Nivelamento
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
- Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[5][2][6][7]
- 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]
- A character's level is visible to other players.[11]
- 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
- There will not be level boosts or auto-leveling (AFK leveling).[13][14]
- 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]
- On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.[19][20]
- The developers estimate that players will reach level cap before a quarter of nodes reach
[[{{{2}}}]] (estágio 3).[17]
- Alpha-1 had progression to level 15.[21]
- Alpha-2 expects progression to level 30 (subject to change).[22] Previously this was stated to be level 35.[23][24]
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
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.[26][27] A combinação de modelos primários e secundários constitui uma classe.[26][28][29]
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.[27]
Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[27]
- 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.[30]
- Uma classe secundária não ofereçerá habilidades adicionais.[31]
Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[32]
- Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[32]
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.[33][34][35]
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.[36] – 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.[40]
- 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.[40] – Steven Sharif
- Not all creatures are immediately hostile to players.[41][42] Some creatures may hunt other creatures.[43]
- 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.[42] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[44]
- 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.[44] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[45][37] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[46]
- 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.[46] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[48][49] Screen shake will be customizable in user interface settings.[48][50][51]
- 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.[48] – Steven Sharif
- Certain bosses and creatures will have voice lines along with other audio cues.[52]
Class abilities
Primary skills (class abilities) are based on a player's archetype.[56][27]
- A player may choose a secondary archetype when they reach level 25.[57][26] The player can then augment their primary skills with effects from their secondary archetype.[56][57][26][27][58]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[59]
- Class skills are not affected by the type of weapon that is equipped.[60]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[61]
Rested experience
Tavernas offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[62][63]
- Rested experience allows players to gain experience at a faster rate for a period of time.[63]
- There are no current plans to replace rested experience with another bonus for max-level players.[64]
- Rested experience increases the rate that experience debt is paid back.[65]
Progressão de Pet
Pets de combate serão evoluíveis e terão equipamentos disponíveis para si.[66][67]
- Pets de combate incorporarão parte do poder do seu dono, de maneira a manter a progressão de poder horizontal.[68][69][70]
- Poder é delegado ao pet quando ele é invocado e devolvido ao jogador imediatamente quando o pet é 'desinvocado'.[71]
Invocações de invocadores (pets de Invocadores) adicionam crescimento vertical ao poder do invocador quando chamados.[68]
- Equipamento não está disponível para as invocações dos Invocadores.[66]
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."[68] – Steven Sharif
Ver também
Referências
- ↑ 1.0 1.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
- ↑ 2.0 2.1 2.2 Transmissão ao vivo, 2022-10-14 (23:15).
- ↑
- ↑ Transmissão ao vivo, 2023-10-31 (5:27).
- ↑ Podcast, 2023-07-15 (13:51).
- ↑ Entrevista, 2018-10-20 (2:53:53).
- ↑ Entrevista, 2018-10-20 (1:55).
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ 9.0 9.1 Transmissão ao vivo, 2022-05-27 (1:11:10).
- ↑ Transmissão ao vivo, 2017-05-24 (46:27).
- ↑ Transmissão ao vivo, 2020-07-25 (1:33:37).
- ↑ 12.0 12.1 Transmissão ao vivo, 2022-07-29 (1:24:58).
- ↑ 13.0 13.1 Entrevista, 2021-06-13 (48:27).
- ↑ Transmissão ao vivo, 2018-09-27 (52:41).
- ↑ 15.0 15.1 Transmissão ao vivo, 2020-07-25 (1:34:55).
- ↑ Transmissão ao vivo, 2022-04-29 (1:06:34).
- ↑ 17.0 17.1 Podcast, 2023-07-15 (11:21).
- ↑ Transmissão ao vivo, 2017-12-15 (58:48).
- ↑ 19.0 19.1 Entrevista, 2020-07-08 (1:07:59).
- ↑ Transmissão ao vivo, 2017-05-24 (19:25).
- ↑ Transmissão ao vivo, 2021-04-30 (41:18).
- ↑ Transmissão ao vivo, 2023-12-19 (1:41:54).
- ↑ Transmissão ao vivo, 2023-03-31 (1:24:21).
- ↑ Transmissão ao vivo, 2022-01-28 (15:35).
- ↑ Entrevista, 2020-07-08 (1:12:51).
- ↑ 26.0 26.1 26.2 26.3 26.4 Entrevista, 2020-07-18 (1:05:04).
- ↑ 27.0 27.1 27.2 27.3 27.4
- ↑ Ashes of Creation class list.
- ↑
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Transmissão ao vivo, 2017-05-03 (50:50).
- ↑ 32.0 32.1 Transmissão ao vivo, 2017-07-28 (19:05).
- ↑ Entrevista, 2020-07-19 (19:35).
- ↑ Transmissão ao vivo, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 37.0 37.1 37.2 Transmissão ao vivo, 2021-03-26 (54:26).
- ↑ Transmissão ao vivo, 2020-07-31 (1:45:40).
- ↑ Transmissão ao vivo, 2020-06-26 (1:14:42).
- ↑ 40.0 40.1 Transmissão ao vivo, 2017-05-26 (24:33).
- ↑ Vídeo, 2023-05-31 (4:17).
- ↑ 42.0 42.1 Transmissão ao vivo, 2023-02-24 (1:22:04).
- ↑ Vídeo, 2023-05-31 (5:01).
- ↑ 44.0 44.1 Transmissão ao vivo, 2021-06-25 (1:28:02).
- ↑ Entrevista, 2023-09-10 (28:15).
- ↑ 46.0 46.1 Transmissão ao vivo, 2022-05-27 (1:00:23).
- ↑ Transmissão ao vivo, 2023-01-27 (1:10:12).
- ↑ 48.0 48.1 48.2 Transmissão ao vivo, 2023-05-31 (43:04).
- ↑ Transmissão ao vivo, 2023-05-31 (40:52).
- ↑ Vídeo, 2022-06-30 (24:18).
- ↑
- ↑ Transmissão ao vivo, 2023-05-31 (45:26).
- ↑
- ↑ Transmissão ao vivo, 2017-10-16 (1:00:44).
- ↑ Entrevista, 2018-08-08 (22:27).
- ↑ 56.0 56.1 Transmissão ao vivo, 2023-12-19 (1:20:41).
- ↑ 57.0 57.1 Transmissão ao vivo, 2023-07-28 (1:04:27).
- ↑
- ↑ Transmissão ao vivo, 2021-11-19 (50:38).
- ↑ Vídeo, 2022-09-30 (17:00).
- ↑ Transmissão ao vivo, 2021-09-24 (1:18:06).
- ↑ Transmissão ao vivo, 2023-06-30 (27:52).
- ↑ 63.0 63.1 The mighty beard!
- ↑ Transmissão ao vivo, 2023-06-30 (1:22:32).
- ↑ Transmissão ao vivo, 2023-09-29 (1:18:04).
- ↑ 66.0 66.1 Transmissão ao vivo, 2020-11-30 (1:26:00).
- ↑
- ↑ 68.0 68.1 68.2 Entrevista, 2022-01-14 (42:18).
- ↑ Transmissão ao vivo, 2020-10-30 (1:21:14).
- ↑ Transmissão ao vivo, 2019-06-28 (1:24:27).
- ↑ Transmissão ao vivo, 2021-07-30 (1:15:29).