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JcE

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Alpha-1 Elder Dragon of the Tundra raid boss.[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]

Elder Dragon of the Wood raid boss gameplay.[3]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[4]Steven Sharif

The Node system facilitates the generation of new JcE content such as Quêtes, Donjons, Raids and Pièces de Monstres.[5]

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.[6]Steven Sharif

JcE content adapts to the development of the world to avoid repetition.[4]

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[7]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[8]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[9]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[10]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[11][9][8][12]

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[12]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[20]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[11]
  • Arcs Narratifs drive one or more storyline quests within the game.[22][23][24][25][15]
    • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[22][23]
    • The developers will try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[22]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[27]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[27]Skott B
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.

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[31]

Quêtes

Alpha-1 early quest user interface.[32]

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]

Les Quêtes dans Ashes of Creation sont divisées en trois catégories : Événements, Tâches et quêtes narratives.[33][34][35]

Nous allons diviser ce qui est traditionnellement appelé « quêtes » en trois différentes catégories : les quêtes narratives, événements, et tâches. Nous voulons éviter d'aller dans une direction qui tente de forcer la part narrative dans le système de jeu là où cela n'est pas vraiment adapté (i.e. du contenu de remplissage qui n'a pas réellement de lien avec ce qui se passe dans le monde).[35]

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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.[36]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[36]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[36]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[37]

Donjons

Les donjons dans Ashes of Creation seront de tailles variées et seront principalement en monde ouvert.[41][42]

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.[41]Jeffrey Bard

La moitié du problème ne sera pas seulement de résoudre le donjon, mais il faudra s'occuper des autres joueurs également.[43]Jeffrey Bard

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Raids

Raids will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[46]

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 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.[47]Steven Sharif

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Pièces de Monstres

Monster coin concept art.[48]

Let's say for example you have an event- that is the predicate for this event kicking off was that a raid boss was killed in a nearby dungeon; and it was killed for the 50th time, or it was killed by some particular storyline end or whatever the predicate system is in the world state to say "hey kick this event off". Well, when that event kicks off a number of spawners activate around the node and NPCs start moving towards a node. The node is notified, like "hey there's something happening here, you guys should put up your defenses focus on this thing"; and those with monster coins who are within the area and are not a citizen of the node or an affiliated node can choose to activate the monster coin to become one of the monster types that exist within that event; and that event has a number of targets; and let's say for this particular story arc the thing was we need to find artifacts and better weapons in order to defeat these bosses at the bottom of this dungeon; and a lot of players went through that process they found those weapons and whatnot. Well those things might be stored in three buildings that exist within the node. They might be stored within the armory; they might be stored within the barracks; and they might be stored at a workshop that has access to a workbench that they've chosen to build and that could also potentially serve as a predicate; and when you become the monster those are your three objectives; and you don't need to destroy all three. You potentially just need to destroy one, or you destroy as many as you can if it's a time selected event; and you might have targets that are NPC-related as well, such as the blacksmith that's at the workbench, or the captain of the guard who's at the barracks, or whatever who's at the armory; and you get to go in and you get to kill other players potentially during this who are helping to defend the city; and you can also make it to the objectives and potentially help in destroying the building, or killing the NPCs. That is the type of objectives that would exist within a monster coin system for an event.[49]Steven Sharif

Pre-alpha monster coin system.[50]

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 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.[51]

Pièces de Monstres enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[52][53][54]

During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[48]

Monster coin events are system spawned events.[53][55]

  • They are structured in a way to prevent groups from gaming the system.[55]
  • 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.[56]
  • Server messages appear for players in the vicinity of these dynamic events.[57]
  • The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[49]
When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[49]Steven Sharif

The Ancients are not going to be part of the monster coin system.[60]

Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[61]Steven Sharif

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Bosses d'extérieur

The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[64]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[69]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[69]
  • A single digit percentage of the population will be capable of defeating certain content.[69]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[70]
  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[72][16][17][18][19]

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Contenu adaptatif

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Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[73] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[74]

  • Les Populations changeront.[74]
  • La difficulté du contenu changera.[74]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[74]
  • Différents types d'adversaires avec différentes histoires.[74]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[35]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[35]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[35]

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.[35]

Raid strategies

Raids will have elements that can be pre-planned.[4]

Raids will also have dynamic elements that can change from session to session.[4]

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 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 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 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.[4]{{ndash|Steven Sharif}

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[75]Aimi Watanabe

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.[76]

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.[78]

It 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'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, it's incumbent upon you to manifest that in the game.[79]Steven Sharif

Corrupted areas

Alpha-2 corrupted area in the Riverlands biome.[80]

We just saw a corrupt zone and that zone becomes corrupt after a period of time in which players are not addressing some issues that arise through certain events or through certain story arcs; and that corruption can spread and corruption changes the spawners for resources and for monsters; and that has a fundamental effect on the resource economy of the game.[81]Steven Sharif

