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Bosses

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Avant-première du boss de donjon "Pyroclastic Wyrm" pendant l'Alpha-1 .[1]
Un lieutenant des "The Ancients" en rendu 3D.[2]

Ces deux modèles particuliers, avec l'alpha un, ils seront animés et présents en tant qu'adversaires dans certains des emplacements de donjon dans Ashes of Creation.[3]Steven Sharif

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.[4]

Certains bosses et rencontres comporteront des bandes sonores originales spécifiques composées par Bear McCreary.[5]

Open world

Alpha-1 open world dungeon entrance.[6]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[7]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[8]

  • No loading time or loading screens between regions.[8]

There will be an approximately 80/20 split between open world vs instanced encounters.[9][10][7][11][12]

  • 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.[9][13][10]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[10]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[14]
  • Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[15] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[10][16] Outside of these and arenas there will not be too much instancing anywhere else.[8]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[17]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[8]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[19][10][20]

  • Healthy competition is seen as 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.[19][10]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[19][10][17]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[17]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[10]Steven Sharif

Raid bosses

There will be between 12 to 15 raid bosses in the world.[4]

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[23]Steven Sharif

Liste des boss de raid

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

World/regional bosses

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.[26]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[23]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[23]
  • A single digit percentage of the population will be capable of defeating certain content.[23]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[30]
  • 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.[13][32][10][33][34]

List of world/regional bosses

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Dungeon bosses

Liste des boss de donjon

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Elites

Elites are a tier of mob or boss in Ashes of Creation.[37][28]

  • Certain elite monsters that are not assigned any to any particular hunting ground will roam throughout the world.[28] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[38]

List of elites

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.[39]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[39]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[39]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[40]

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.[29][41][42]

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.[29]Steven Sharif

Pillage

Alpha-2 looting UI preview.[43]

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.[43]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[44]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[45][46][47]

  • Group loot rules are defined on a per-rarity basis.[43]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[44]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[48]
  • There won't be auto-looting pets.[49]
  • It will be possible to kick a player from a party prior to them acquiring loot.[50]
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.[50]Steven Sharif
Free-for-all.[47]
  • Whoever is first to loot gets the loot.[45]
Lootmaster.[43][47]
  • 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.[47]
Round-robin.[43][47]
Need or greed.[43][47]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
Bidding system.[47]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[47]
    • The highest bidder wins the item.[47]
    • The gold then goes into a pool that is split among the rest of the party members.[47]

Tables de Butin

Tables de Butin (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[52][53]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[71][46]

  • 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.[71][46]
    • These numbers will be balanced based on testing.[71]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[71][46]
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[71]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.[72]Steven Sharif
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Master gatherers may have the ability to "spoil" a boss' loot.[73]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[73]Steven Sharif

Pièces de Monstres

Monster coin concept art.[74]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[75]Steven Sharif

Pre-alpha monster coin system.[76]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[77]

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.[78][79][80]

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.[74]

Monster coin events are system spawned events.[79][81]

  • They are structured in a way to prevent groups from gaming the system.[81]
  • 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.[82]
  • Server messages appear for players in the vicinity of these dynamic events.[83]
  • 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.[75]
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.[75]Steven Sharif

The Ancients are not going to be part of the monster coin system.[85]

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.[86]Steven Sharif

Impact on nodes

Monster coin events (Bosses) cannot destroy or delevel nodes.[87] They can disable certain buildings, services and PNJs within a node.[88][83] Sièges de Nœuds are the chief mechanic for destroying nodes.[87]

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.[91]Steven Sharif

Visuels

Voir également

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