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Pre-alpha PAX East 2018 PvE Developer playthrough, 4 April 2018.[1]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[2]

The Node system facilitates the generation of new PvE content such as Quêtes, Donjons, Raids and Pièces de Monstres.[3]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[4]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[5]

Whenever you have a player versus environment setting you don't want a stagnant kind of overly repetitive because its lackluster. It does not have that a component that engages.[5]Steven Sharif

Quêtes

Alpha-1 early quest user interface.[6]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[2]

Quêtes in Ashes of Creation are divided into three categories: Events, Tasks and Quêtes narratives.[7][8][9]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[9]

En savoir plus...

PvE difficulty

La difficulté du contenu PvE, 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.[10]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[10]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[10]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[11]

Donjons

Les donjons dans Ashes of Creation seront de tailles variées et seront principalement en monde ouvert.[15][16]

l y aura des donjons linéaires plus petits, plus simples. Il y aura des donjons non linéaires plus grands, plus complexes. Donc, c'est un peu des deux. Nous voulons que l'environnement soit un personnage. Pour que l’environnement soit un personnage, il faut que ces lieux soient intéressants et dynamiques.[15]Jeffrey Bard

La moitié du problème ne sera pas seulement de résoudre le donjon, mais il faudra s'occuper des autres joueurs également.[17]Jeffrey Bard

En savoir plus...

Raids

Alpha-1 Brood Queen raid boss.[18]

Raids will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[20]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[21]Steven Sharif

En savoir plus...

Pièces de Monstres

Pièces de Monstres enable players to play as monsters within the event system. This ranges from playing friends as a horde of zombies, to becoming a massive dragon.[23]

Sometimes the disturbed beings could take the form of packs of dire wolves, hordes of zombies roused from their graveyard, or even, rarely, an epic-tier dragon flying out of a volcano once a node reaches its maximum level. In any case, the disturbed monsters have to tackle a series of destructive objectives, which can either be handled by the the AI or, more interestingly, by a player. The player in turn would attempt to complete all those actions much as in a multi-objective quest, hopefully before other players brought him or her down.[24]

Monster coin events are system spawned events.[25]

  • They are structured in a way to prevent groups from gaming the system.[25]
  • Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[26]
  • Server messages appear for players in the vicinity of these dynamic events.[27]
  • Drop tables are disabled for player controlled monsters.[28]

En savoir plus...

Bosses d'extérieur

Alpha-0 Sorrow's hunger world boss attacking a Village node.[29]

When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[30]Steven Sharif

En savoir plus...

Contenu adaptatif

pasted image at 2017 10 26 07 13 pm.png

Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[31] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[32]

  • Les Populations changeront.[32]
  • La difficulté du contenu changera.[32]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[32]
  • Différents types d'adversaires avec différentes histoires.[32]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[9]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[9]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[9]

Certains donjons et autres points d'intérêt sur la carte vont être affectés par le développement des nœuds sur le serveur. Certains donjons ne seront déverrouillés que si les nœuds sont développés jusqu'à certaines étapes. Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud. Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones. Par exemple, admettons que les humains aient développé un nœud dans la Région A, et une histoire s'est ouverte et dirige les joueurs pour qu'ils inspectent les ruines (donjon) d'une zone proche. Et admettons que ce nœud se soit développé en tant que nœud scientifique (artisanat)… Eh bien avant que ce nœud ait été développé, ce donjon était accessible… Mais maintenant le donjon a propagé des nouveaux objets et monstres qui incluent des tables de butin qui répondront à des besoins d'artisanat grâce au développement de ce nœud scientifique. Et peut être qu'un nouveau boss apparaîtra dans différentes pièces du donjon qui inclura des différents départs de quêtes et d'aventures, comme un objet mystérieux avec une histoire propre qui ne peut être avancée que si un nœud s'est développé jusqu'au statut de métropole dans certaines régions, à travers la planète. Notre système est tellement vaste, quand il s'agit d'interconnectivité et de la manière dont le monde réagit aux joueurs.[9]

Raid strategies

Raids will have elements that can be pre-planned.[5]

  • Required composition of DPS, healers and support.[5]
  • Key positioning.[5]

Raids will also have dynamic elements that can change from session to session.[5]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that kind of stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by you know what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid kind of takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[5]Steven Sharif

Player driven narrative

The world of Verra will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[33]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[34]

It kind of redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you know you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, you know it's incumbent upon you to manifest that in the game.[35]Steven Sharif

Artificial intelligence

Ashes of Creation utilizes an adaptive artificial intelligence (AI), which means that different encounters with similar creatures will yield different player experiences.[2]

  • Utilizing new AI technology that hasn't been seen in other MMORPG projects.[36]
  • Bosses are scripted and make decisions dynamically during boss fights.[37]
  • PNJs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[38]

