Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information!

PvE

Fonte: Ashes of Creation Wiki
Revisão em 01h33min de 30 de novembro de 2017 por Lex (discussão | contribs) (Add section)

Saltar para a navegação Saltar para a pesquisa

{{#evt:service=twitchvod|id=175028745|alignment=right|dimensions=450|description=Pre-alpha PAX PvE Developer playthrough, 3 September 2017.|container=frame|urlargs=t=00h06m21s}}

The Node system facilitates the generation of new PvE content such as Missões, Moedas do monstro, Masmorras and Raids.[1]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[2]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[2]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[3][4] This content adapts to the node progression of the zone it is in.[2][5]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[6]

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[12]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[13]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[15]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[16]Steven Sharif

Artificial intelligence

Jermaine Torment of Illwind boss mob.[17]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[17]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[18][19]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[18][20][21][22]
    • Higher frequency of AoE attacks depending on how many players are participating.[20]
    • Unlock rage, recovery effects and buffs.[23][20]
    • Supporting other monster types or classes nearby.[23]
    • Additional adds and add classes.[20]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[24]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[25]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[18]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[26]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[26]Steven Sharif

Dinâmicas de grupo

Dinâmicas de grupo aim to bring players together.[28]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[19]
  • Ashes of Creation is in development. These systems could change through playtesting and player feedback.[28]

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[29]Steven Sharif

Ashes of Creation foi concebido para jogadores a solo, bem como para grupos grandes e pequenos.[30][31]

  • O tamanho de um grupo é de até oito (8) jogadores em um único grupo.[28]
  • Raids terão grupos de 40 jogadores.[32]
  • O conteúdo será adaptado para grupos de 40, 16 e 8 jogadores.[33]
  • As arenas terão 1x1, 3x3, 5x5 e possivelmente um Free-For-All de 20x20 (Deathmatch).[34]
  • Não haverão especificamente arenas de guilda vs guilda porém, um matchmaking baseado em equipas, permitirá um grupo enfrentar outro grupo.[35]
  • Espera-se que os Cercos de castelo tenham no mínimo 250x250 jogadores num único campo de batalha, com a possibilidade de aumentar este número para 500x500 ao longo do tempo.[36][37][38][29]

A ideia por detrás de um grupo de 8 pessoas é permitir-nos realmente ampliar as funções do grupo, e criar uma necessidade para cada um dos modelos em cada grupo.[28]

O conteúdo não é apenas exclusivo para guildas.[39]

  • Existem mecânicas dentro de conflitos maiores para que pequenos grupos e até jogadores a solo tenham impacto na batalha.[40]
  • Isto inclui sistemas que provavelmente se concentrarão em participantes de tamanho de grupo único enquanto a batalha maior ocorre.[40]

Looting rules

Alpha-2 looting UI preview.[41]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[41]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[42]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[43][44][28]

  • Group loot rules are defined on a per-rarity basis.[41]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[42]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[45]
  • There won't be auto-looting pets.[46]
  • It will be possible to kick a player from a party prior to them acquiring loot.[47]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[47]Steven Sharif
Free-for-all.[28]
  • Whoever is first to loot gets the loot.[43]
Lootmaster.[41][28]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[28]
Round-robin.[41][28]
Need or greed.[41][28]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
Bidding system.[28]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[28]
    • The highest bidder wins the item.[28]
    • The gold then goes into a pool that is split among the rest of the party members.[28]

Party roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[49][28][50]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[51]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[52]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[53]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[54][53][55][56] It is unlikely that a player could purely focus on just Pvp or just PvE.[53][52][55][56]

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.[54]Steven Sharif
  • 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.[58][59][60][61][62]
  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[54][55][63]
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.[62]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Ver também

