Dungeon bosses
Liste des boss de donjon
Donjons
Les donjons dans Ashes of Creation seront de tailles variées et seront principalement en monde ouvert.[5][6]
- Les donjons en monde ouvert seront peuplés en fonction des groupes présents dans le donjon.[7]
- Des donjons instanciés seront également présents et serviront aux quêtes solitaires et de groupe.[7]
l y aura des donjons linéaires plus petits, plus simples. Il y aura des donjons non linéaires plus grands, plus complexes. Donc, c'est un peu des deux. Nous voulons que l'environnement soit un personnage. Pour que l’environnement soit un personnage, il faut que ces lieux soient intéressants et dynamiques.[5] – Jeffrey Bard
La moitié du problème ne sera pas seulement de résoudre le donjon, mais il faudra s'occuper des autres joueurs également.[7] – Jeffrey Bard
Échelle de donjon
L'intention est que les donjons vont être 'massifs' à grande échelle.[9]
- Cavernes massives et espace en monde ouvert.[9]
- Des endroits pour convenir à des engagements plus grands et plus petits.[9]
- Où les personnes avec 30 minutes peuvent participer.
- Les donjons sont vastes et ont de la place pour plusieurs groupes.[10]
Dungeon 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.[11][12][13]
- 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.[11] – Steven Sharif
Open world
Ashes of Creation will be a seamless open-world experience.[6]
There will be an approximately 80/20 split between open world vs instanced encounters.[16][17][15][18][19]
- 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.[16][20][17]
- 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.[17] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[21]
- Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[22] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[17][23] Outside of these and arenas there will not be too much instancing anywhere else.[6]
- 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.[24] – 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.[6] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[26][17][27]
- 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.[26][17]
- 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.[26][17][24]
- 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.[24] – 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.[17] – Steven Sharif
Dungeon locations
Donjons and other points of interest are located throughout the map in-between the 85 node locations.[28]
- As nodes advance and expand they will influence nearby points-of-interest such as dungeon bosses, regional bosses and Raid bosses.[28]
- Multiple nearby nodes may collectively influence larger POIs.[29]
- POIs of this size do not normally attach to just a single node. Usually there are multiple nodes that can potentially influence a large POI. The theming within the node occurs around storylines or NPC spawns and events.[29] – Steven Sharif
- The difficulty level and loot tables of these encounters will change based on this influence.[30][28]
List of notable dungeons
- Breaker's Penitentiary
- Cerulean Grotto
- Deepheart Cove
- Drythorne Gulch
- Dünheim
- Dünzenkell Crypt
- Fallow's Hold
- Hungering Maw
- Illwind Ruins
- Manaspring Hollow
- Ruins of Restless Spirits
- Sporelight Caverns
- The Tower of Carphin
- The Underroost
- Underrealm Entrance
- Volcano dungeon
Harbingers
The Harbingers are comet-like celestial bodies powered by a very strong source of magic that essentially acts as a bridge between The Void and the Material plane where Verra exists.[32]
- The Ancients and The Others used the Harbingers to travel to Verra, thus beginning the Apocalypse.[32]
- Harbingers exist on Verra as dungeons that the Ancients use to push their influence into the material plane under the guise of the effects of corruption as it spreads.[35]
- The worst thing the Harbingers bought to Verra was corruption, which twists and distorts everything it touches.[36]
- The worst thing that the Harbingers brought was not the Others, but the corruption that they spread. It twists and distorts everything it touches. It whispers in the ears of men, and guides their hands toward terrible ends. There does not seem a means to stop it - our prayers do nothing, our spells are ineffectual. The awful truth is that the Others could simply watch as we burned Verra to ash ourselves.[36]
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.[28]
Certains bosses et rencontres comporteront des bandes sonores originales spécifiques composées par Bear McCreary.[39]
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.[40]
- Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[40]
- Plus élevée est la difficulté, meilleures seront les tables de butin.[40]
- Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[41]
Pillage
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[44][45][46]
- Group loot rules are defined on a per-rarity basis.[42]
- A majority of party members must vote to approve any changes to group loot allocation changes.[43]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[47]
- There won't be auto-looting pets.[48]
- It will be possible to kick a player from a party prior to them acquiring loot.[49]
- 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.[49] – Steven Sharif
- Free-for-all.[46]
- Whoever is first to loot gets the loot.[44]
- 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.[46]
- With round-robin looting, party members take turns looting.[46]
- This is a traditional need before greed system based on dice rolls.[46]
- 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.[50]
- Bidding system.[46]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[46]
Tables de Butin
- Monstres drop glint, Articles, and crafting materials in preference to gold.[51][52]
- 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.[53][54][55][56][51][57]
- The rarity of glint increases with the mob's level.[58]
- Loot tables are disabled for player controlled monsters.[59]
- 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.[60]
- Experience debt decreases the drop rate percentages from monsters.[61]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[62][63]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[62][64][65]
- Legendary equipment is only dropped by Legendary world bosses.[28]
- Statistiques on dropped items will vary based on the rarity of the item.[66]
- Loot tables will likely not be affected by weather conditions.[67] This was previously listed as a possible effect.[68]
- There won't be specific loot drops for artisans.[69] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[70]
- 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.[69]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[71][45]
- 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][45]
- 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][45]
- 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
Visuels
2020-03-28
Voir également
Les références
- ↑ Direct, 2017-05-22 (1:53:32).
