Différences entre les versions de « World bosses »
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[[Category:Reactive world]][[Category:Encounters]] | [[Category:Reactive world]][[Category:Encounters]] |
Version du 25 juillet 2018 à 01:50
- Bosses d'extérieur will spawn at variable locations at variable times.[2][3][4]
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[3] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[6][7]
- World bosses will not scale to adapt to player levels.[6]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[8]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[8]
- A single digit percentage of the population will be capable of defeating certain content.[8]
- There will be ancillary effects that happen as a result of downing certain world bosses.[9]
- This can positively impact the land management in that area.[10]
- 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 design of Ashes of Creation.[11][12][13][14][15]
Les bosses appartiennent aux types suivants, avec des niveaux de difficultés et des tableaux de butin croissants, nécessitant un plus grand nombre de joueurs pour être tuer selon le niveau de difficulté.[7]
Certains bosses et rencontres comporteront des bandes sonores originales spécifiques composées par Bear McCreary.[19]
When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[20] – Steven Sharif
Contenu adaptatif
Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[21] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[22]
- Les Populations changeront.[22]
- La difficulté du contenu changera.[22]
- Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[22]
- Différents types d'adversaires avec différentes histoires.[22]
- Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[23]
- Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[23]
- Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[23]
Certains donjons et autres points d'intérêt sur la carte vont être affectés par le développement des nœuds sur le serveur. Certains donjons ne seront déverrouillés que si les nœuds sont développés jusqu'à certaines étapes. Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud. Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones. Par exemple, admettons que les humains aient développé un nœud dans la Région A, et une histoire s'est ouverte et dirige les joueurs pour qu'ils inspectent les ruines (donjon) d'une zone proche. Et admettons que ce nœud se soit développé en tant que nœud scientifique (artisanat)… Eh bien avant que ce nœud ait été développé, ce donjon était accessible… Mais maintenant le donjon a propagé des nouveaux objets et monstres qui incluent des tables de butin qui répondront à des besoins d'artisanat grâce au développement de ce nœud scientifique. Et peut être qu'un nouveau boss apparaîtra dans différentes pièces du donjon qui inclura des différents départs de quêtes et d'aventures, comme un objet mystérieux avec une histoire propre qui ne peut être avancée que si un nœud s'est développé jusqu'au statut de métropole dans certaines régions, à travers la planète. Notre système est tellement vaste, quand il s'agit d'interconnectivité et de la manière dont le monde réagit aux joueurs.[23]
Artificial intelligence
Ashes of Creation utilise une intelligence artificielle(IA) évolutive, ce qui signifie que des rencontres différentes pourront se produire avec des créatures similaires, ce qui donnera lieu à des expériences différentes pour le joueur.[25]
- Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[26]
- Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[27]
- Les développeurs ont évoqué la possibilité que des PNJ effectue des "actions d'inactivité" pour rendre le monde plus vivant, mais cela n'a pas été confirmé.[28]
- Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[29]
- Les PNJ lors de certaines rencontres peuvent être conscients de leur environnement local et peuvent se mettre à l'abri derrière des obstacles, par exemple. Mais cela ne sera pas très répandu dans les conceptions générales de l'IA.[30]
Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[31]
Il existe d'autre types d'IA qui ne sont pas nécessairement liés au contrôle des PNJ. Il y a des IA concernant le développement des frontières des nœuds, dans la direction et aussi les décisions qui sont prises sur les nœuds inférieurs à asservir en tant qu'États vassaux. Il y a une IA qui s'occupe un peu du marché boursier qui sera présent dans l'économie. Il y a des systèmes d'IA qui vont être annoncés et qui sont je pense assez innovants en ce qui concerne le genre des MMORPG et qui vont rendre le système d'événements déclenchés très intéressant, je pense ; et cela concerne la façon dont les nœuds se développent et l'environnement réagit à ce développement en faisant apparaître ces événements déclenchés, comme une horde de zombies qui attaque une ville ou un boss de raid légendaire qui sort de la montagne. Je pense qu'il y a beaucoup d'opportunités pour que certaines des innovations dans le secteur de l'IA du développement de jeux vidéos se retrouvent dans Ashes.[31] – Steven Sharif
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[34]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[35] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[36]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[36] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[35]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[36]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[37]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[37] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[38]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[38] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[39]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[39] – Steven Sharif
Instanciation doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[40]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[40]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[40] – Steven Sharif
Pièces de Monstres
Pièces de Monstres enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[45][46][47]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[41]
Monster coin events are system spawned events.[46][48]
- They are structured in a way to prevent groups from gaming the system.[48]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[49]
- Server messages appear for players in the vicinity of these dynamic events.[50]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[42]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[42] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[51]
- Monster coins only allow a character to participate in events on their own server.[52]
- NPC hate lists do not affect monster coin events.[42]
The Ancients are not going to be part of the monster coin system.[53]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[54] – Steven Sharif
Impact on nodes
Monster coin events (Bosses) cannot destroy or delevel nodes.[55] They can disable certain buildings, services and PNJs within a node.[56][50] Sièges de Nœuds are the chief mechanic for destroying nodes.[55]
- Monster coin events do not occur before sieges.[57]
- Monster coin events do not occur during sieges.[58]
- Destruction of certain buildings during a monster coin event could have local, regional, or even global economic impacts.[59]
- For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[59] – Steven Sharif
Day/night cycle
Artwork
Voir également
- ↑ Vidéo, 2020-05-31 (17:20).
