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Avant-première du boss de donjon "Pyroclastic Wyrm" pendant l'Alpha-1 .[1]
Un lieutenant des "The Ancients" en rendu 3D.[2]

Ces deux modèles particuliers, avec l'alpha un, ils seront animés et présents en tant qu'adversaires dans certains des emplacements de donjon dans Ashes of Creation.[3]Steven Sharif

Les bosses appartiennent aux types suivants, avec des niveaux de difficultés et des tableaux de butin croissants, nécessitant un plus grand nombre de joueurs pour être tuer selon le niveau de difficulté.[4]

Certains bosses et rencontres comporteront des bandes sonores originales spécifiques composées par Bear McCreary.[5]

List of boss mobs

Raid bosses

There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[8]Steven Sharif

Liste des boss de raid

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

Raid tiers

Tiers of raid difficulty are in accordance with the world's node structure.[9][10]

The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[10]Steven Sharif

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.[13]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[8]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[8]
  • A single digit percentage of the population will be capable of defeating certain content.[8]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[17]
  • 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.[19][20][21][22][23]

Regional bosses

Template:Regional bosses

List of world bosses

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

Dungeon bosses

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

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.[25]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[25]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[25]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[26]

Artificial intelligence

Le boss Jermaine Torment of Illwind.[27]

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.[27]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.[28]

  • Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[29]
  • Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[30]
  • 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.[31]
  • Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[32]
    • La fréquence des attaques d'AoE sera plus élevée en fonction du nombre de joueurs participants.[32]
    • Déblocage de la rage ainsi que des effets de régénération et de buffs.[32]
    • Ajout de monstres et de classes de monstres.[32]
  • 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.[33]

Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[34]

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.[34]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 or world bosses.[16][35][36]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[16]Steven Sharif

Mentor program

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.

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.[36]

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.[38]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.[37]Steven Sharif

Announcements/Notifications

Il y aura une annonce/notification globale (sur tout le serveur) lors d'évènements importants.[39]

Les avancements de noeud seront annoncés sur une zone selon le niveau du noeud.[41]

Les nouveaux citoyens d'un noeud seront peut-être annoncés dans un chat de citoyen de noeud.[42]

  • Les notifications d'élection dans le noeud seront envoyées aux comptes de tous les citoyens[42]

Les évènements de noeuds locaux, comme les caravanes ne seront pas annoncés. À la place, ils dépendront du bouche-à-oreille des joueurs.[39]

Que ce soit un siège ou un évènement déclenché contre une ville, ou même une opportunité unique pour un donjon... Ce genre de choses impliqueront des notifications. Surtout pour les citoyens de la ville, qui seront informés d'un évènement imminent, pour leur donner assez de temps.[40]Steven Sharif

Pillage

Alpha-2 looting UI preview.[43]

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.[43]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[44]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[45][46][47]

  • Group loot rules are defined on a per-rarity basis.[43]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[44]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[48]
  • There won't be auto-looting pets.[49]
  • It will be possible to kick a player from a party prior to them acquiring loot.[50]
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.[50]Steven Sharif
Free-for-all.[47]
  • Whoever is first to loot gets the loot.[45]
Lootmaster.[43][47]
  • 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.[47]
Round-robin.[43][47]
Need or greed.[43][47]
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.[47]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[47]
    • The highest bidder wins the item.[47]
    • The gold then goes into a pool that is split among the rest of the party members.[47]

Tables de Butin

Tables de Butin (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[52][53]

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[71]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[73][46]

  • 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.[73][46]
    • These numbers will be balanced based on testing.[73]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[73][46]
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[73]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.[74]Steven Sharif

Crafted items

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

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[75][76][77][65][78][79]

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.[65]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be 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.[66]Steven Sharif
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.[28]

Mount and pet drops

Les montures et familiers sont droppés par les Boss mondiaux avec un taux d'obtention très rare.[91]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[92]

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.[93] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[94]

