an materials sink.[185][179][178]
- If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[182] – Steven Sharif
- Over enchanting an item comes with the risk of durability loss if a safety margin is exceeded.[177][187][188]
- There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[178] – Steven Sharif
Item repair
Item repair will cost crafting materials.[179][184][178]
- 0% durability will unequip items, increasing its repair cost.[186]
- Damaged gear can be reforged at a player stall using a portion of the materials that were necessary to craft the item.[177][183][184]
- There may be additional constraints for repairing "very unique items", such as having a crafter and recipe to effectuate repairs. This is subject to testing.[185]
- There is no limit to the number of times an item can be repaired.[190]
There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[191]
- There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[191] – Steven Sharif ==
Legendary items
There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[192]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[193][194][195]
- Lendários equipment is only dropped by Legendary world bosses.[196]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[197]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[194] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[194]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[194]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[194]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[195] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[198][199]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[198]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[199]
A legendary weapon is easily distinguished by its visual appearance.[195]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[195] – Steven Sharif
Legendary items are not intended to be temporary.[200]
- A notable exception to this is Montarias Reais.[201]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[200] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Lore.[202]
Relics
Relíquias são conquistas para uma base que liberam ao longo do tempo. Elas permitem que os cidadãos da base produzam certos itens lendários e progridam em certas missões lendárias.[207]
- Relíquias são colocadas no relicário de uma base.[204]
- Atacantes que tenham sucesso em destruir uma base através de um cerco de Base terão acesso limitado às relíquias guardadas no relicário daquela base.[204]
Switching gear
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[25][2][86]
- There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[25] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[209][21][22]
- Switching weapons is possible while in combat but armor cannot be swapped while in combat.[3][210][211][7][8][10][212]
- You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[210] – Steven Sharif
Trading gear
There is player-to-player trading in Ashes of Creation.[215][216][217][218]
- Q: Will Ashes of Creation have player-to-player trading? Will there be anything stopping me from gifting a friend that's fresh to the game a bunch of in-game money to help them get on their feet quickly?
- A: There won't be anything to stop you from doing that.[217] – Steven Sharif
- Player to player trading, interacting with vendors or NPCs, and the ability to access storage is disabled for corrupted players.[219][220][131]
- The nature of player to player trading already introduces that in an open economy game... that is why we have measures to attempt and heat flag suspicious transactions, active gms and other honeypot systems/agents that will be active in discovering those types of cheaters.[216] – Steven Sharif
Sharing gear with alts
- Progressão pathways in Ashes of Creation are per-character.[227][228]
- Storage space is shared between characters on the same account.[227][229][230]
- Characters on the same account are able to share player housing, including furniture and freehold workstations.[227]
- Cosméticos can be reassigned to characters within an account, with a potential cooldown period.[231][232][233]
- Alts within a single account may have different professions.[234]
Arte
Ver também
Referências
- ↑ Vídeo, 2024-03-29 (35:39).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 Transmissão ao vivo, 2023-02-24 (46:15).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Transmissão ao vivo, 2024-03-29 (1:55:14).
- ↑ 4.0 4.1 4.2 Transmissão ao vivo, 2023-04-28 (1:08:55).
- ↑ 5.0 5.1 5.2 5.3
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7
- ↑ 7.0 7.1 7.2 Transmissão ao vivo, 2022-09-30 (49:16).
- ↑ 8.0 8.1 8.2 Podcast, 2021-09-29 (40:50).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ 10.0 10.1 10.2 Entrevista, 2018-05-11 (16:32).
- ↑ Transmissão ao vivo, 2023-05-31 (48:11).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 Transmissão ao vivo, 2017-07-28 (24:54).
- ↑ 14.0 14.1 14.2
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 Transmissão ao vivo, 2018-02-09 (7:31).
- ↑ 16.0 16.1
- ↑ 17.0 17.1 17.2 17.3 Transmissão ao vivo, 2017-07-28 (31:30).
- ↑ 18.0 18.1
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 21.0 21.1 Vídeo, 2023-11-30 (19:06).
- ↑ 22.0 22.1 Transmissão ao vivo, 2022-06-30 (1:17:34).
- ↑ Vídeo, 2023-11-30 (9:36).
- ↑ Transmissão ao vivo, 2023-09-29 (1:08:25).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 Entrevista, 2023-09-10 (47:13).
- ↑ Twitter - Gear reveal.
- ↑ 27.0 27.1 27.2 Entrevista, 2023-07-09 (1:38:34).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ 29.0 29.1 Transmissão ao vivo, 2023-10-31 (1:36:15).
- ↑ 30.0 30.1
- ↑ 31.0 31.1
- ↑ 32.0 32.1 32.2 Transmissão ao vivo, 2018-05-04 (45:37).
