Diferenças entre edições de "Leveling"

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{{Level cap}}
 
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== Experience ==
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== Skill points ==
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{{Skill points}}
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== End game ==
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{{End-game}}
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== Grinding ==
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{{Grinding}}
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== Mentor program ==
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{{Mentor program}}
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== Level scaling ==
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== AFK leveling ==
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== Class progression ==
 
== Class progression ==
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{{Zones and progression}}
 
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== Class abilities ==
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{{Mobs}}
 
 
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== Rested experience ==
 
== Rested experience ==
  
 
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== Pet progression ==
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{{Pet progression}}
  
 
== See also ==
 
== See also ==
  
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* [[Progression]]
 
* [[Artisan progression]]
 
* [[Artisan progression]]
 
* [[Exploration]]
 
* [[Exploration]]
  
{{Notes}}
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== References ==
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<references/>
  
 
[[Category:Progression]]
 
[[Category:Progression]]

Revisão das 01h18min de 17 de janeiro de 2021

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]

Level cap

The level cap at launch is expected to be level 50.[17][18]

[[{{{2}}}]] (estágio 3).[17]

Lower level characters will have usefulness in mass combat (such as Cercos de base) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[25]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[19]Steven Sharif

Experience

Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as Pvp, PvE, Exploração, Coleta/Processamento/Fabricação, Events/Missões, Grinding mobs.[8][2][9][10]

  • XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[9]
  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[26]
    • A multiplier is then applied that increases with the number of party members.[27] The multiplier is between 1.3 and 1.4 (approximately).[28]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[27]
    • Experience gained from quest rewards is not shared with other party members.[28]
  • Experience gained is not affected by looting rights.[26]

Skill points

Alpha-1 early preview skills UI.[29]

É aqui que os jogadores alocam pontos de habilidade em suas habilidades ativas, suas habilidades passivas - que podem aprimorar seu uso de armas e armaduras e regeneração da saúde e stats passivos e coisas assim - mas no lado das armas, é onde você se especializará em certos tipos de procs baseados em grupos de armas. Por isso, já falamos um pouco sobre isso no passado: Se você tiver uma adaga, as adagas podem ter a chance de causar um sangramento em seu ataque com armas e isso se sinergizaria com uma habilidade ativa, como digamos Backstab, que faz danos adicionais se o alvo estiver sob um efeito de sangramento. Agora dissemos no passado que os jogadores serão capazes de alocar pontos de habilidade em suas habilidades ativas que são mais voltadas tanto para o combate de ação quanto para o alvo de tabulação.[29]Steven Sharif

Os jogadores recebem skill points a medida que sobem de level. Esses pontos podem ser usados para upar as habilidade (aumentar o seu rank) dentro das árvores de habilidades ativas, passivas ou de combate/arma.[30][31][32][33]

  • Não será possivel upar ao máximo todas as habilidade em uma árvore de habilidade.[33]
  • Em relação a progressão de habilidade os jogadores conseguem escolher ter uma variedade maior de habilidade, ou ter um numero menor e mais especifico de habilidades.[34]
  • Os jogadores tem a opção de resetar e realocar os seus pontos de habilidade.[35]


Tornar as habilidades ativas capazes de receber alocações de pontos de habilidade adicionais e desbloquear recursos adicionais de modo que, do ponto de vista da escolha dos jogadores, caberá a você decidir se quer ou não ser mais diversificado, mas menos profundo - mais amplo e não mais versátil, em algumas dessas escolhas de habilidades. Ou se você quiser ser muito versátil, isso será algo que caberá ao jogador nesse aspecto.[36]Steven Sharif

End game

Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[37][38]

Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[37]Steven Sharif
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[38]Jeffrey Bard

Grinding

Repetition will not be part of progression in Ashes of Creation.[39]

  • There will be no "grindy" quests.[39]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[40]
  • The aspiration is to have more things to do in the game than a player has time to do.[39]

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.[38]

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.[42]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.[41]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[43][44][38]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[43]Steven Sharif

AFK leveling

There will not be AFK leveling (auto-leveling) in Ashes of Creation.[13][14]

We want this game to be played. If there are things that you can do to not play the game and still progress, we've done something wrong.[14]Jeffrey Bard

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.[45][46] A combinação de modelos primários e secundários constitui uma classe.[45][47][48]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[45]

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.[46]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[46]

  • 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.[49]
  • Uma classe secundária não ofereçerá habilidades adicionais.[50]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[33]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[33]

Zonas e progressão

Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[51][52][53]

Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[54]Steven Sharif

Elite monster 3D turntable.[55]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[55]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[56]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[57]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[58]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[58]Steven Sharif
  • Not all creatures are immediately hostile to players.[59][60] Some creatures may hunt other creatures.[61]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[60]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[62]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[64]Steven Sharif
  • Named mobs will usually have a unique character appearance.[65]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[66]Steven Sharif

Rested experience

Tavernas offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[71][72]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[72]
  • There are no current plans to replace rested experience with another bonus for max-level players.[73]
  • Rested experience increases the rate that experience debt is paid back.[74]

Progressão de Pet

Pets de combate serão evoluíveis e terão equipamentos disponíveis para si.[75][76]

  • Pets de combate incorporarão parte do poder do seu dono, de maneira a manter a progressão de poder horizontal.[77][78][79]
    • Poder é delegado ao pet quando ele é invocado e devolvido ao jogador imediatamente quando o pet é 'desinvocado'.[80]

Invocações de invocadores (pets de Invocadores) adicionam crescimento vertical ao poder do invocador quando chamados.[77]

  • Equipamento não está disponível para as invocações dos Invocadores.[75]

