Donjons

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Les donjons dans Ashes of Creation seront de tailles variées et seront principalement en monde ouvert.[4][5]

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.[4]Jeffrey Bard

La moitié du problème ne sera pas seulement de résoudre le donjon, mais il faudra s'occuper des autres joueurs également.[6]Jeffrey Bard

List of notable dungeons

List of dungeon bosses

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[8]

Harbingers

Dillia's diary concept art.[9]

The Ancients and The Others they found their way to Verra at some point and they came through what we call the Harbingers, which are essentially these celestial bodies- these almost comet-like structures that were traveling through space to find the location of the new creation; and within those harbingers is a very strong source of magic that essentially acts as a bridge between the Void and the Material plane where Verra exists.[10]Steven Sharif

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.[10]

  • The Ancients and The Others used the Harbingers to travel to Verra, thus beginning the Apocalypse.[10]
  • The Ancients flowed out of the conduits that opened at the center of the Harbingers and began conquering Verra.[11]
  • Harbingers that exist on Verra as dungeons are where the Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.[12]
    • There are events that lead to the spreading of corruption that players will have to fight back against. Players will need to participate in the events to help fight back the intrusion.[12]

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.[13]

Bosses

A Lieutenant of The Ancients Rendu 3D.[15]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[12]Steven Sharif

Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[16]

Open world

Alpha-1 open world dungeon entrance.[17]

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.[18]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[5]

  • No loading time or loading screens between regions.

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[19]

  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[5]
  • There will be an 80/20 split between open world vs instanced encounters.[18][20][21]

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.[5]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[22]

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[24]

  • Massive caverns and open world spaces.[24]
  • Places to suit larger and smaller commitments.[24]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[25]

Scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[26]

Mentor program

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[26]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[28]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[27]Steven Sharif

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 103 node locations.[16]

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.[29]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[29]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[29]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[30]

Dungeon content

pasted image at 2017 10 26 07 13 pm.png

Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[31] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[32]

  • Les Populations changeront.[32]
  • La difficulté du contenu changera.[32]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[32]
  • Différents types d'adversaires avec différentes histoires.[32]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[33]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[33]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[33]

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.[33]

Raid strategies

Raids will have elements that can be pre-planned.[34]

  • Required composition of DPS, healers and support.[34]
  • Key positioning.[34]

Raids will also have dynamic elements that can change from session to session.[34]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[34]Steven Sharif

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[35]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[36][37]

  • The party size is eight (8) players for a single group.[38]
  • Raids will have 40 man groups.[39]
  • Content will be tailored for 40, 16 and 8 person group sizes.[40]
  • Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[41]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[42]
  • Siège de Château are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[35]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[38]

Content isn't locked behind guilds.[43]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[44]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[44]

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[45]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[45]Steven Sharif

Tables de Butin

Monsters drop hunting certificates, Articles and crafting materials rather than gold.[47][48]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[48]
  • Hunting certificates will also drop on a character's death.[47]
  • Hunting certificates can be traded with hunter PNJs within nodes.[47]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[49][47]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[49]
  • Hunting certificates can also be stored within node warehouses.[47]

Tables de Butin of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[50][40]

Loot tables are disabled for player controlled monsters.[55]

Experience debt decreases the drop rate percentages from monsters.[56]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[57], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[58]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[59]

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.[60] 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".[61]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[61] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[60]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[61]
  • 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.[62]

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.[62]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[63]

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 kind of want that political intrigue to be present in the game.[63]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[64]

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 you know 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.[64]Steven Sharif

Leader boards

There will be dungeon and raid leader boards.[65]

Jumping mechanics

Jumping puzzles will occasionally feature in the world.[68]

Announcements/Notifications

There will be global (server-wide) announcements/notifications of important events.[70]

New citizens of a node may be announced in a dedicated node citizen chat channel.[72]

  • Election notices will be mailed to the accounts of citizens.[72]

Local node events, such as Caravanes will not be announced. These will rely on player word-of-mouth.[70]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[71]Steven Sharif