Referências

  1. Ashes of Creation FAQ.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Transmissão ao vivo, 2021-03-26 (50:33).
  3. Transmissão ao vivo, 2021-03-26 (22:53).
  4. Transmissão ao vivo, 2017-11-17 (36:22).
  5. 5.0 5.1 5.2 5.3 5.4 Transmissão ao vivo, 2017-11-17 (18:29).
  6. 6.0 6.1 6.2 6.3 MMOGames interview, January 2017
  7. steven-pois.png
  8. steven-dungeons.png
  9. Transmissão ao vivo, 2020-07-25 (46:08).
  10. Transmissão ao vivo, 2022-04-29 (40:21).
  11. jindrack-pois.png
  12. Vídeo, 2023-03-31 (28:11).
  13. Transmissão ao vivo, 2017-05-19 (37:03).
  14. Transmissão ao vivo, 2019-12-17 (1:10:30).
  15. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  16. Transmissão ao vivo, 2017-05-22 (28:02).
  17. 17.0 17.1 Transmissão ao vivo, 2021-06-25 (21:24).
  18. 18.0 18.1 18.2 Entrevista, 2023-09-10 (34:51).
  19. 19.0 19.1 About Ashes of Creation.
  20. 20.0 20.1 20.2 20.3 Entrevista, 2021-06-13 (22:20).
  21. Transmissão ao vivo, 2017-07-28 (43:57).
  22. Transmissão ao vivo, 2017-05-05 (11:55).
  23. 23.0 23.1 Transmissão ao vivo, 2022-07-29 (1:23:56).
  24. Transmissão ao vivo, 2022-02-25 (1:03:32).
  25. Transmissão ao vivo, 2018-04-8 (PM) (3:56).
  26. 26.0 26.1 26.2 26.3 26.4 Podcast, 2018-05-11 (24:23).
  27. Vídeo, 2024-02-29 (19:35).
  28. 28.00 28.01 28.02 28.03 28.04 28.05 28.06 28.07 28.08 28.09 28.10 28.11 28.12 28.13 28.14 28.15 28.16 28.17 28.18 28.19 Group dynamics blog.
  29. 29.0 29.1 castle-siege-scale.png
  30. Transmissão ao vivo, 2020-11-30 (1:20:25).
  31. solo2.png
  32. Transmissão ao vivo, 2017-05-09 (34:38).
  33. February 8, 2019 - Questions and Answers.
  34. partysize.png
  35. Transmissão ao vivo, 2017-05-26 (48:12).
  36. Transmissão ao vivo, 2021-09-24 (52:48).
  37. Entrevista, 2021-07-08 (57:19).
  38. Entrevista, 2020-07-19 (44:28).
  39. Transmissão ao vivo, 2017-05-08 (28:48).
  40. 40.0 40.1 solo.png
  41. 41.0 41.1 41.2 41.3 41.4 41.5 Vídeo, 2023-01-27 (16:44).
  42. 42.0 42.1 Vídeo, 2023-01-27 (32:01).
  43. 43.0 43.1 Transmissão ao vivo, 2020-11-30 (1:01:40).
  44. Transmissão ao vivo, 2020-07-25 (1:24:56).
  45. Transmissão ao vivo, 2023-01-27 (1:08:06).
  46. Transmissão ao vivo, 2022-04-29 (1:04:52).
  47. 47.0 47.1 Transmissão ao vivo, 2023-05-31 (1:07:45).
  48. Transmissão ao vivo, 2020-11-30 (1:12:03).
  49. Podcast, 2021-04-11 (13:30).
  50. 50.0 50.1 50.2 50.3 Transmissão ao vivo, 2017-05-22 (46:04).
  51. 51.0 51.1 Entrevista, 2018-10-20 (2:40:16).
  52. 52.0 52.1 Vídeo, 2018-04-16 (1:32).
  53. 53.0 53.1 53.2 Podcast, 2021-04-11 (38:31).
  54. 54.0 54.1 54.2 Transmissão ao vivo, 2024-03-29 (2:27:46).
  55. 55.0 55.1 55.2 Transmissão ao vivo, 2017-05-12 (24:52).
  56. 56.0 56.1 Transmissão ao vivo, 2017-05-05 (33:25).
  57. Transmissão ao vivo, 2023-08-31 (20:54).
  58. Transmissão ao vivo, 2023-05-31 (45:47).
  59. Transmissão ao vivo, 2023-04-07 (55:22).
  60. Transmissão ao vivo, 2023-03-31 (1:00:16).
  61. Transmissão ao vivo, 2022-10-28 (32:52).
  62. 62.0 62.1 Transmissão ao vivo, 2017-06-01 (37:39).
  63. MMORPG Interview, 2016-12-12.
  64. pvx stats.png
  65. Transmissão ao vivo, 2017-05-15 (14:05).