Pets de combate, que podem ser adquiridos por qualquer arquétipo - e são essencialmente um item na sua mochila - são invocados pelo item a eles ligado. Quando invocado, não é a intenção que haja um ganho vertical de poder, porque quando você faz combate com pets ser um ganho vertical, então se torna uma solução sem escolhas: você tem que ter um pet de combate se quiser jogar de forma eficiente; e eu quero ficar longe disso porque quero abordar os pets de combate como uma maneira de escolha horizontal de poder; Isso quer dizer que: dependendo no tipo de conflito em que você está, dependendo da sua avaliação da ameaça, um pet pode ser relevante, ou não. Em combate, um pet de combate pode ser mais relevante do que outro pet de combate, e isso é parte do equipamento que ele usa."[77]Steven Sharif

Ver também

Referências

  1. 1.0 1.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 2.3 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. 8.0 8.1 Podcast, 2023-12-03 (15:05).
  9. 9.0 9.1 9.2 9.3 Transmissão ao vivo, 2022-05-27 (1:11:10).
  10. 10.0 10.1 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 13.2 Entrevista, 2021-06-13 (48:27).
  14. 14.0 14.1 14.2 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 Podcast, 2023-07-15 (11:21).
  18. Transmissão ao vivo, 2017-12-15 (58:48).
  19. 19.0 19.1 Entrevista, 2020-07-08 (1:07:59).
  20. Transmissão ao vivo, 2017-05-24 (19:25).
  21. Transmissão ao vivo, 2021-04-30 (41:18).
  22. Transmissão ao vivo, 2023-12-19 (1:41:54).
  23. Transmissão ao vivo, 2023-03-31 (1:24:21).
  24. Transmissão ao vivo, 2022-01-28 (15:35).
  25. Entrevista, 2020-07-08 (1:12:51).
  26. 26.0 26.1 Transmissão ao vivo, 2020-07-31 (1:22:23).
  27. 27.0 27.1 Vídeo, 2023-01-27 (30:00).
  28. 28.0 28.1 Transmissão ao vivo, 2020-07-25 (44:46).
  29. 29.0 29.1 Transmissão ao vivo, 2020-08-28 (1:12:50).
  30. Entrevista, 2020-07-29 (55:44).
  31. Entrevista, 2020-07-19 (53:59).
  32. Entrevista, 2020-07-18 (1:07:51).
  33. 33.0 33.1 33.2 33.3 Transmissão ao vivo, 2017-07-28 (19:05).
  34. Transmissão ao vivo, 2017-11-16 (30:02).
  35. Entrevista, 2020-07-29 (54:44).
  36. Transmissão ao vivo, 2020-08-28 (1:19:24).
  37. 37.0 37.1 Entrevista, 2023-07-09 (42:51).
  38. 38.0 38.1 38.2 38.3 Vídeo, 2018-04-05 (40:08).
  39. 39.0 39.1 39.2 Transmissão ao vivo, 2017-05-15 (26:13).
  40. Entrevista, 2018-08-24 (4:15).
  41. 41.0 41.1 41.2 41.3 41.4 Transmissão ao vivo, 2020-09-30 (1:07:22).
  42. Entrevista, 2018-08-24 (8:52).
  43. 43.0 43.1 Transmissão ao vivo, 2023-05-31 (43:55).
  44. Entrevista, 2021-06-13 (24:14).
  45. 45.0 45.1 45.2 Entrevista, 2020-07-18 (1:05:04).
  46. 46.0 46.1 46.2 progression.png
  47. Ashes of Creation class list.
  48. archetypeclass.png
  49. February 8, 2019 - Questions and Answers.
  50. Transmissão ao vivo, 2017-05-03 (50:50).
  51. Entrevista, 2020-07-19 (19:35).
  52. Transmissão ao vivo, 2017-05-15 (30:53).
  53. Blog - Know Your Nodes - The Basics.
  54. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  55. 55.0 55.1 55.2 Transmissão ao vivo, 2021-03-26 (54:26).
  56. Transmissão ao vivo, 2020-07-31 (1:45:40).
  57. Transmissão ao vivo, 2020-06-26 (1:14:42).
  58. 58.0 58.1 Transmissão ao vivo, 2017-05-26 (24:33).
  59. Vídeo, 2023-05-31 (4:17).
  60. 60.0 60.1 Transmissão ao vivo, 2023-02-24 (1:22:04).
  61. Vídeo, 2023-05-31 (5:01).
  62. 62.0 62.1 Transmissão ao vivo, 2021-06-25 (1:28:02).
  63. Entrevista, 2023-09-10 (28:15).
  64. 64.0 64.1 Transmissão ao vivo, 2022-05-27 (1:00:23).
  65. Transmissão ao vivo, 2023-01-27 (1:10:12).
  66. 66.0 66.1 66.2 Transmissão ao vivo, 2023-05-31 (43:04).
  67. Transmissão ao vivo, 2023-05-31 (40:52).
  68. Vídeo, 2022-06-30 (24:18).
  69. jqWtRci.png
  70. Transmissão ao vivo, 2023-05-31 (45:26).
  71. Transmissão ao vivo, 2023-06-30 (27:52).
  72. 72.0 72.1 The mighty beard!
  73. Transmissão ao vivo, 2023-06-30 (1:22:32).
  74. Transmissão ao vivo, 2023-09-29 (1:18:04).
  75. 75.0 75.1 Transmissão ao vivo, 2020-11-30 (1:26:00).
  76. Pets.jpg
  77. 77.0 77.1 77.2 Entrevista, 2022-01-14 (42:18).
  78. Transmissão ao vivo, 2020-10-30 (1:21:14).
  79. Transmissão ao vivo, 2019-06-28 (1:24:27).
  80. Transmissão ao vivo, 2021-07-30 (1:15:29).