Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.
- Group loot rules are defined on a per-rarity basis.
- A majority of party members must vote to approve any changes to group loot allocation changes.
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.
- There won't be auto-looting pets.
- It will be possible to kick a player from a party prior to them acquiring loot.
- Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses. – Steven Sharif
- Whoever is first to loot gets the loot.
- 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.
- With round-robin looting, party members take turns looting.
- This is a traditional need before greed system based on dice rolls.
- 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.
- Bidding system.
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.
- 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.
- These numbers will be balanced based on testing.
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.
- 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 – 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. – Steven Sharif
Master gatherers may have the ability to "spoil" a boss' loot.
- 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. – 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). Monsters drop hunting certificates, Articles and crafting materials rather than gold.
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.
- There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.
- Crafted gear is the best gear in Ashes of Creation.
- Legendary equipment is only dropped by Legendary world bosses.
- Statistiques on dropped items will vary based on the rarity of the item.
- Loot tables are disabled for player controlled monsters.
- Experience debt decreases the drop rate percentages from monsters.
- Loot tables will likely not be affected by weather conditions. This was previously listed as a possible effect.
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. These are intended as an alternative mechanic to acquire gold.
- A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.
- Hunting certificates will also drop on a character's death.
- Hunting certificates can be traded with hunter PNJs within nodes.
- 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.
- The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.
- Hunting certificates may also be used to pay housing taxes and citizen dues.
- Hunting certificates can also be stored within node warehouses.
- Hunting certificates are not intended as crafting materials.
Players drop hunting certificates and other items upon death, based on their applicable death penalties.
Ressources will have differing tiers of quality for the same resource type. This is somewhat similar to Star Wars Galaxies.
- Gatherers who are more advanced in their artisan tree will unlock higher level harvesting tools that have a greater chance of collecting higher quality resources or proccing a greater quantity.
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. – Steven Sharif
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.
Temporary mounts that drop from bosses will age and eventually die.
Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.
- 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.
- Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.
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. – Steven Sharif
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.
Mort du joueur
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties. These ash piles are immediately lootable by any player. Marquage de joueur is not triggered by looting.
- A non-combatant (green player) who dies suffers normal penalties, which include:
- Experience debt (negative experience).
- Durability loss.
- 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. – Steven Sharif
- Dropping a percentage of carried gatherables and materials that are used in the generation of something else.
- Items made for final consumption are not dropped, such as consumable items created by the Cooking and Alchemy professions.
- A percentage of the certificates a player is carrying are also dropped.
- 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.
- If a player's mule dies its corpse will contain the same percentage of lootable items as the player.
- A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.
- A corrupt (red player) suffers penalties at four times the rate of a non-combatant, and has a chance to drop any equipped items based on their current corruption score. This includes:
- Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances. – Steven Sharif
- These dropped items may be looted by other players.
- Corrupt players respawn at random locations in the vicinity of their death, not at regular spawn points.
- Non-corrupt players always respawn at the closest active respawn point (to their death).
- Corruption penalties occur as the corruption is gained (not just at death).
- 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.
- Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).
- 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. – Steven Sharif
- Gear degradation applies on death during Caravane JcJ.
Death by falling is possible.
- 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.
Death by drowning is possible.
- Players that drown will respawn on shore.
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.
- If a player's mule dies its corpse will contain the same percentage of lootable items as the player.
Players do not lose gold upon death, no matter their corruption level.
- At the moment, the plan is for players to not lose gold upon death, no matter their corruption level. – Cody Peterson
There will not be a full loot (full drop) system in Ashes of Creation.
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. – Steven Sharif
Items that are dragged out of a player's inventory are destroyed.
- Allowing player-dropped items (such as Equipement and Monnaie) to exist in the world is likely not going to be allowed.
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Vidéo, 2023-01-27 (16:44).
- ↑ 2.0 2.1 Vidéo, 2023-01-27 (32:01).
- ↑ 3.0 3.1 Direct, 2020-11-30 (1:01:40).
- ↑ 4.0 4.1 4.2 4.3 Direct, 2020-07-25 (1:24:56).
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 Group dynamics blog.
- ↑ Direct, 2023-01-27 (1:08:06).