Corrupted areas (zones/points of interest) can dynamically evolve with the progression of nodes and story arcs.[81][28][11][9][8][82][83]

  • These are sources of NPC events that players need to address before they grow out of hand.[81][85][82]
    • Players need to participate in these events to stop the spread of corruption and hold back the intrusion on the material plane.[81][84]
    • If players fail to address these corrupted areas, the frequency of NPC events against their node will increase. These can lead to node buildings and services being disabled, increasing the node's vulnerability to node sieges.[86]
It can be a very detrimental thing if corruption is not addressed; and that's the intent of corruption, is to present a challenge to the players that if not addressed it becomes exacerbated and a problem over time.[86]Steven Sharif
To degree your mortal coil, as we call it, or what some might consider a soul from your character's perspective within this story- can be influenced and can be changed into a shape that's more in tune with corruption; and that's through doing PvP things you can accomplish that.[87]Steven Sharif
When it enters the corruption state outside of weather, in that corrupt state, you will probably see a little bit less of the influence of the season because really it's adopting that corruption, which in-and-of-itself is a season.[89]Steven Sharif

Artificial intelligence

Le boss Jermaine Torment of Illwind.[90]

Vous pouvez voir comment nous utilisons certaines des différentes pièces d'armure - vous avez probablement vu certaines de ces pièces sur différentes tenues, comme cette cape de Corvid Castigator que Toast porte qui est aussi sur ce monstre.[90]Margaret Krohn

Ashes of Creation utilise une intelligence artificielle(IA) évolutive, ce qui signifie que des rencontres différentes pourront se produire avec des créatures similaires, ce qui donnera lieu à des expériences différentes pour le joueur.[2]

  • Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[91]
  • Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[92]
  • Les développeurs ont évoqué la possibilité que des PNJ effectue des "actions d'inactivité" pour rendre le monde plus vivant, mais cela n'a pas été confirmé.[93]
  • Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[94]
    • La fréquence des attaques d'AoE sera plus élevée en fonction du nombre de joueurs participants.[94]
    • Déblocage de la rage ainsi que des effets de régénération et de buffs.[94]
    • Ajout de monstres et de classes de monstres.[94]
  • Les PNJ lors de certaines rencontres peuvent être conscients de leur environnement local et peuvent se mettre à l'abri derrière des obstacles, par exemple. Mais cela ne sera pas très répandu dans les conceptions générales de l'IA.[95]

Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[96]

Il existe d'autre types d'IA qui ne sont pas nécessairement liés au contrôle des PNJ. Il y a des IA concernant le développement des frontières des nœuds, dans la direction et aussi les décisions qui sont prises sur les nœuds inférieurs à asservir en tant qu'États vassaux. Il y a une IA qui s'occupe un peu du marché boursier qui sera présent dans l'économie. Il y a des systèmes d'IA qui vont être annoncés et qui sont je pense assez innovants en ce qui concerne le genre des MMORPG et qui vont rendre le système d'événements déclenchés très intéressant, je pense ; et cela concerne la façon dont les nœuds se développent et l'environnement réagit à ce développement en faisant apparaître ces événements déclenchés, comme une horde de zombies qui attaque une ville ou un boss de raid légendaire qui sort de la montagne. Je pense qu'il y a beaucoup d'opportunités pour que certaines des innovations dans le secteur de l'IA du développement de jeux vidéos se retrouvent dans Ashes.[96]Steven Sharif

Dynamique de groupe

EoUW9A XUAkzbvC.jpg

Dynamique de groupe aim to bring players together.[97]

One of the main philosophical pillars behind our design was that JcE 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.[97]

Group sizes

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[98]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[98][99][100]

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.[97]
  • Raids will have 40 man groups.[101]
  • Content will be tailored for 40, 16 and 8 person group sizes.[102]
  • Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[103]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[104]
  • 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.[105][106][107][108]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[108]Steven Sharif

Solo players

Ashes of Creation provides gameplay options for solo oriented players.[98]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[98]Steven Sharif

Looting rules

Alpha-2 looting UI preview.[112]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[112]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[113]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[114][115][97]

  • Group loot rules are defined on a per-rarity basis.[112]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[113]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[116]
  • There won't be auto-looting pets.[117]
  • It will be possible to kick a player from a party prior to them acquiring loot.[118]
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.[118]Steven Sharif
Free-for-all.[97]
  • Whoever is first to loot gets the loot.[114]
Lootmaster.[112][97]
  • 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.[97]
Round-robin.[112][97]
Need or greed.[112][97]
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.
Bidding system.[97]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[97]
    • The highest bidder wins the item.[97]
    • The gold then goes into a pool that is split among the rest of the party members.[97]

Party roles

Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[97][120]

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.[121]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.[122]Steven Sharif

Ashes of Creation est un jeu JcX.[123] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[124][125] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[125]