There are AI systems that don't relate to controlling PNJs.[39]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[39]Steven Sharif

Dynamique de groupe

Dynamique de groupe aim to bring players together.[40]

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.[40]

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.[41]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[42]

  • The party size is eight (8) players for a single group.[40]
  • Raids will have 40 man groups.[43]
  • Content will be tailored for 40, 16 and 8 person group sizes.[44]
  • Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[45]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[46]
  • 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.[41]

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.[40]

Content isn't locked behind guilds.[47]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[48]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[49]

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.[49]Steven Sharif

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party leader.[50][40]

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.[40]
  • 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 a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[40][51]

Nous avons nos huit archétypes; et la trinité est d'une grande influence envers les huit classes de base. Cependant cette zone dans laquelle on commence à jouer avec les frontières de la trinité est la classe secondaire que vous pouvez choisir. C'est là qu'on commence à mélanger ces espaces et qu'on permet aux gens un peu d'influence sur leur rôle et si oui ou non ils collent parfaitement à une catégorie de la trinitée.[52]Steven Sharif

PvX

Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[53]Steven Sharif

Ashes of Creation est un jeu JcX.[54] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[55][56] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[56]

Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[59]Steven Sharif

Artwork

Voir également

Les références

  1. Vidéo, 2018-04-04 (0:01).
  2. 2.0 2.1 2.2 2.3 About Ashes of Creation.
  3. Ashes of Creation FAQ.
  4. Direct, 8 April 2018 (PM) (1:14:01).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Podcast, 2018-07-09 (22:24).
  6. Vidéo, 2020-05-31 (6:25).
  7. Vidéo, 2020-05-31 (5:25).
  8. Direct, 2017-05-15 (20:58).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 MMOGames interview, January 2017
  10. 10.0 10.1 10.2 Entrevue, 2020-07-19 (14:51).
  11. Entrevue, 2020-07-19 (17:12).
  12. Direct, 2018-01-18 (16:34).
  13. Direct, 2018-02-09 (4:42).
  14. Direct, 2017-11-17 (17:50).
  15. 15.0 15.1 Direct, 2017-06-01 (39:21).
  16. Direct, 2017-05-22 (20:59).
  17. 17.0 17.1 17.2 Direct, 2018-09-27 (43:21).
  18. Vidéo, 2020-05-31 (1:40:18).
  19. Vidéo, 2020-05-31 (1:17:42).
  20. raid events.png
  21. Podcast, 2018-04-23 (27:14).
  22. Vidéo, 2017-05-25 (0:02).
  23. kickstarter monster coins.png
  24. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  25. 25.0 25.1 monster event spawned.png
  26. Direct, 2017-05-26 (22:19).
  27. Direct, 2017-05-03 (36:25).
  28. Direct, 2017-05-03 (35:25).
  29. Direct, 2018-02-09 (33:50).
  30. Direct, 8 April 2018 (PM) (1:09:37).
  31. Direct, 2017-11-17 (36:22).
  32. 32.0 32.1 32.2 32.3 32.4 Direct, 2017-11-17 (18:29).
  33. Direct, 2017-05-19 (37:03).
  34. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  35. Direct, 2017-05-22 (28:02).
  36. Direct, 2017-05-05 (11:55).
  37. Direct, 2017-07-28 (43:57).
  38. Direct, 8 April 2018 (PM) (3:56).
  39. 39.0 39.1 39.2 39.3 39.4 Podcast, 2018-05-11 (24:23).
  40. 40.0 40.1 40.2 40.3 40.4 40.5 40.6 40.7 40.8 40.9 Group dynamics blog.
  41. 41.0 41.1 castle-siege-scale.png
  42. solo2.png
  43. Direct, 2017-05-09 (34:38).
  44. February 8, 2019 - Questions and Answers.
  45. partysize.png
  46. Direct, 2017-05-26 (48:12).
  47. Direct, 2017-05-08 (28:48).
  48. solo.png
  49. 49.0 49.1 49.2 49.3 49.4 49.5 Entrevue, 2018-08-17 (18:53).
  50. Direct, 2020-07-25 (1:24:56).
  51. 51.0 51.1 51.2 51.3 Direct, 2017-05-22 (46:04).
  52. 52.0 52.1 Entrevue, 2018-10-20 (2:40:16).
  53. Vidéo, 2018-04-16 (1:32).
  54. PvX definition.
  55. 55.0 55.1 Direct, 2017-05-12 (24:52).
  56. 56.0 56.1 56.2 56.3 Direct, 2017-05-05 (33:25).
  57. Direct, 2017-05-15 (14:05).
  58. pvx stats.png
  59. Direct, 2017-06-01 (37:39).