- ↑ Direct, 2022-04-29 (1:04:52).
- ↑ 8.0 8.1 Direct, 2023-05-31 (1:07:45).
- ↑ Direct, 2020-11-30 (1:12:03).
- ↑ 10.0 10.1 10.2 10.3 10.4 Direct, 2022-03-31 (1:23:06).
- ↑ Direct, 2022-06-30 (1:16:22).
- ↑ 12.0 12.1 Podcast, 2018-08-04 (1:44:54).
- ↑ 13.0 13.1 Entrevue, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 Entrevue, 2020-07-18 (27:11).
- ↑ 16.0 16.1 16.2 Direct, 2017-05-24 (44:14).
- ↑ Entrevue, 2020-07-20 (21:57).
- ↑ Direct, 2018-04-8 (PM) (55:49).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Direct, 2022-06-30 (1:18:55).
- ↑ Direct, 2020-07-25 (46:08).
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2017-05-03 (35:25).
- ↑ 24.0 24.1 Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ Direct, 2022-05-27 (1:14:46).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 27.0 27.1 27.2 Entrevue, 2020-07-19 (1:08:22).
- ↑ 28.0 28.1 28.2 Direct, 2021-10-29 (1:06:31).
- ↑ 29.0 29.1 29.2 Direct, 2021-03-26 (1:07:33).
- ↑ 30.0 30.1 30.2
- ↑ 31.0 31.1 31.2 31.3 31.4 31.5 31.6 31.7 31.8 31.9 Podcast, 2017-05-05 (43:05).
- ↑ Direct, 2017-11-17 (53:28).
- ↑ 34.0 34.1 Direct, 2020-07-25 (1:04:50).
- ↑ Direct, 2020-04-30 (53:11).
- ↑ 37.0 37.1 Entrevue, 2018-10-20 (2:13).
- ↑ Direct, 2017-05-15 (45:20).
- ↑ Direct, 2017-12-15 (1:04:25).
- ↑ 42.0 42.1 42.2 Entrevue, 2019-04-15 (26:59).
- ↑ Entrevue, 2019-04-15 (28:28).
- ↑ Direct, 2017-05-15 (48:30).
- ↑ Direct, 2020-03-28 (1:58:24).
- ↑ Podcast, 2018-04-23 (49:21).
- ↑ Direct, 2021-09-24 (51:20).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ Direct, 2017-05-19 (13:37).
- ↑ 51.0 51.1 Entrevue, 2021-02-07 (13:14).
- ↑ Entrevue, 2020-07-29 (16:46).
- ↑ 53.0 53.1 Direct, 2022-12-02 (1:26:02).
- ↑ 54.0 54.1 54.2 54.3 Direct, 2021-01-29 (1:24:27).
- ↑ 55.0 55.1 Direct, 2018-09-27 (47:46).
- ↑ Direct, 2022-10-28 (24:28).
- ↑ 57.0 57.1 57.2 Entrevue, 2020-07-18 (41:54).
- ↑ Direct, 2017-11-17 (35:20).
- ↑ Entrevue, 2018-05-11 (15:41).
- ↑ Entrevue, 2017-04-27 (9:28).
- ↑ Direct, 2021-06-25 (1:15:37).
- ↑ Direct, 2021-05-28 (1:50:50).
- ↑ Direct, 2023-02-24 (1:29:45).
- ↑ 66.0 66.1 Direct, 2022-06-30 (1:14:52).
- ↑ 67.0 67.1 Direct, 2021-08-27 (1:22:56).
- ↑ 68.0 68.1 Direct, 2020-12-22 (1:13:51).
- ↑ Direct, 2017-05-15 (36:23).
- ↑ 70.0 70.1 Direct, 2022-02-25 (1:06:45).
- ↑ 71.0 71.1 Direct, 2022-04-29 (1:08:27).
- ↑ Direct, 2017-07-28 (50:22).
- ↑ 73.0 73.1
- ↑ 74.0 74.1 Direct, 2019-07-26 (1:22:50).
- ↑ 75.0 75.1 Direct, 2021-04-30 (1:14:49).
- ↑ Direct, 2017-05-24 (13:19).