Dynamique de groupe

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Group dynamics aim to bring players together.[1]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[1]

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.[3]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[4]

  • The party size is eight (8) players for a single group.[1]
  • Raids will have 40 man groups.[5]
  • Content will be tailored for 40, 16 and 8 person group sizes.[6]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[7]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[8]
  • 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.[3]

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.[1]

Content isn't locked behind guilds.[9]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[10]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Alpha-0 group size

The party size in Alpha-0 is six (6).[11]

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[12]

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.[12]Steven Sharif

Balancing

Les soixante-quatres (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne se fait que pour ces 8 premiers archétypes.[13]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations se fait en fonction des groupes pour chacun des 8 archétypes principaux.[13]

L'équilibrage est un aspect tellement crucial du système de classe que nous voulons faire en sorte qu'il y ait une raison de jouer chaque combinaison.[14]Steven Sharif

On ne crée pas 64 classes pour n'en jouer que 4.[14]Peter Pilone

L'équilibrage dans Ashes of Creation est "pensé pour le jeu en groupe".[15]

Il y aura des affrontements en 1vs1 ou une classe sera supérieure à l'autre; cette implémentation devrait prendre la forme d'un pierre-papier-ciseaux . Nous voulons qu'il y ait des contres...Dans ce but il y aura un système pensé pour le jeu en groupe, où temps que la diversité de classes est présente, il y aura un équilibre. Cela demandera beaucoup de skill et de stratégie.[15]Steven Sharif

Certains archétypes secondaires pourront rattraper l'écart entre eux et la classe qui les contrent naturellement.[16]

Certains archétypes sont capables de combler l'écart avec la classe qui les dominent. Si j'ai un archétype de Tank et que l'archétype qui me domine est le mage, alors je peux prendre mage en second archétype et ainsi je peux partiellement combler l'écart de puissance; tout en ne changeant quasiment pas ma manière de jouer.[16]Steven Sharif

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[17]

Bulletin boards

Bulletin boards are available within nodes[17] and player taverns.[19]

Bulletin board jobs

Job types include.[17]

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[1]

Lootmaster
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.
Round-robin
With round-robin looting, party members take turns looting.
Need before greed
This is a traditional need before greed system based on dice rolls.
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[1]
  • The highest bidder wins the item.
  • The gold then goes into a pool that is split among the rest of the party members.

Party roles

Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[1][24]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we begin to play with that line between the trinity is in the secondary classes that you can pick. That's where be begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[25]Steven Sharif

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[26]

Affiliations

An affiliation tree is under development that determines which entities can participate in attacks against other entities within its hierarchy.[27]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[27]Steven Sharif

See also

Les références