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Différences entre les versions de « World bosses »
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− | # | + | {{World bosses}} |
+ | |||
+ | {{Regional bosses}} | ||
+ | |||
+ | == List of world bosses == | ||
+ | |||
+ | {{List of world bosses}} | ||
+ | |||
+ | == Boss mechanics == | ||
+ | |||
+ | {{Raid mechanics}} | ||
+ | |||
+ | === Telegraphs === | ||
+ | |||
+ | {{Telegraphs}} | ||
+ | |||
+ | == Bosses == | ||
+ | |||
+ | {{Bosses}} | ||
+ | |||
+ | == PvE difficulty == | ||
+ | |||
+ | {{PvE difficulty}} | ||
+ | |||
+ | == Looting == | ||
+ | |||
+ | {{Looting}} | ||
+ | |||
+ | === Loot tables === | ||
+ | |||
+ | {{Loot tables}} | ||
+ | |||
+ | === Loot tagging === | ||
+ | |||
+ | {{Loot tagging}} | ||
+ | |||
+ | == Artwork == | ||
+ | |||
+ | {{#dpl:category = {{ROOTPAGENAME}} | ||
+ | |mode = gallery | ||
+ | |noresultsheader = - None - | ||
+ | |addeditdate = true | ||
+ | |userdateformat = Y-m-d | ||
+ | |format=«gallery»,%PAGE%¦link=File:%TITLE%¦«center»%DATE%«/center»\n,,«/gallery» | ||
+ | |order = descending | ||
+ | |ordermethod = firstedit | ||
+ | |namespace = file | ||
+ | }} | ||
+ | |||
+ | == See also == | ||
+ | |||
+ | * [[Bosses]] | ||
+ | * [[Monster coins]] | ||
+ | * [[Mobs]] | ||
+ | * [[PvE]] | ||
+ | |||
+ | == References == | ||
+ | |||
+ | [[Category:PvE]][[Category:Encounters]][[Category:Bosses]] |
Version du 18 décembre 2020 à 19:07
- 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]
List of world bosses
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Daughter of Depravity
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Son of Tundra
- Sorrow's Hunger
- Tumok the Wretched
- Yuna
Boss mechanics
Boss fights will have fairly intricate mechanics.[17]
- Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[17] – Steven Sharif
- Multiple phase fights.[17]
- Adds.[17]
- Random skill usage.[17]
- Fights will require location, mobility and strategy.[17]
- Boss mechanics may be affected by changes in climate or time of day.[18]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[19][17]
- Players can utilize boss mechanics against other players.[19]
- Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[19] – Steven Sharif
Télégraphes
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[20]
- Animation tells.
- Templates.
Bosses
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.[24]
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.[25]
- Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[25]
- Plus élevée est la difficulté, meilleures seront les tables de butin.[25]
- Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[26]
Pillage
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[29][30][31]
- Group loot rules are defined on a per-rarity basis.[27]
- A majority of party members must vote to approve any changes to group loot allocation changes.[28]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[32]
- There won't be auto-looting pets.[33]
- It will be possible to kick a player from a party prior to them acquiring loot.[34]
- 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.[34] – Steven Sharif
- Free-for-all.[31]
- Whoever is first to loot gets the loot.[29]
- 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.[31]
- With round-robin looting, party members take turns looting.[31]
- This is a traditional need before greed system based on dice rolls.[31]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[35]
- Bidding system.[31]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[31]
Tables de Butin
- Monstres drop glint, Articles, and crafting materials in preference to gold.[36][37]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[38][39][40][41][36][42]
- The rarity of glint increases with the mob's level.[43]
- Loot tables are disabled for player controlled monsters.[44]
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[45]
- Experience debt decreases the drop rate percentages from monsters.[46]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[47][48]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[47][49][50]
- Legendary equipment is only dropped by Legendary world bosses.[7]
- Statistiques on dropped items will vary based on the rarity of the item.[51]
- Loot tables will likely not be affected by weather conditions.[18] This was previously listed as a possible effect.[52]
- There won't be specific loot drops for artisans.[53] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[54]
- Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
- A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[53]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[55][30]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[55][30]
- These numbers will be balanced based on testing.[55]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[55][30]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[55] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[56] – Steven Sharif
Artwork
2023-06-02 2023-06-01 2022-10-31 2022-08-27 2020-12-24
Voir également
Les références
- ↑ 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 7.6 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).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Direct, 2018-04-8 (PM) (1:14:01).
- ↑ 18.0 18.1 Direct, 2022-05-27 (1:14:46).
- ↑ 19.0 19.1 19.2 Entrevue, 2023-09-10 (32:16).
- ↑ Direct, 2017-05-22 (49:38).
- ↑ 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).
- ↑ 25.0 25.1 25.2 Entrevue, 2020-07-19 (14:51).
- ↑ Entrevue, 2020-07-19 (17:12).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Vidéo, 2023-01-27 (16:44).
- ↑ 28.0 28.1 Vidéo, 2023-01-27 (32:01).
- ↑ 29.0 29.1 Direct, 2020-11-30 (1:01:40).
- ↑ 30.0 30.1 30.2 30.3 Direct, 2020-07-25 (1:24:56).
- ↑ 31.00 31.01 31.02 31.03 31.04 31.05 31.06 31.07 31.08 31.09 31.10 31.11 Group dynamics blog.
- ↑ Direct, 2023-01-27 (1:08:06).
- ↑ Direct, 2022-04-29 (1:04:52).
- ↑ 34.0 34.1 Direct, 2023-05-31 (1:07:45).
- ↑ Direct, 2020-11-30 (1:12:03).
- ↑ 36.0 36.1 Entrevue, 2020-07-18 (27:11).
- ↑ Direct, 2017-05-24 (44:14).
- ↑
- ↑ Entrevue, 2023-09-10 (53:47).
- ↑ Direct, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑
- ↑ Direct, 2017-05-03 (35:25).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 47.0 47.1 Entrevue, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevue, 2020-07-20 (21:57).
- ↑ Direct, 2018-04-8 (PM) (55:49).
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 53.0 53.1 Direct, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 55.0 55.1 55.2 55.3 55.4 Direct, 2022-03-31 (1:23:06).
- ↑ Direct, 2022-06-30 (1:16:22).