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Donjons
Open world
Ashes of Creation will be a seamless open-world experience.[6]
There will be an approximately 80/20 split between open world vs instanced encounters.[7][8][5][9][10]
- 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.[7][11][8]
- In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[8] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[12]
- Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[13] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[8][14] Outside of these and arenas there will not be too much instancing anywhere else.[6]
- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[15] – Steven Sharif
- We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[6] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[17][8][18]
- Healthy competition is seen as 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.[17][8]
- This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[17][8][15]
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[15] – Steven Sharif
- Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
- A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[8] – Steven Sharif
Échelle de donjon
The intention is that dungeons are going to be "massive" in scale.[19]
- Massive caverns and open world spaces.
- Places to suit larger and smaller commitments.
- Where people with 30 minutes can participate.
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[21][22][23]
- 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.[24]
- Raids will have 40 man groups.[25]
- Content will be tailored for 40, 16 and 8 person group sizes.[26]
- Arènes will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[27]
- 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.[29][30][31][32]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[32] – Steven Sharif
Contenu adaptatif
Des nouveaux points d'intérêt (tel que des donjons et des Bosses d'extérieur) apparaissent à mesure que les Nœuds avancent.[33] Le contenu s'adapte au développement de la zone dans lequel il se trouve.[34]
- Les Populations changeront.[34]
- La difficulté du contenu changera.[34]
- Le contenu lui-même peut être complètement différent, selon ce qui est développé et comment.[34]
- Différents types d'adversaires avec différentes histoires.[34]
- 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]
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[38]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[39] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[40]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[40] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[39]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[40]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[41]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[41] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[42]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[42] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[43]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[43] – Steven Sharif
Instanciation doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[12]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[12]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[12] – Steven Sharif
Leader boards
Players will be able to opt-in to track certain achievements on leaderboards, such as.[44]
- Donjons completed.[44][45]
- Raids completed.[44][45]
- JcJ kills.[44]
- Caravanes raided.[44]
- Collecte activity.[44]
Leaderboards may be seasonal.[45]
- We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[44] – Margaret Krohn
Jumping mechanics
Jumping puzzles will occasionally feature in the world.[48]
- Jumping puzzles were shown in the Alpha-2 Tower of Carphin preview.[49]
- Jumping puzzles were present in early Alpha-1 dungeon gameplay footage.[47]
- Jumping puzzles were present in the Alpha-0 Dünheim dungeon.[50]
Voir également
Les références
- ↑ Livestream, 18 January 2018 (16:34).
- ↑ Livestream, 9 February 2018 (4:42).
- ↑ 3.0 3.1 3.2 3.3 3.4 Livestream, 17 November 2017 (17:50).
- ↑ Direct, 2020-04-30 (1:05:34).
- ↑ 5.0 5.1 Entrevue, 2020-07-19 (11:04).
- ↑ 6.0 6.1 6.2 6.3 Direct, 2017-05-22 (20:59).
- ↑ 7.0 7.1 Entrevue, 2023-09-10 (58:47).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Direct, 2023-03-31 (1:00:16).
- ↑
- ↑ Direct, 2020-03-28 (1:48:36).
- ↑ Direct, 2023-05-31 (45:47).
- ↑ 12.0 12.1 12.2 12.3 Direct, 2022-01-28 (17:50).
- ↑
- ↑ Podcast, 2021-09-29 (34:11).
- ↑ 15.0 15.1 15.2 Podcast, 2021-09-29 (35:17).
- ↑
- ↑ 17.0 17.1 17.2 Direct, 2023-04-28 (2:06).
- ↑ Direct, 2017-05-19 (24:17).
- ↑ Livestream, 19 May 2017 (23:00)
- ↑ Vidéo, 2024-02-29 (33:57).
- ↑ 21.0 21.1 Direct, 2022-09-30 (2:40).
- ↑ Direct, 2020-11-30 (1:20:25).
- ↑
- ↑ 24.0 24.1 Group dynamics blog.
- ↑ Direct, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Direct, 2017-05-26 (48:12).
- ↑ Direct, 2021-09-24 (52:48).
- ↑ Entrevue, 2021-07-08 (57:19).
- ↑ Entrevue, 2020-07-19 (44:28).
- ↑ 32.0 32.1
- ↑ Direct, 2017-11-17 (36:22).
- ↑ 34.0 34.1 34.2 34.3 34.4 Direct, 2017-11-17 (18:29).
- ↑ 35.0 35.1 35.2 35.3 MMOGames interview, January 2017
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Direct, 2017-05-05 (23:26).
- ↑ 39.0 39.1 Direct, 2017-05-19 (25:18).
- ↑ 40.0 40.1 40.2 Direct, 2020-11-30 (1:16:09).
- ↑ 41.0 41.1 Direct, 2017-05-22 (57:37).
- ↑ 42.0 42.1 Entrevue, 2018-05-11 (44:20).
- ↑ 43.0 43.1 Entrevue, 2018-08-08 (11:52).
- ↑ 44.0 44.1 44.2 44.3 44.4 44.5 44.6 Direct, 2023-05-31 (2:21).
- ↑ 45.0 45.1 45.2 Direct, 2017-07-18 (58:50).
- ↑ Direct, 2017-05-15 (44:10).
- ↑ 47.0 47.1 Vidéo, 2020-05-31 (26:42).
- ↑ Direct, 2017-07-28 (39:49).
- ↑ Vidéo, 2023-03-31 (8:47).
- ↑ Direct, 2018-02-09 (10:42).