- ↑ 33.0 33.1 Transmissão ao vivo, 2021-06-25 (1:33:58).
- ↑ 34.0 34.1 34.2 34.3 34.4 Transmissão ao vivo, 2020-11-30 (54:29).
- ↑ 35.0 35.1 35.2 35.3 35.4 Transmissão ao vivo, 2017-11-17 (22:33).
- ↑ 36.0 36.1 Transmissão ao vivo, 2021-07-30 (1:16:05).
- ↑ Transmissão ao vivo, 2023-11-30 (1:54:37).
- ↑ 38.0 38.1 Transmissão ao vivo, 2023-09-29 (1:15:47).
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 Transmissão ao vivo, 2023-07-28 (1:22:48).
- ↑
- ↑
- ↑ 42.0 42.1 Vídeo, 2018-04-16 (1:32).
- ↑ 43.0 43.1 43.2 Podcast, 2021-04-11 (38:31).
- ↑ 44.0 44.1 44.2 Transmissão ao vivo, 2024-03-29 (2:27:46).
- ↑ 45.0 45.1 45.2 Transmissão ao vivo, 2017-05-12 (24:52).
- ↑ 46.0 46.1 Transmissão ao vivo, 2017-05-05 (33:25).
- ↑ Transmissão ao vivo, 2023-08-31 (20:54).
- ↑ Transmissão ao vivo, 2023-05-31 (45:47).
- ↑ Transmissão ao vivo, 2023-04-07 (55:22).
- ↑ Transmissão ao vivo, 2023-03-31 (1:00:16).
- ↑ Transmissão ao vivo, 2022-10-28 (32:52).
- ↑ 52.0 52.1 Transmissão ao vivo, 2017-06-01 (37:39).
- ↑ MMORPG Interview, 2016-12-12.
- ↑
- ↑ Transmissão ao vivo, 2017-05-15 (14:05).
- ↑ Transmissão ao vivo, 2022-09-30 (1:05:25).
- ↑ Transmissão ao vivo, 2022-10-14 (18:34).
- ↑ 58.00 58.01 58.02 58.03 58.04 58.05 58.06 58.07 58.08 58.09 58.10 Transmissão ao vivo, 2017-05-24 (14:15).
- ↑
- ↑ Vídeo, 2020-03-23 (0:41).
- ↑ Transmissão ao vivo, 2017-07-28 (45:21).
- ↑
- ↑ 63.0 63.1 63.2
- ↑ Transmissão ao vivo, 2018-05-04 (33:27).
- ↑ Transmissão ao vivo, 2019-09-27 (1:06:44).
- ↑ Transmissão ao vivo, 2017-05-24 (18:40).
- ↑
- ↑ Transmissão ao vivo, 2017-12-15 (59:49).
- ↑
- ↑ Transmissão ao vivo, 2023-02-24 (1:05:54).
- ↑ Transmissão ao vivo, 2019-05-30 (58:28).
- ↑ 72.0 72.1 Transmissão ao vivo, 2018-05-04 (33:56).
- ↑
- ↑ Podcast, 2021-09-29 (56:50).
- ↑ Transmissão ao vivo, 2018-05-04 (54:58).
- ↑ Steven Sharif Twitter.
- ↑ Transmissão ao vivo, 2022-01-28 (56:12).
- ↑
- ↑ Transmissão ao vivo, 2018-02-09 (15:01).
- ↑ 80.0 80.1 Transmissão ao vivo, 2018-08-17 (20:19).
- ↑ 81.0 81.1 Transmissão ao vivo, 2018-08-17 (22:59).
- ↑ Transmissão ao vivo, 2023-06-30 (1:30:40).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑ Vídeo, 2023-01-27 (45:46).
- ↑ 85.0 85.1 85.2 Podcast, 2018-08-04 (55:17).
- ↑ 86.0 86.1 Transmissão ao vivo, 2021-11-19 (40:53).
- ↑ 87.0 87.1 Transmissão ao vivo, 2021-04-30 (41:18).
- ↑ Transmissão ao vivo, 2017-11-17 (56:07).
- ↑
- ↑
- ↑ Blog: 2019-02-28 State of the Game Live-stream and Mana-forged Armor
- ↑ Regalia of the Iron Lion.
- ↑ Transmissão ao vivo, 2018-09-27 (22:02).
- ↑ 94.0 94.1 94.2 Entrevista, 2018-10-20 (2:24:21).
- ↑ Transmissão ao vivo, 2017-05-15 (13:06).
- ↑ 96.0 96.1 Entrevista, 2020-07-18 (52:57).