  • Les Populations changeront.[94]
  • La difficulté du contenu changera.[94]
  • Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[94]
  • Différents types d'adversaires avec différentes histoires.[94]
  • Certains donjons ne se déverrouilleront que si les nœuds sont développés jusqu'à certaines étapes.[95]
  • Les objectifs d'histoires pour les joueurs à l'intérieur d'un donjon dépendront des chemins narratifs choisis à travers le système de nœud.[95]
  • Les Tables de butins dans les zones et dans les donjons seront liées à la progression dans certaines zones.[95]

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.[95]

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.[96]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.[97]

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.[99]

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.[100]Steven Sharif

Legendary items

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.[64]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[62]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[63]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[102][103]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[102]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[103]

A legendary weapon is easily distinguished by its visual appearance.[63]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[63]Steven Sharif

Legendary items are not intended to be temporary.[104]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[104]Steven Sharif

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.

Discovery of legendary items will unlock further chapters of the Histoire et traditions.[106]

Pièces de Monstres

Monster coin concept art.[107]

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.[108]Steven Sharif

Pre-alpha monster coin system.[109]

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.[110]

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.[111][112][113]

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.[107]

Monster coin events are system spawned events.[112][114]

  • They are structured in a way to prevent groups from gaming the system.[114]
  • 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.[115]
  • Server messages appear for players in the vicinity of these dynamic events.[116]
  • 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.[108]
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.[108]Steven Sharif

The Ancients are not going to be part of the monster coin system.[118]

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.[119]Steven Sharif

Impact on nodes

Monster coin events (Bosses) cannot destroy or delevel nodes.[120] They can disable certain buildings, services and PNJs within a node.[121][116] Sièges de Nœuds are the chief mechanic for destroying nodes.[120]

For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[124]Steven Sharif

Day and night cycle

Alpha-2 day/night cycle.[125]

Day and night cycles in Ashes of Creation are actually over the course of a few hours.[126]Steven Sharif

There is a day/night cycle in Ashes of Creation.[127][128]

  • Day and night cycles occur over the course of a few hours.[129][126]
    • Fifteen IRL minutes may equate to one hour in game time but this is subject to change.[130][131]
    • Day and night cycle tied to server time will be tested in Alpha-2.[132]
The day night cycle is tied to server time, yes. So there is a number of hours that exist between each of the cycles. That's something that we'll be fine-tuning of course during Alpha 2 as well, but it is intended for players to interact with certain systems even based on in-game time as well.[132]Steven Sharif
  • The developers requested feedback on the intensity of illumination and darkness that will be present in Alpha-2.[133][134]
    • Based on feedback the developers increased the nighttime darkness.[129]
Certain creatures will react differently. Certain spawns react differently during night times and different day/night cycles. Those might also influence things like abilities and/or buff/debuff vulnerabilities. You'll have to find out based on the type of creature you're experiencing.[136]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming PNJs and player controlled monsters.[140][141][142]

  • Each wave is more difficult than the last.[142]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[143]
  • Pièces de Monstres enable players to join the game as part of the horde.[142]

Horde mode will include adaptive AI boss mechanics.[141] Rewards are obtained dependent on progress against these PNJs.[144]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[144]Steven Sharif

Horde mode is specifically for testing.[144]

