Level scaling

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Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[1][2][3]

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.[1]Steven Sharif

Mentor program

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.

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.[3]

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.[5]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.[4]Steven Sharif

Stat growth

L'évolution des stats se fait selon cet ordre:[6]

  1. La race établit les stats de base du joueur.[6]
  2. L'archétype principal fait évoluer les stats de base.[6]
  3. L'archétype secondaire (classe) n'affecte pas l'évolution des stats.[7]
    • Il s'agit d'une correction de n'annonce précédente.[6]

Les différentes races n'auront pas les mêmes stats. Celles-ci peuvent être importantes, mais nous ne voulons pas non plus imposer une méta pour les meilleures combinaisons de classes et races.[8]Steven Sharif

Le choix de la profession n'affecte pas les stats du joueur.[9]

L'équipement a environ 40-50% d'impact sur la puissance totale du joueur.[10]

Level cap

The level cap at launch is expected to be level 50.[11][12]

Lower level characters will have usefulness in mass combat (such as Sièges de Nœuds) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[19]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[13]Steven Sharif

Experience

Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as JcJ, JcE, Exploration, Collecte/Traitement/Artisanat, Evénements/Quêtes, Grinding mobs.[20][21][22][23]

  • XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[22]
  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[24]
    • A multiplier is then applied that increases with the number of party members.[25] The multiplier is between 1.3 and 1.4 (approximately).[26]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[25]
    • Experience gained from quest rewards is not shared with other party members.[26]
  • Experience gained is not affected by looting rights.[24]

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[27][28][29]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[27]Steven Sharif

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.[30]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[30]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[30]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[31]

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[32]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[33]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[34]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[34]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[35]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[35]Steven Sharif

Casual vs. hardcore players

Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[36]

Il y aura des événements dans le monde du jeu sur lesquels les joueurs peuvent avoir un impact et auxquels ils peuvent participer sans être joueurs hardcore. Par exemple, les événements PVE d'attaques de villes; les échanges entre caravanes; ce genre d'événements existent naturellement; comme les sièges de forteresses. Il y a plusieurs systèmes permettant aux joueurs de simplement se connecter, participer, s'amuser, avoir de l'impact et se déconnecter.[36]Steven Sharif

End game

Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[37][3]

Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[37]Steven Sharif
Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[3]Jeffrey Bard

Grinding

Repetition will not be part of progression in Ashes of Creation.[38]

  • There will be no "grindy" quests.[38]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[39]
  • The aspiration is to have more things to do in the game than a player has time to do.[38]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[40]

Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [40]Jeffrey Bard

Voir également

Les références

  1. 1.0 1.1 Direct, 2023-05-31 (43:55).
  2. Entrevue, 2021-06-13 (24:14).
  3. 3.0 3.1 3.2 3.3 Vidéo, 2018-04-05 (40:08).
  4. 4.0 4.1 4.2 4.3 4.4 Direct, 2020-09-30 (1:07:22).
  5. Entrevue, 2018-08-24 (8:52).
  6. 6.0 6.1 6.2 6.3 Direct, 2017-07-18 (35:58).
  7. Direct, 2019-11-22 (1:4:56).
  8. Direct, 2018-04-8 (AM) (25:52).
  9. Direct, 2017-07-18 (37:25).
  10. Entrevue, 2020-07-19 (53:59).
  11. 11.0 11.1 Podcast, 2023-07-15 (11:21).
  12. Direct, 2017-12-15 (58:48).
  13. 13.0 13.1 Entrevue, 2020-07-08 (1:07:59).
  14. Direct, 2017-05-24 (19:25).
  15. Direct, 2021-04-30 (41:18).
  16. Direct, 2023-12-19 (1:41:54).
  17. Direct, 2023-03-31 (1:24:21).
  18. Direct, 2022-01-28 (15:35).
  19. Entrevue, 2020-07-08 (1:12:51).
  20. Podcast, 2023-12-03 (15:05).
  21. Direct, 2022-10-14 (23:15).
  22. 22.0 22.1 Direct, 2022-05-27 (1:11:10).
  23. Direct, 2017-05-24 (46:27).
  24. 24.0 24.1 Direct, 2020-07-31 (1:22:23).
  25. 25.0 25.1 Vidéo, 2023-01-27 (30:00).
  26. 26.0 26.1 Direct, 2020-07-25 (44:46).
  27. 27.0 27.1 Direct, 2024-02-29 (1:24:31).
  28. Direct, 2022-12-02 (1:05:51).
  29. Direct, 2018-06-04 (7:25).
  30. 30.0 30.1 30.2 Entrevue, 2020-07-19 (14:51).
  31. Entrevue, 2020-07-19 (17:12).
  32. Podcast, 2018-05-11 (33:09).
  33. Ashes of Creation Forums - No participation trophy.
  34. 34.0 34.1 Podcast, 2018-05-11 (33:09).
  35. 35.0 35.1 Vidéo, 2018-04-05 (44:06).
  36. 36.0 36.1 Vidéo, 2018-04-05 (48:03).
  37. 37.0 37.1 Entrevue, 2023-07-09 (42:51).
  38. 38.0 38.1 38.2 Direct, 2017-05-15 (26:13).
  39. Entrevue, 2018-08-24 (4:15).
  40. 40.0 40.1 Direct, 2018-09-27 (52:41).