- ↑ 97.0 97.1 97.2 97.3 Entrevista, 2018-08-24 (4:15).
- ↑ 98.0 98.1 98.2 Transmissão ao vivo, 2017-05-15 (26:13).
- ↑ Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ 100.0 100.1 Transmissão ao vivo, 2018-06-04 (21:37).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 102.0 102.1 102.2 102.3 Entrevista, 2020-07-18 (14:22).
- ↑ 103.0 103.1 Transmissão ao vivo, 2022-05-27 (1:20:00).
- ↑ Transmissão ao vivo, 2017-05-26 (51:37).
- ↑ Transmissão ao vivo, 2023-11-30 (1:38:47).
- ↑ Transmissão ao vivo, 2017-05-17 (58:55).
- ↑ 107.0 107.1 Transmissão ao vivo, 2021-03-26 (1:15:57).
- ↑ Entrevista, 2018-10-20 (2:53:52).
- ↑ 109.0 109.1 109.2 109.3 Transmissão ao vivo, 2020-05-29 (50:20).
- ↑ 110.0 110.1 Transmissão ao vivo, 2017-05-26 (19:51).
- ↑ 111.0 111.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 113.0 113.1 Transmissão ao vivo, 2021-12-23 (1:34:07).
- ↑ 114.0 114.1 Transmissão ao vivo, 2024-02-29 (1:15:51).
- ↑ 115.0 115.1 115.2 115.3 Podcast, 2018-08-04 (53:43).
- ↑ 116.0 116.1 Transmissão ao vivo, 2022-10-28 (1:41:06).
- ↑ Transmissão ao vivo, 2021-09-24 (1:25:27).
- ↑ Transmissão ao vivo, 2023-11-30 (1:40:11).
- ↑
- ↑ Transmissão ao vivo, 2020-11-30 (1:05:22).
- ↑ 121.0 121.1 Transmissão ao vivo, 2017-05-24 (24:19).
- ↑ 122.0 122.1
- ↑
- ↑ Transmissão ao vivo, 2017-07-18 (54:56).
- ↑ Transmissão ao vivo, 2017-07-28 (9:47).
- ↑ Transmissão ao vivo, 2020-10-30 (1:13:22).
- ↑ 127.0 127.1 Transmissão ao vivo, 2017-09-03 (48:56).
- ↑ 128.0 128.1 Entrevista, 2018-10-20 (3:34:46).
- ↑ Transmissão ao vivo, 2018-06-04 (19:48).
- ↑ Transmissão ao vivo, 2022-01-28 (39:30).
- ↑ 131.0 131.1 131.2 Transmissão ao vivo, 2021-04-30 (1:14:49).
- ↑ Transmissão ao vivo, 2017-05-24 (13:19).
- ↑ 133.0 133.1 133.2 133.3 Transmissão ao vivo, 2018-02-09 (47:05).
- ↑ Transmissão ao vivo, 2022-06-30 (55:31).
- ↑ Vídeo, 2020-09-30 (2:44).
- ↑ Transmissão ao vivo, 2020-09-30 (47:47).
- ↑ Transmissão ao vivo, 2019-07-26 (54:06).
- ↑ 138.0 138.1 Transmissão ao vivo, 2022-03-31 (4:57).
- ↑ Transmissão ao vivo, 2017-05-26 (44:11).
- ↑ Transmissão ao vivo, 2017-05-26 (20:46).
- ↑ 141.0 141.1 Transmissão ao vivo, 2017-05-10 (14:45).
- ↑
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ 146.0 146.1 February 8, 2019 - Questions and Answers.
- ↑ Transmissão ao vivo, 2017-05-24 (24:20).
- ↑ 148.0 148.1 148.2 Transmissão ao vivo, 2020-05-29 (1:42:43).
- ↑
- ↑ Transmissão ao vivo, 2017-05-12 (1:04:04).
- ↑ 151.0 151.1
- ↑ 152.0 152.1 Kickstarter 12k+ backers.
- ↑
- ↑ 154.0 154.1
- ↑ Transmissão ao vivo, 2018-04-8 (AM) (4:47).
- ↑ Ashes of Creation Store: Vestments of the Runecarvers.
- ↑ 157.0 157.1 157.2
- ↑ What is included with my Pre-Order package?
- ↑
- ↑
- ↑
- ↑
- ↑ 163.0 163.1
- ↑
- ↑ Transmissão ao vivo, 2020-11-30 (57:50).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ Transmissão ao vivo, 2020-06-26 (1:42:55).
- ↑
- ↑ 171.0 171.1 171.2 Transmissão ao vivo, 2018-04-8 (PM) (18:48).
- ↑ 172.0 172.1 Transmissão ao vivo, 2020-08-28 (2:07:26).