It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[144]Steven Sharif

Artwork

Voir également

Les références

  1. Direct, 2020-03-28 (1:58:18).
  2. Direct, 2020-11-08 (12:40).
  3. Direct, 2020-11-08 (12:47).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Direct, 2020-07-25 (46:08).
  5. Entrevue, 2021-06-13 (11:15).
  6. Direct, 2022-03-31 (1:10:43).
  7. Vidéo, 2021-05-28 (5:40).
  8. 8.0 8.1 8.2 8.3 8.4 Podcast, 2018-08-04 (1:42:14).
  9. raid event tiers.png
  10. 10.0 10.1 Podcast, 2018-08-04 (1:39:47).
  11. Vidéo, 2020-05-31 (17:20).
  12. 12.0 12.1 12.2 Entrevue, 2023-09-10 (28:15).
  13. 13.0 13.1 Direct, 2023-05-31 (41:16).
  14. 14.0 14.1 Direct, 2023-03-31 (1:20:41).
  15. Direct, 2021-03-26 (54:26).
  16. 16.0 16.1 16.2 16.3 Direct, 2023-05-31 (43:55).
  17. Direct, 2021-11-19 (55:31).
  18. Direct, 2023-05-31 (42:06).
  19. Direct, 2023-05-31 (45:47).
  20. Direct, 2023-04-07 (55:22).
  21. Direct, 2023-03-31 (1:00:16).
  22. Direct, 2022-10-28 (32:52).
  23. Direct, 2017-06-01 (37:39).
  24. Direct, 2017-05-22 (1:53:32).
  25. 25.0 25.1 25.2 Entrevue, 2020-07-19 (14:51).
  26. Entrevue, 2020-07-19 (17:12).
  27. 27.0 27.1 Direct, 2021-06-25 (21:24).
  28. 28.0 28.1 About Ashes of Creation.
  29. Direct, 2017-05-05 (11:55).
  30. Direct, 2017-07-28 (43:57).
  31. Direct, 2018-04-8 (PM) (3:56).
  32. 32.0 32.1 32.2 32.3 Entrevue, 2021-06-13 (22:20).
  33. Direct, 2022-02-25 (1:03:32).
  34. 34.0 34.1 34.2 34.3 34.4 Podcast, 2018-05-11 (24:23).
  35. Entrevue, 2021-06-13 (24:14).
  36. 36.0 36.1 Vidéo, 2018-04-05 (40:08).
  37. 37.0 37.1 37.2 37.3 37.4 Direct, 2020-09-30 (1:07:22).
  38. Entrevue, 2018-08-24 (8:52).
  39. 39.0 39.1 39.2 39.3 39.4 Direct, 4 Mai 2018 (48:14).
  40. 40.0 40.1 40.2 Entrevue, 17 Août 2018 (24:48).
  41. 41.0 41.1 41.2 41.3 Direct, 30 Avril 2021 (1:01:10).
  42. 42.0 42.1 Direct, 30 Octobre 2020 (1:01:00).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 Vidéo, 2023-01-27 (16:44).
  44. 44.0 44.1 Vidéo, 2023-01-27 (32:01).
  45. 45.0 45.1 Direct, 2020-11-30 (1:01:40).
  46. 46.0 46.1 46.2 46.3 Direct, 2020-07-25 (1:24:56).
  47. 47.00 47.01 47.02 47.03 47.04 47.05 47.06 47.07 47.08 47.09 47.10 47.11 Group dynamics blog.
  48. Direct, 2023-01-27 (1:08:06).
  49. Direct, 2022-04-29 (1:04:52).
  50. 50.0 50.1 Direct, 2023-05-31 (1:07:45).
  51. Direct, 2020-11-30 (1:12:03).
  52. 52.0 52.1 52.2 Entrevue, 2020-07-19 (8:43).
  53. 53.0 53.1 February 8, 2019 - Questions and Answers.
  54. 54.0 54.1 Entrevue, 2020-07-18 (27:11).
  55. Direct, 2017-05-24 (44:14).
  56. steven-glint.png
  57. Entrevue, 2023-09-10 (53:47).
  58. Direct, 2021-03-26 (1:07:33).
  59. a419c5398b542a713545e4f393d67215.png
  60. Podcast, 2017-05-05 (43:05).
  61. steven-glint-rarity-level.png
  62. 62.0 62.1 62.2 62.3 62.4 62.5 Entrevue, 2020-07-20 (21:57).
  63. 63.0 63.1 63.2 63.3 63.4 Direct, 2018-04-8 (PM) (55:49).
  64. 64.0 64.1 Entrevue, 2020-07-18 (1:00:15).
  65. 65.0 65.1 65.2 65.3 Direct, 2022-06-30 (1:18:55).
  66. 66.0 66.1 66.2 Direct, 2020-12-22 (1:15:01).
  67. 67.0 67.1 Direct, 2017-05-03 (35:25).