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.[19]Steven Sharif

Gameplay videos

Visuels

Voir également

Les références

  1. Vidéo, 2021-05-28 (5:40).
  2. 2.0 2.1 2.2 2.3 2.4 About Ashes of Creation.
  3. Vidéo, 2021-04-30 (4:51).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Podcast, 2018-07-09 (22:24).
  5. Ashes of Creation FAQ.
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  7. Vidéo, 2023-03-31 (14:14).
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  9. 9.0 9.1 9.2 Vidéo, 2023-03-31 (1:22).
  10. Vidéo, 2023-03-31 (6:30).
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  13. 13.0 13.1 13.2 13.3 Direct, 2022-04-29 (1:05:37).
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  20. 20.0 20.1 Direct, 2019-05-30 (1:18:16).
  21. Direct, 2017-05-26 (15:37).
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  23. 23.0 23.1 Vidéo, 2023-03-31 (14:20).
  24. Vidéo, 2023-03-31 (12:47).
  25. Entrevue, 2018-10-20 (2:36:25).
  26. Vidéo, 2023-09-29 (2:59).
  27. 27.0 27.1 27.2 27.3 skotty-story-arc-1.png
  28. 28.0 28.1 28.2 Entrevue, 2023-07-09 (47:05).
  29. 29.0 29.1 Direct, 2023-03-31 (59:10).
  30. 30.0 30.1 Vidéo, 2023-03-31 (16:42).
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  32. Vidéo, 2020-05-31 (6:25).
  33. Vidéo, 2020-05-31 (5:25).
  34. Direct, 2017-05-15 (20:58).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 MMOGames interview, January 2017
  36. 36.0 36.1 36.2 Entrevue, 2020-07-19 (14:51).
  37. Entrevue, 2020-07-19 (17:12).
  38. Direct, 2018-01-18 (16:34).
  39. Direct, 2018-02-09 (4:42).
  40. Direct, 2017-11-17 (17:50).
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  42. Direct, 2017-05-22 (20:59).
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  44. Vidéo, 2020-05-31 (1:40:18).
  45. Vidéo, 2020-05-31 (1:17:42).
  46. raid events.png
  47. Podcast, 2018-04-23 (27:14).
  48. 48.0 48.1 Types of Events on Verra.
  49. 49.0 49.1 49.2 49.3 Direct, 2022-07-29 (1:20:24).
  50. Vidéo, 2017-05-25 (0:02).
  51. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  52. Direct, 2023-06-30 (1:50:52).
  53. 53.0 53.1 Direct, 2022-04-29 (39:00).
  54. kickstarter monster coins.png
  55. 55.0 55.1 monster event spawned.png
  56. Direct, 2017-05-26 (22:19).
  57. Direct, 2017-05-03 (36:25).
  58. Direct, 2017-05-03 (35:25).
  59. Direct, 2021-06-25 (1:36:05).
  60. Podcast, 2020-11-15 (47:12).
  61. Podcast, 2020-11-15 (51:22).
  62. Vidéo, 2020-05-31 (17:20).
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  64. 64.0 64.1 Direct, 2023-05-31 (41:16).
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  75. Vidéo, 2023-03-31 (28:11).
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  77. Direct, 2019-12-17 (1:10:30).
  78. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  79. Direct, 2017-05-22 (28:02).
  80. Vidéo, 2023-11-30 (29:26).
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  92. Direct, 2017-07-28 (43:57).
  93. Direct, 2018-04-8 (PM) (3:56).
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  95. Direct, 2022-02-25 (1:03:32).
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  99. Direct, 2020-11-30 (1:20:25).
  100. solo2.png
  101. Direct, 2017-05-09 (34:38).
  102. February 8, 2019 - Questions and Answers.
  103. partysize.png
  104. Direct, 2017-05-26 (48:12).
  105. Direct, 2021-09-24 (52:48).
  106. Entrevue, 2021-07-08 (57:19).
  107. Entrevue, 2020-07-19 (44:28).
  108. 108.0 108.1 castle-siege-scale.png
  109. Vidéo, 2022-09-30 (23:13).
  110. Direct, 2017-05-08 (28:48).
  111. 111.0 111.1 solo.png
  112. 112.0 112.1 112.2 112.3 112.4 112.5 Vidéo, 2023-01-27 (16:44).
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  116. Direct, 2023-01-27 (1:08:06).
  117. Direct, 2022-04-29 (1:04:52).
  118. 118.0 118.1 Direct, 2023-05-31 (1:07:45).
  119. Direct, 2020-11-30 (1:12:03).
  120. 120.0 120.1 120.2 120.3 Direct, 2017-05-22 (46:04).
  121. 121.0 121.1 Entrevue, 2018-10-20 (2:40:16).
  122. Vidéo, 2018-04-16 (1:32).
  123. PvX definition.
  124. 124.0 124.1 Direct, 2017-05-12 (24:52).
  125. 125.0 125.1 125.2 125.3 Direct, 2017-05-05 (33:25).
  126. Direct, 2017-05-15 (14:05).
  127. pvx stats.png