Vidéos

Artwork

Voir également

Les références

  1. Direct, 2018-01-18 (16:34).
  2. Direct, 2018-02-09 (4:42).
  3. Direct, 2017-11-17 (17:50).
  4. 4.0 4.1 Direct, 2017-06-01 (39:21).
  5. 5.0 5.1 5.2 5.3 Direct, 2017-05-22 (20:59).
  6. 6.0 6.1 6.2 Direct, 2018-09-27 (43:21).
  7. steven-underwater-dungeon-leak.png
  8. Direct, 2017-05-17 (30:53).
  9. Dillias diary.
  10. 10.0 10.1 10.2 Direct, 2020-11-08 (0:00:00).
  11. Direct, 2020-11-08 (11:48).
  12. 12.0 12.1 12.2 Direct, 2020-11-08 (12:47).
  13. Week 1, entry 1.
  14. Direct, 2020-03-28 (1:58:18).
  15. Direct, 2020-11-08 (12:40).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 16.8 Direct, 2020-07-25 (46:08).
  17. Direct, 2020-04-30 (1:05:34).
  18. 18.0 18.1 Entrevue, 2020-07-19 (11:04).
  19. dungeon open.png
  20. openworldinstancedsplit.png
  21. Direct, 2020-03-28 (1:48:36).
  22. Direct, 2017-05-19 (24:17).
  23. Direct, 2020-03-28 (1:53:18).
  24. 24.0 24.1 24.2 Direct, 2017-05-19 (23:00).
  25. Direct, 2018-02-09 (45:30).
  26. 26.0 26.1 Vidéo, 2018-04-05 (40:08).
  27. 27.0 27.1 27.2 27.3 27.4 Direct, 2020-09-30 (1:07:22).
  28. Entrevue, 2018-08-24 (8:52).
  29. 29.0 29.1 29.2 Entrevue, 2020-07-19 (14:51).
  30. Entrevue, 2020-07-19 (17:12).
  31. Direct, 2017-11-17 (36:22).
  32. 32.0 32.1 32.2 32.3 32.4 Direct, 2017-11-17 (18:29).
  33. 33.0 33.1 33.2 33.3 MMOGames interview, January 2017
  34. 34.0 34.1 34.2 34.3 34.4 34.5 Podcast, 2018-07-09 (22:24).
  35. 35.0 35.1 castle-siege-scale.png
  36. Direct, 2020-11-30 (1:20:25).
  37. solo2.png
  38. 38.0 38.1 Group dynamics blog.
  39. Direct, 2017-05-09 (34:38).
  40. 40.0 40.1 February 8, 2019 - Questions and Answers.
  41. partysize.png
  42. Direct, 2017-05-26 (48:12).
  43. Direct, 2017-05-08 (28:48).
  44. 44.0 44.1 solo.png
  45. 45.0 45.1 45.2 45.3 45.4 45.5 Entrevue, 2018-08-17 (18:53).
  46. dungeons-leak.png
  47. 47.0 47.1 47.2 47.3 47.4 Entrevue, 2020-07-18 (27:11).
  48. 48.0 48.1 Direct, 2017-05-24 (44:14).
  49. 49.0 49.1 49.2 Entrevue, 2020-07-19 (1:08:22).
  50. 50.0 50.1 Entrevue, 2020-07-19 (8:43).
  51. Entrevue, 2020-07-20 (21:57).
  52. Direct, 8 April 2018 (PM) (55:49).
  53. Entrevue, 2020-07-18 (1:00:15).
  54. Direct, 2020-12-22 (1:15:01).
  55. Direct, 2017-05-03 (35:25).
  56. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  57. pillars-confusion.png
  58. Blog: 10 facts about castle sieges in the MMORPG.
  59. Direct, 2017-05-05 (23:26).
  60. 60.0 60.1 Direct, 2017-05-19 (25:18).
  61. 61.0 61.1 61.2 Direct, 2020-11-30 (1:16:09).
  62. 62.0 62.1 Direct, 2017-05-22 (57:37).
  63. 63.0 63.1 Entrevue, 2018-05-11 (44:20).
  64. 64.0 64.1 Entrevue, 2018-08-08 (11:52).
  65. Direct, 2017-07-18 (58:50).
  66. Direct, 2017-05-15 (44:10).
  67. 67.0 67.1 Vidéo, 2020-05-31 (26:42).
  68. Direct, 2017-07-28 (39:49).
  69. Direct, 2018-02-09 (10:42).
  70. 70.0 70.1 70.2 70.3 70.4 Direct, 2018-05-04 (48:14).
  71. 71.0 71.1 71.2 Entrevue, 2018-08-17 (24:48).
  72. 72.0 72.1 Direct, 2020-10-30 (1:01:00).