Diferenças entre edições de "Leveling"

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[[Leveling]] won't follow a traditional linear path, although classic mechanics for leveling exist.<ref>[[File:leveling.png|350px]]</ref>
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{{Leveling}}
 
 
* Progression occurs through a variety of pathways.<ref name="livestream-19-May-2017-51:52">[https://youtu.be/LUJugtqTBxw?t=51m52s Livestream, 19 May 2017 (51:52)]</ref>
 
* Repetition will not be part of progression in [[Ashes of Creation]].<ref name="livestream-12-May-2017-42:17">[https://youtu.be/8l12DLKqJ5w?t=42m17s Livestream, 12 May 2017 (42:17)]</ref>
 
  
 
== Class progression ==
 
== Class progression ==

Revisão das 21h11min de 7 de dezembro de 2017

Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

Nivelamento won't follow a traditional linear path, although classic mechanics for leveling exist.[2][3]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[4]Steven Sharif
  • Some levels may offer more rewards than others.[12]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[12]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[13]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[15]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[16]

Class progression

À medida que um jogador progride com seu modelo primário, ele terá a oportunidade de escolher um modelo secundário para modificar suas habilidades primárias com efeitos do modelo secundário.[17][18] A combinação de modelos primários e secundários constitui uma classe.[17][19][20]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[17]

Se um Lutador escolhesse Mage como seu modelo secundário, esse lutador se tornaria um Spellsword. Essa combinação abre espaço para modificações que podem ser aplicadas às habilidades da árvore de habilidades primária. Lutadores têm a habilidade Investida que permite que eles avancem contra um alvo; ao chegar nesse alvo, eles causam uma certa quantia de dano com a chance de derrubar o oponente. A modificação Mage's escape poderia ser aplicada à habilidade Investida, que agora teleportaria o jogador para o alvo , eliminando o tempo necessário para avançar até o inimigo.[18]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[18]

  • Modificações em habilidades primárias mudarão fundamentalmente a maneira como as habilidades funcionam - adaptando o que a habilidade fazia para incorporar a identidade do segundo modelo/classe.[21]
  • Uma classe secundária não ofereçerá habilidades adicionais.[22]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[23]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[23]

Classes by archetype combination

Com 8 Modelos para combinar, jogadores poderão escolher um total de 64 combinações para criar suas próprias classes.[17][19][20]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Class abilities

Alpha-1 preview primary skills.[24]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[25]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[26]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[27][18]

Rested experience

Tavernas offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[33][34]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[34]
  • There are no current plans to replace rested experience with another bonus for max-level players.[35]
  • Rested experience increases the rate that experience debt is paid back.[36]

Ver também

Referências

  1. 1.0 1.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 Transmissão ao vivo, 2022-10-14 (23:15).
  3. leveling.png
  4. Transmissão ao vivo, 2023-10-31 (5:27).
  5. Podcast, 2023-07-15 (13:51).
  6. Entrevista, 2018-10-20 (2:53:53).
  7. Entrevista, 2018-10-20 (1:55).
  8. Podcast, 2023-12-03 (15:05).
  9. 9.0 9.1 Transmissão ao vivo, 2022-05-27 (1:11:10).
  10. Transmissão ao vivo, 2017-05-24 (46:27).
  11. Transmissão ao vivo, 2020-07-25 (1:33:37).
  12. 12.0 12.1 Transmissão ao vivo, 2022-07-29 (1:24:58).
  13. 13.0 13.1 Entrevista, 2021-06-13 (48:27).
  14. Transmissão ao vivo, 2018-09-27 (52:41).
  15. 15.0 15.1 Transmissão ao vivo, 2020-07-25 (1:34:55).
  16. Transmissão ao vivo, 2022-04-29 (1:06:34).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 Entrevista, 2020-07-18 (1:05:04).
  18. 18.0 18.1 18.2 18.3 18.4 progression.png
  19. 19.0 19.1 Ashes of Creation class list.
  20. 20.0 20.1 archetypeclass.png
  21. February 8, 2019 - Questions and Answers.
  22. Transmissão ao vivo, 2017-05-03 (50:50).
  23. 23.0 23.1 Transmissão ao vivo, 2017-07-28 (19:05).
  24. toast-keybinds-skills.png
  25. Transmissão ao vivo, 2017-10-16 (1:00:44).
  26. Entrevista, 2018-08-08 (22:27).
  27. 27.0 27.1 Transmissão ao vivo, 2023-12-19 (1:20:41).
  28. 28.0 28.1 Transmissão ao vivo, 2023-07-28 (1:04:27).
  29. class secondary.png
  30. Transmissão ao vivo, 2021-11-19 (50:38).
  31. Vídeo, 2022-09-30 (17:00).
  32. Transmissão ao vivo, 2021-09-24 (1:18:06).
  33. Transmissão ao vivo, 2023-06-30 (27:52).
  34. 34.0 34.1 The mighty beard!
  35. Transmissão ao vivo, 2023-06-30 (1:22:32).
  36. Transmissão ao vivo, 2023-09-29 (1:18:04).