  68. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  69. Direct, 2022-05-27 (1:14:46).
  70. Vidéo, 2022-05-27 (2:21).
  71. 71.0 71.1 Direct, 2024-02-29 (1:22:09).
  72. Podcast, 2018-08-04 (1:44:54).
  73. 73.0 73.1 73.2 73.3 73.4 Direct, 2022-03-31 (1:23:06).
  74. Direct, 2022-06-30 (1:16:22).
  75. 75.0 75.1 steven-completed-items.png
  76. steven-workstations.png
  77. Direct, 2023-04-07 (31:49).
  78. Direct, 2020-01-30 (1:38:26).
  79. Direct, 2017-05-12 (1:00:18).
  80. steven-completed-items2.png
  81. Entrevue, 2023-09-10 (47:13).
  82. craftedbossloot.png
  83. 83.0 83.1 Direct, 2017-05-10 (14:45).
  84. 84.0 84.1 84.2 Direct, 2020-11-30 (1:05:22).
  85. Podcast, 2018-08-04 (59:58).
  86. steven-crafting-stats.png
  87. Direct, 2023-11-30 (1:40:11).
  88. Direct, 2017-05-24 (24:19).
  89. crafting-corruption.png
  90. craftersname.png
  91. mountpetdrops.png
  92. Mounts.jpg
  93. Direct, 2017-11-17 (36:22).
  94. 94.0 94.1 94.2 94.3 94.4 Direct, 2017-11-17 (18:29).
  95. 95.0 95.1 95.2 95.3 MMOGames interview, January 2017
  96. Vidéo, 2023-03-31 (28:11).
  97. Direct, 2017-05-19 (37:03).
  98. Direct, 2019-12-17 (1:10:30).
  99. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  100. Direct, 2017-05-22 (28:02).
  101. Direct, 2021-03-26 (1:02:06).
  102. 102.0 102.1 Direct, 2022-03-31 (1:15:02).
  103. 103.0 103.1 Direct, 2017-05-15 (38:08).
  104. 104.0 104.1 Direct, 2018-07-09 (25:34).
  105. Direct, 2018-04-8 (PM) (51:49).
  106. Direct, 2017-05-19 (44:18).
  107. 107.0 107.1 Types of Events on Verra.
  108. 108.0 108.1 108.2 108.3 Direct, 2022-07-29 (1:20:24).
  109. Vidéo, 2017-05-25 (0:02).
  110. IGN: Ashes of Creation first look: An MMO that lets you be the boss.
  111. Direct, 2023-06-30 (1:50:52).
  112. 112.0 112.1 Direct, 2022-04-29 (39:00).
  113. kickstarter monster coins.png
  114. 114.0 114.1 monster event spawned.png
  115. Direct, 2017-05-26 (22:19).
  116. 116.0 116.1 Direct, 2017-05-03 (36:25).
  117. Direct, 2021-06-25 (1:36:05).
  118. Podcast, 2020-11-15 (47:12).
  119. Podcast, 2020-11-15 (51:22).
  120. 120.0 120.1 Direct, 2017-05-24 (22:30).
  121. monster events.png
  122. monster siege before.png
  123. monster sieges.png
  124. 124.0 124.1 Direct, 2022-04-29 (1:07:20).
  125. Direct, 2020-11-30 (41:49).
  126. 126.0 126.1 Vidéo, 2022-12-02 (11:11).
  127. Direct, 2021-06-25 (29:58).
  128. 128.0 128.1 128.2 Direct, 2017-05-12 (57:41).
  129. 129.0 129.1 Vidéo, 2023-11-30 (35:28).
  130. Direct, 2022-05-27 (1:13:39).
  131. time.jpg
  132. 132.0 132.1 Direct, 2022-12-02 (1:07:29).
  133. Direct, 2022-12-02 (1:08:06).
  134. Direct, 2022-12-02 (53:01).
  135. Vidéo, 2023-11-30 (34:36).
  136. 136.0 136.1 Direct, 2022-12-02 (1:10:14).
  137. Podcast, 2021-04-11 (15:55).
  138. day cycle.jpg
  139. Direct, 2022-12-02 (1:09:42).
  140. Entrevue, 2018-08-24 (13:17).
  141. 141.0 141.1 Newsletter, 2018-08-7
  142. 142.0 142.1 142.2 142.3 Direct, 2018-09-01 (54:06).
  143. Direct, 2018-08-17 (30:29).
  144. 144.0 144.1 144.2 144.3 144.4 144.5 144.6 144.7 Entrevue, 2018-08-08 (4:00).