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Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[2][3][4]

Free-for-all
Whoever is first to loot gets the loot.[2]
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.[4]
Round-robin
With round-robin looting, party members take turns looting.[4]
Need before greed
This is a traditional need before greed system based on dice rolls.[4]
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.[5]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[4]
  • The highest bidder wins the item.[4]
  • The gold then goes into a pool that is split among the rest of the party members.[4]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[6][3]

  • 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.[6][3]
    • These numbers will be balanced based on testing.[6]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[6][3]
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[6]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.[7]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[8]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[8]Steven Sharif

Tables de Butin

Tables de Butin (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[10][11] Monsters drop hunting certificates, Articles and crafting materials rather than gold.[12][13]


Hunting certificates

Hunting certificates is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region.[24] These are intended as an alternative mechanic to acquire gold.[25][12][13]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[13]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[26][27][28][12]

Resource quality

Flanggler (Flower angler or Mimic flower).[29][30]

Ressources will have differing tiers of quality for the same resource type.[31] This is somewhat similar to Star Wars Galaxies.[32]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[34]Steven Sharif

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

In Alpha-1 testing there are 4 tiers of gatherable resources across all gathering professions:

Mount and pet drops

Les montures et familiers sont droppés par les Boss mondiaux avec un taux d'obtention très rare.[35]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[36]

Caravan looting

Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[37][38][39]

  • Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[40]
  • Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[41][39]

Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[39]Steven Sharif

AoE looting

L'AoE (effet de zone) permettant l'obtention de butin n'est pas inclus dans le système d'obtention de butin au moment de la rédaction ce cet article. Cela sera peut-être ajouté selon les retours.[42]

Crafted items

Artisanat UI. Alpha-1 capture d'écran. Crédit image: Guild:Overlord

Crafted items (Crafted gear) is best-in-slot gear in Ashes of Creation.[17]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[17]Steven Sharif

Crafters will be able to assign different skills/abilities and stats on gear.[45][46]

That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be kind of dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[19]Steven Sharif

Crafters are able to influence what their crafted items will look like.[45][48]

We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[51]

Mort du joueur

Mort du joueur in an open world dungeon in Alpha-1.[52]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[53]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[54][26][27][28][12] These ash piles are immediately lootable by any player.[26] Marquage de joueur is not triggered by looting.[55]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[28]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[57]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[27][28]
      • This also includes a percentage of the certificates a player is carrying.[12]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[59]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[59][60]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[28]
  • A corrupt (red player) suffers penalties at four times[61] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[61][28]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[63]Steven Sharif

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[69]

Death penalties (mostly) do not apply to objective-based events (such as caravans, guild wars, and node sieges).[70][71][72]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[72]Steven Sharif

Death penalties do not differ between JcJ and JcE, but this is subject to change.[73]

Death by falling is possible.[74]

  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[74]

Death by drowning is possible.[75][76]

  • Players that drown will respawn on shore.[75]

If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[59]

Players do not lose gold upon death, no matter their corruption level.[77]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[77]Cody Peterson

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[78]

There will not be a full drop and the reason for that is because you know our intention when it comes to progression within the world is we want it to be meaningful and you know take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[78]Steven Sharif

Monnaie

La monnaie de base du jeu est appelée or.[12][13]

Item rendering

Items that are dragged out of a player's inventory are destroyed.[81]

  • Allowing player-dropped items (such as Equipement and Monnaie) to exist in the world is likely not going to be allowed.[81][82]

Voir également

Les références

  1. Direct, 2021-03-26 (26:40).
  2. 2.0 2.1 Direct, 2020-11-30 (1:01:40).
  3. 3.0 3.1 3.2 3.3 Direct, 2020-07-25 (1:24:56).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Group dynamics blog.
  5. Direct, 2020-11-30 (1:12:03).
  6. 6.0 6.1 6.2 6.3 6.4 Direct, 2022-03-31 (1:23:06).
  7. Direct, 2022-06-30 (1:16:22).
  8. 8.0 8.1 Podcast, 2018-08-04 (1:44:54).
  9. dungeons-leak.png
  10. 10.0 10.1 Entrevue, 2020-07-19 (8:43).
  11. 11.0 11.1 February 8, 2019 - Questions and Answers.
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  19. 19.0 19.1 19.2 Direct, 2020-12-22 (1:15:01).
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  21. 21.0 21.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  22. Direct, 2022-05-27 (1:14:46).
  23. Vidéo, 2022-05-27 (2:21).
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  26. 26.0 26.1 26.2 Direct, 2021-03-26 (1:07:33).
  27. 27.0 27.1 27.2 a419c5398b542a713545e4f393d67215.png
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  29. flanggler.png
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  32. resource quality.png
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  35. mountpetdrops.png
  36. Mounts.jpg
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  41. Certificates.jpg
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  43. craftedbossloot.png
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  47. steven-crafting-stats.png
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  49. crafting-corruption.png
  50. craftersname.png
  51. About Ashes of Creation.
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  55. Podcast, 2021-04-11 (34:41).
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  77. 77.0 77.1 vaknar-gold.png
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