Nivellement

De Ashes of Creation Wiki
Sauter à la navigation Sauter à la recherche
Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[2] Experience (XP) is gained through a variety of activities:[3]

A character's level will be visible to other players.[4]

There will not be level boosts or auto-leveling.[5]

As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[5]Steven Sharif

There won't be any damage dampening due to differences in levels in either JcJ or JcE.[6]

If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[6]Steven Sharif

Level cap

The level cap at launch is expected to be approximately level 50.[7]

  • The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[8][9]
  • Alpha-1 has progression to level 15.[10]

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.[11]

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 you know 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.[8]Steven Sharif

Experience

  • 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).[12]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[13]
    • Experience gained is not affected by looting rights.[12]
  • Experience gained from quest rewards is not shared with other party members.[13]

Skill points

Early preview de l'interface utilisateur des compétences dans l'Alpha-1.[14]

C'est là que les joueurs attribuent des points de compétences à leurs compétences actives, leurs capacités passives - ce qui peut améliorer leur utilisation d'armes et d'armures et de régénération de santé et de statistiques passives et de trucs comme ça - mais du côté des armes, c'est là que vous allez vous spécialiser dans certains types de provocations basés sur des groupes d'armes. Nous avons donc un peu parlé de cela dans le passé : si vous avez une dague, les dagues pourront avoir une chance de provoquer un saignement sur votre attaque d'arme et cela fonctionnerait en synergie avec la capacité d'une compétence active comme disons Backstab qui fait plus dégâts si la cible est sous un effet de saignement. Nous avons également dit dans le passé que les joueurs pourront attribuer des points de compétence dans leurs compétences actives qui sont plus orientées vers le combat d'action ou le ciblage tab.[15]Steven Sharif

Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter les compétences (augmenter leur rang) dans leurs arbres de compétences actives, passives ou de combat/d'armes.[16][17][18][19]

  • Il ne sera pas possible de maximiser toutes les compétences dans un arbre de compétences.[19]
  • En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un certain nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[20]
  • Les joueurs peuvent réinitialiser et redistribuer leurs points de compétences.[21]

Rendre les compétences actives capables de recevoir des allocations de points supplémentaires et de débloquer des fonctionnalités supplémentaires pour que du point de vue de la distribution du joueur il sera a vous de décider si vous voulez être plus diversifié mais moins profond - plus large mais moins grand, dans certains de ces choix de compétences. Ou si vous voulez être très très grand, ce sera quelque chose qui dépendra du joueur à cet égard.[22]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[23]

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.[23]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[24]Sarah Flanagan

Grinding

Repetition will not be part of progression in Ashes of Creation.[25]

  • There will be no "grindy" quests.[25]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[26]
  • The aspiration is to have more things to do in the game than a player has time to do.[25]

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.[23]

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

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[29][23]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[30]

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. [30]Jeffrey Bard

Class progression

Si un Combattant choisissait Mage comme archétype secondaire, le Combattant deviendrait un Spellsword. Cette combinaison débloque des améliorations qui peuvent être appliquées aux compétences de leur arbre de compétences primaire. Les Combattants ont une compétence Rush leur permettant de se ruer sur une cible; et en atteignant la cible, d'infliger un certain nombre de dégâts avec une chance de renverser la cible. Une amélioration d'évasion d'un Mage pourrait être appliquée à la compétence de rush, qui téléporterait le joueur vers la cible à la place; éliminant ainsi le temps de charge de la compétence.[32]

La progression de la classe est indépendante de la progression artisanale.[37]

Les événements du monde n'impactent pas directement l'efficacité des classes mais peuvent avoir des effets liés aux disponibilités d'équipements, d'enchantements ou de tatouages.[38]

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[39][40][41]

Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[42]Steven Sharif

Elite monster Rendu 3D.[43]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites kind of just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just kind of roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[43]Steven Sharif

Goblin Rendu 3D by Chris Atkins.[44]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[45]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[46]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[46]Steven Sharif

We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[47]Steven Sharif

Rested experience

Tavernes offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[48]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

Pet progression

Combat pets will be levelable and will have gear available to them.[49][50]

  • Combat pets will incorporate some of their owner's power in a way that keeps the power progression horizontal.[51][52][53]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[54]

Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[51]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[51]Steven Sharif

Voir également

Les références

  1. 1.0 1.1 Direct, 2020-07-31 (1:05:58).
  2. leveling.png
  3. Direct, 2017-05-24 (46:27).
  4. Direct, 2020-07-25 (1:33:37).
  5. 5.0 5.1 Entrevue, 2021-06-13 (48:27).
  6. 6.0 6.1 Direct, 2020-07-25 (1:34:55).
  7. Direct, 2017-12-15 (58:48).
  8. 8.0 8.1 Entrevue, 2020-07-08 (1:07:59).
  9. Direct, 2017-05-24 (19:25).
  10. Direct, 2021-04-30 (41:18).
  11. Entrevue, 2020-07-08 (1:12:51).
  12. 12.0 12.1 Direct, 2020-07-31 (1:22:23).
  13. 13.0 13.1 Direct, 2020-07-25 (44:46).
  14. Direct, 2021-06-25 (23:08).
  15. Direct, 2020-08-28 (1:12:50).
  16. Entrevue, 2020-07-29 (55:44).
  17. Entrevue, 2020-07-19 (53:59).
  18. Entrevue, 2020-07-18 (1:07:51).
  19. 19.0 19.1 19.2 19.3 Direct, 2017-07-28 (19:05).
  20. Direct, 2017-11-16 (30:02).
  21. 21.0 21.1 21.2 Entrevue, 2020-07-29 (54:44).
  22. Direct, 2020-08-28 (1:19:24).
  23. 23.0 23.1 23.2 23.3 Vidéo, 2018-04-05 (40:08).
  24. 24.0 24.1 February 8, 2019 - Questions and Answers.
  25. 25.0 25.1 25.2 Direct, 2017-05-15 (26:13).
  26. Entrevue, 2018-08-24 (4:15).
  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. Entrevue, 2021-06-13 (24:14).
  30. 30.0 30.1 Direct, 2018-09-27 (52:41).
  31. 31.0 31.1 31.2 31.3 Entrevue, 2020-07-18 (1:05:04).
  32. 32.0 32.1 32.2 32.3 progression.png
  33. 33.0 33.1 Ashes of Creation class list.
  34. archetypeclass.png
  35. Direct, 2017-05-03 (50:50).
  36. Direct, 2017-07-18 (37:43).
  37. Direct, 2020-07-31 (1:31:11).
  38. Podcast, 2021-04-11 (54:35).
  39. Entrevue, 2020-07-19 (19:35).
  40. Direct, 2017-05-15 (30:53).
  41. Blog - Know Your Nodes - The Basics.
  42. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  43. 43.0 43.1 43.2 Direct, 2021-03-26 (54:26).
  44. Direct, 2020-07-31 (1:45:40).
  45. Direct, 2020-06-26 (1:14:42).
  46. 46.0 46.1 Direct, 2017-05-26 (24:33).
  47. 47.0 47.1 Direct, 2021-06-25 (1:28:02).
  48. The mighty beard!
  49. 49.0 49.1 Direct, 2020-11-30 (1:26:00).
  50. Pets.jpg
  51. 51.0 51.1 51.2 Entrevue, 2022-01-14 (42:18).
  52. Direct, 2020-10-30 (1:21:14).
  53. Direct, 2019-06-28 (1:24:27).
  54. Direct, 2021-07-30 (1:15:29).