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Différences entre les versions de « Leveling »
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== Class abilities == | == Class abilities == |
Version du 11 janvier 2018 à 15:17
Nivellement 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 JcJ, JcE, Exploration, Collecte/Traitement/Artisanat, Evénements/Quêtes, 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 Village (organiser 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 Sièges de Nœuds) 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
- Les joueurs reçoivent des points de compétences en augmentant de niveau. Ils peuvent être utilisés pour améliorer leurs capacités dans leur arbre de compétence.[30]
- Il sera impossible de maximiser toute les compétences d'un arbre de compétence.[30]
- Un joueur peut choisir un archétype secondaire lorsqu'il atteint le niveau 25.[26] La combinaison des archétypes primaires et secondaires est appelée classe.[26][29][31]
- L'archétype secondaire n'offre pas de compétences supplémentaires.[32]
- Les archétypes secondaires peuvent être modifiés, mais pas "à la volée".[28][33]
- Le joueur peut alors améliorer ses compétences primaires avec les effets de son archétype secondaire.[26][27]
- Chaque compétence de l'arbre primaire aura plusieurs options d'améliorations grâce à l'arbre secondaire. C'est un exemple de progression horizontale.[27]
- Les améliorations apportées aux compétences primaires peuvent fondamentalement changer le fonctionnement de la capacité - en adaptant ce que la capacité faisait avant pour incorporer l'identité de l'archétype/classe secondaire.[34]
Si un Combattant choisissait Mage comme archétype secondaire, le Combattant deviendrait un Spellsword. Cette combinaison débloque des améliorations qui peuvent être appliquées aux compétences de leur arbre de compétences primaire. Les Combattants ont une compétence Rush leur permettant de se ruer sur une cible; et en atteignant la cible, d'infliger un certain nombre de dégâts avec une chance de renverser la cible. Une amélioration d'évasion d'un Mage pourrait être appliquée à la compétence de rush, qui téléporterait le joueur vers la cible à la place; éliminant ainsi le temps de charge de la compétence.[27]
La progression de la classe est indépendante de la progression artisanale.[35]
Les événements du monde n'impactent pas directement l'efficacité des classes mais peuvent avoir des effets liés aux disponibilités d'équipements, d'enchantements ou de tatouages.[36]
Zones et progression
Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[37][38][39]
Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[40] – Steven Sharif
Class abilities
Compétences primaires (class abilities) are based on a player's archetype.[44][27]
- A player may choose a secondary archetype when they reach level 25.[45][26] The player can then augment their primary skills with effects from their secondary archetype.[44][45][26][27][46]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[47]
- Class skills are not affected by the type of weapon that is equipped.[48]
- Compétences primaires in Alpha-2 are expected to be very different to those in Alpha-1.[49]
Rested experience
Tavernes offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[50][51]
- Rested experience allows players to gain experience at a faster rate for a period of time.[51]
- There are no current plans to replace rested experience with another bonus for max-level players.[52]
- Rested experience increases the rate that experience debt is paid back.[53]
Voir également
Les références
- ↑ 1.0 1.1 Direct, 2020-07-31 (1:05:58).
- ↑ 2.0 2.1 2.2 Direct, 2022-10-14 (23:15).
- ↑
- ↑ Direct, 2023-10-31 (5:27).
- ↑ Podcast, 2023-07-15 (13:51).
- ↑ Entrevue, 2018-10-20 (2:53:53).
- ↑ Entrevue, 2018-10-20 (1:55).
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ 9.0 9.1 Direct, 2022-05-27 (1:11:10).
- ↑ Direct, 2017-05-24 (46:27).
- ↑ Direct, 2020-07-25 (1:33:37).
- ↑ 12.0 12.1 Direct, 2022-07-29 (1:24:58).
- ↑ 13.0 13.1 Entrevue, 2021-06-13 (48:27).
- ↑ Direct, 2018-09-27 (52:41).
- ↑ 15.0 15.1 Direct, 2020-07-25 (1:34:55).
- ↑ Direct, 2022-04-29 (1:06:34).
- ↑ 17.0 17.1 Podcast, 2023-07-15 (11:21).
- ↑ Direct, 2017-12-15 (58:48).
- ↑ 19.0 19.1 Entrevue, 2020-07-08 (1:07:59).
- ↑ Direct, 2017-05-24 (19:25).
- ↑ Direct, 2021-04-30 (41:18).
- ↑ Direct, 2023-12-19 (1:41:54).
- ↑ Direct, 2023-03-31 (1:24:21).
- ↑ Direct, 2022-01-28 (15:35).
- ↑ Entrevue, 2020-07-08 (1:12:51).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 Entrevue, 2020-07-18 (1:05:04).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5
- ↑ 28.0 28.1 Entrevue, 2020-07-29 (54:44).
- ↑ 29.0 29.1 Ashes of Creation class list.
- ↑ 30.0 30.1 Direct, 2017-07-28 (19:05).
- ↑
- ↑ Direct, 2017-05-03 (50:50).
- ↑ Direct, 2017-07-18 (37:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Direct, 2020-07-31 (1:31:11).
- ↑ Podcast, 2021-04-11 (54:35).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Direct, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑
- ↑ Direct, 2017-10-16 (1:00:44).
- ↑ Entrevue, 2018-08-08 (22:27).
- ↑ 44.0 44.1 Direct, 2023-12-19 (1:20:41).
- ↑ 45.0 45.1 Direct, 2023-07-28 (1:04:27).
- ↑
- ↑ Direct, 2021-11-19 (50:38).
- ↑ Vidéo, 2022-09-30 (17:00).
- ↑ Direct, 2021-09-24 (1:18:06).
- ↑ Direct, 2023-06-30 (27:52).
- ↑ 51.0 51.1 The mighty beard!
- ↑ Direct, 2023-06-30 (1:22:32).
- ↑ Direct, 2023-09-29 (1:18:04).