- ↑ 173.0 173.1 173.2 173.3 Transmissão ao vivo, 2020-07-25 (53:08).
- ↑ 174.0 174.1 Transmissão ao vivo, 2020-06-26 (1:28:10).
- ↑ 175.0 175.1 Transmissão ao vivo, 2017-07-28 (1:34:55).
- ↑ 176.0 176.1 Transmissão ao vivo, 2017-07-28 (23:20).
- ↑ 177.0 177.1 177.2 177.3 177.4 Entrevista, 2020-07-29 (16:46).
- ↑ 178.0 178.1 178.2 178.3 Podcast, 2017-05-13 (25:55).
- ↑ 179.0 179.1 179.2 179.3 Entrevista, 2021-02-07 (13:14).
- ↑ Podcast, 2017-05-05 (43:05).
- ↑ Transmissão ao vivo, 2020-08-28 (2:05:07).
- ↑ 182.0 182.1 Podcast, 2021-09-29 (32:35).
- ↑ 183.0 183.1
- ↑ 184.0 184.1 184.2 184.3 Entrevista, 2020-07-19 (51:11).
- ↑ 185.0 185.1 Transmissão ao vivo, 2021-05-28 (1:53:04).
- ↑ 186.0 186.1
- ↑ Entrevista, 2020-07-29 (15:04).
- ↑ Transmissão ao vivo, 2017-05-05 (20:41).
- ↑
- ↑ Transmissão ao vivo, 2020-09-30 (1:01:45).
- ↑ 191.0 191.1 191.2 Transmissão ao vivo, 2021-05-28 (1:04:29).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Entrevista, 2020-07-19 (8:43).
- ↑ 194.0 194.1 194.2 194.3 194.4 Entrevista, 2020-07-20 (21:57).
- ↑ 195.0 195.1 195.2 195.3 Transmissão ao vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmissão ao vivo, 2020-07-25 (46:08).
- ↑ Transmissão ao vivo, 2021-03-26 (1:02:06).
- ↑ 198.0 198.1 Transmissão ao vivo, 2022-03-31 (1:15:02).
- ↑ 199.0 199.1 Transmissão ao vivo, 2017-05-15 (38:08).
- ↑ 200.0 200.1 Transmissão ao vivo, 2018-07-09 (25:34).
- ↑ Transmissão ao vivo, 2018-04-8 (PM) (51:49).
- ↑ Transmissão ao vivo, 2017-05-19 (44:18).
- ↑
- ↑ 204.0 204.1 204.2 Entrevista, 2020-07-18 (56:11).
- ↑ Transmissão ao vivo, 2017-05-10 (28:09).
- ↑ Transmissão ao vivo, 2017-05-12 (49:50).
- ↑ Transmissão ao vivo, 2018-02-09 (29:26).
- ↑ Transmissão ao vivo, 2023-04-28 (39:06).
- ↑ Transmissão ao vivo, 2023-11-30 (1:37:49).
- ↑ 210.0 210.1 Transmissão ao vivo, 2023-04-28 (51:16).
- ↑ 211.0 211.1 Transmissão ao vivo, 2022-09-30 (51:09).
- ↑ Transmissão ao vivo, 2017-07-28 (34:32).
- ↑ Entrevista, 2020-07-18 (1:03:45).
- ↑ Transmissão ao vivo, 2019-05-30 (1:15:58).
- ↑ 215.0 215.1 215.2 Vídeo, 2023-11-30 (58:54).
- ↑ 216.0 216.1 216.2
- ↑ 217.0 217.1 Transmissão ao vivo, 2017-05-15 (10:32).
- ↑ Transmissão ao vivo, 2018-01-18 (46:56).
- ↑ Transmissão ao vivo, 2023-02-24 (1:12:24).
- ↑ Transmissão ao vivo, 2022-10-28 (24:28).
- ↑ Entrevista, 2020-07-19 (1:12:37).
- ↑ Transmissão ao vivo, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ Transmissão ao vivo, 2018-02-09 (20:40).
- ↑ Transmissão ao vivo, 2017-05-15 (18:25).
- ↑ Podcast, 2017-05-04 (51:52).
- ↑ 227.0 227.1 227.2 227.3 Transmissão ao vivo, 2023-04-07 (1:04:16).
- ↑ Transmissão ao vivo, 2021-04-30 (1:17:40).
- ↑ 229.0 229.1 229.2 Transmissão ao vivo, 2021-07-30 (1:14:33).
- ↑ 230.0 230.1 Transmissão ao vivo, 2017-05-15 (19:15).
- ↑
- ↑
- ↑
- ↑ Transmissão ao vivo, 2017-05-24 (32:07).