Mentor program

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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.[1]

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.[3]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.[2]Steven Sharif

First-time user experience

A first-time user experience system is expected to be implemented during the beta testing phases.[4]

The first-time user experience is something that's going to have a lot of love and attention during Betas, but is not going to have much attention during Alpha-2. But it is intended for us to have a very in-depth first-time user experience to introduce players to the number of different systems. They're not going to be super in-depth. We don't believe that first-time user experiences should handhold players through all of the processes and reveal the world, so to speak, but just to give them a shallow touch for these systems so that they understand the concepts and essentially how to navigate.[4]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.[5][6][1]

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.[5]Steven Sharif

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[7][8][9]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[7]Steven Sharif

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[10]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[11]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[12]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[12]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[13]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[13]Steven Sharif

Casual vs. hardcore players

Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[14]

Il y aura des événements dans le monde du jeu sur lesquels les joueurs peuvent avoir un impact et auxquels ils peuvent participer sans être joueurs hardcore. Par exemple, les événements PVE d'attaques de villes; les échanges entre caravanes; ce genre d'événements existent naturellement; comme les sièges de forteresses. Il y a plusieurs systèmes permettant aux joueurs de simplement se connecter, participer, s'amuser, avoir de l'impact et se déconnecter.[14]Steven Sharif

PvE difficulty

La difficulté du contenu JcE, tel que les raids et les dongeons, s'adaptera sur la base de la performance du raid du groupe contre les bosses précédents dans cette confrontation.[15]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[15]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[15]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[16]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[17]

Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [17]Jeffrey Bard

Rested experience

Tavernes offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[18][19]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[19]
  • There are no current plans to replace rested experience with another bonus for max-level players.[20]
  • Rested experience increases the rate that experience debt is paid back.[21]

Voir également

Les références