- ↑ Direct, 2018-01-18 (16:34).
- ↑ Direct, 2018-02-09 (4:42).
- ↑ Direct, 2017-11-17 (17:50).
- ↑ 5.0 5.1 Direct, 2017-06-01 (39:21).
- ↑ 6.0 6.1 6.2 6.3 6.4 Direct, 2017-05-22 (20:59).
- ↑ 7.0 7.1 7.2 Direct, 2018-09-27 (43:21).
- ↑ Direct, 2020-03-28 (1:53:18).
- ↑ 9.0 9.1 9.2 Direct, 2017-05-19 (23:00).
- ↑ Direct, 2018-02-09 (45:30).
- ↑ 11.0 11.1 Direct, 2023-05-31 (43:55).
- ↑ Entrevue, 2021-06-13 (24:14).
- ↑ Vidéo, 2018-04-05 (40:08).
- ↑ Direct, 2020-04-30 (1:05:34).
- ↑ 15.0 15.1 Entrevue, 2020-07-19 (11:04).
- ↑ 16.0 16.1 Entrevue, 2023-09-10 (58:47).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 Direct, 2023-03-31 (1:00:16).
- ↑
- ↑ Direct, 2020-03-28 (1:48:36).
- ↑ Direct, 2023-05-31 (45:47).
- ↑ Direct, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 24.0 24.1 24.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 26.0 26.1 26.2 Direct, 2023-04-28 (2:06).
- ↑ Direct, 2017-05-19 (24:17).
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 28.8 Direct, 2020-07-25 (46:08).
- ↑ 29.0 29.1
- ↑
- ↑ Dillias diary.
- ↑ 32.0 32.1 32.2 Direct, 2020-11-08 (0:00:00).
- ↑ Direct, 2020-11-08 (11:48).
- ↑ Vidéo, 2023-03-31 (7:41).
- ↑ 35.0 35.1 Direct, 2020-11-08 (12:47).
- ↑ 36.0 36.1 Week 1, entry 1.
- ↑ Direct, 2020-03-28 (1:58:18).
- ↑ Direct, 2020-11-08 (12:40).
- ↑ Entrevue, 2021-06-13 (11:15).
- ↑ 40.0 40.1 40.2 Entrevue, 2020-07-19 (14:51).
- ↑ Entrevue, 2020-07-19 (17:12).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 Vidéo, 2023-01-27 (16:44).
- ↑ 43.0 43.1 Vidéo, 2023-01-27 (32:01).
- ↑ 44.0 44.1 Direct, 2020-11-30 (1:01:40).
- ↑ 45.0 45.1 45.2 45.3 Direct, 2020-07-25 (1:24:56).
- ↑ 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 46.11 Group dynamics blog.
- ↑ Direct, 2023-01-27 (1:08:06).
- ↑ Direct, 2022-04-29 (1:04:52).
- ↑ 49.0 49.1 Direct, 2023-05-31 (1:07:45).
- ↑ Direct, 2020-11-30 (1:12:03).
- ↑ 51.0 51.1 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.
- ↑ 62.0 62.1 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).
- ↑ Direct, 2022-05-27 (1:14:46).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 69.0 69.1 Direct, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 71.0 71.1 71.2 71.3 71.4 Direct, 2022-03-31 (1:23:06).
- ↑ Direct, 2022-06-30 (1:16:22).