- ↑ 2.0 2.1 2.2 Entrevue, 2023-09-10 (28:15).
- ↑ 3.0 3.1 Direct, 2023-05-31 (41:16).
- ↑ 4.0 4.1 Direct, 2023-03-31 (1:20:41).
- ↑ Direct, 2021-03-26 (54:26).
- ↑ 6.0 6.1 Direct, 2023-05-31 (43:55).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 Direct, 2020-07-25 (46:08).
- ↑ 8.0 8.1 8.2 Podcast, 2018-08-04 (1:42:14).
- ↑ Direct, 2021-11-19 (55:31).
- ↑ Direct, 2023-05-31 (42:06).
- ↑ Direct, 2023-05-31 (45:47).
- ↑ Direct, 2023-04-07 (55:22).
- ↑ Direct, 2023-03-31 (1:00:16).
- ↑ Direct, 2022-10-28 (32:52).
- ↑ Direct, 2017-06-01 (37:39).
- ↑ Direct, 2020-03-28 (1:58:18).
- ↑ Direct, 2020-11-08 (12:40).
- ↑ Direct, 2020-11-08 (12:47).
- ↑ Entrevue, 2021-06-13 (11:15).
- ↑ Direct, 8 April 2018 (PM) (1:09:37).
- ↑ Direct, 2017-11-17 (36:22).
- ↑ 22.0 22.1 22.2 22.3 22.4 Direct, 2017-11-17 (18:29).
- ↑ 23.0 23.1 23.2 23.3 MMOGames interview, January 2017
- ↑ 24.0 24.1 Direct, 2021-06-25 (21:24).
- ↑ About Ashes of Creation.
- ↑ Direct, 2017-05-05 (11:55).
- ↑ Direct, 2017-07-28 (43:57).
- ↑ Direct, 2018-04-8 (PM) (3:56).
- ↑ 29.0 29.1 29.2 29.3 Entrevue, 2021-06-13 (22:20).
- ↑ Direct, 2022-02-25 (1:03:32).
- ↑ 31.0 31.1 31.2 31.3 31.4 Podcast, 2018-05-11 (24:23).
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Direct, 2017-05-05 (23:26).
- ↑ 35.0 35.1 Direct, 2017-05-19 (25:18).
- ↑ 36.0 36.1 36.2 Direct, 2020-11-30 (1:16:09).
- ↑ 37.0 37.1 Direct, 2017-05-22 (57:37).
- ↑ 38.0 38.1 Entrevue, 2018-05-11 (44:20).
- ↑ 39.0 39.1 Entrevue, 2018-08-08 (11:52).
- ↑ 40.0 40.1 40.2 Direct, 2022-01-28 (17:50).
- ↑ 41.0 41.1 Types of Events on Verra.
- ↑ 42.0 42.1 42.2 42.3 Direct, 2022-07-29 (1:20:24).
- ↑ Vidéo, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ Direct, 2023-06-30 (1:50:52).
- ↑ 46.0 46.1 Direct, 2022-04-29 (39:00).
- ↑
- ↑ 48.0 48.1
- ↑ Direct, 2017-05-26 (22:19).
- ↑ 50.0 50.1 Direct, 2017-05-03 (36:25).
- ↑ Direct, 2017-05-03 (35:25).
- ↑ Direct, 2021-06-25 (1:36:05).
- ↑ Podcast, 2020-11-15 (47:12).
- ↑ Podcast, 2020-11-15 (51:22).
- ↑ 55.0 55.1 Direct, 2017-05-24 (22:30).
- ↑
- ↑
- ↑
- ↑ 59.0 59.1 Direct, 2022-04-29 (1:07:20).