Nivellement

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Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

Nivellement won't follow a traditional linear path, although classic mechanics for leveling exist.[2][3]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[4]Steven Sharif
  • Some levels may offer more rewards than others.[12]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[12]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[13]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[15]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[16]

Level cap

The level cap at launch is expected to be level 50.[17][18]

Lower level characters will have usefulness in mass combat (such as Sièges de Nœuds) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[25]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[19]Steven Sharif

Class progression

Si un Combattant choisissait Mage comme archétype secondaire, le Combattant deviendrait un Spellsword. Cette combinaison débloque des améliorations qui peuvent être appliquées aux compétences de leur arbre de compétences primaire. Les Combattants ont une compétence Rush leur permettant de se ruer sur une cible; et en atteignant la cible, d'infliger un certain nombre de dégâts avec une chance de renverser la cible. Une amélioration d'évasion d'un Mage pourrait être appliquée à la compétence de rush, qui téléporterait le joueur vers la cible à la place; éliminant ainsi le temps de charge de la compétence.[27]

La progression de la classe est indépendante de la progression artisanale.[35]

Les événements du monde n'impactent pas directement l'efficacité des classes mais peuvent avoir des effets liés aux disponibilités d'équipements, d'enchantements ou de tatouages.[36]

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[37][38][39]

Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[40]Steven Sharif

Elite monster 3D turntable.[41]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[41]Steven Sharif

Goblin Rendu 3D. 3D model by Chris Atkins.[42]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[43]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[44]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[44]Steven Sharif
  • Not all creatures are immediately hostile to players.[45][46] Some creatures may hunt other creatures.[47]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[46]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[48]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[50]Steven Sharif
  • Named mobs will usually have a unique character appearance.[51]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[52]Steven Sharif

Class abilities

Alpha-1 preview primary skills.[57]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[58]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[59]Steven Sharif

Compétences primaires (class abilities) are based on a player's archetype.[60][27]

Rested experience

Tavernes offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[66][67]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[67]
  • There are no current plans to replace rested experience with another bonus for max-level players.[68]
  • Rested experience increases the rate that experience debt is paid back.[69]

Pet progression

Familiers de combat will be levelable and will have gear available to them.[70][71]

  • Familiers de combat will incorporate some of their owner's power in a way that keeps the power progression horizontal.[72][73][74]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[75]

Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[72]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[72]Steven Sharif

Voir également

Les références

  1. 1.0 1.1 Direct, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 Direct, 2022-10-14 (23:15).
  3. leveling.png
  4. Direct, 2023-10-31 (5:27).
  5. Podcast, 2023-07-15 (13:51).
  6. Entrevue, 2018-10-20 (2:53:53).
  7. Entrevue, 2018-10-20 (1:55).
  8. Podcast, 2023-12-03 (15:05).
  9. 9.0 9.1 Direct, 2022-05-27 (1:11:10).
  10. Direct, 2017-05-24 (46:27).
  11. Direct, 2020-07-25 (1:33:37).
  12. 12.0 12.1 Direct, 2022-07-29 (1:24:58).
  13. 13.0 13.1 Entrevue, 2021-06-13 (48:27).
  14. Direct, 2018-09-27 (52:41).
  15. 15.0 15.1 Direct, 2020-07-25 (1:34:55).
  16. Direct, 2022-04-29 (1:06:34).
  17. 17.0 17.1 Podcast, 2023-07-15 (11:21).
  18. Direct, 2017-12-15 (58:48).
  19. 19.0 19.1 Entrevue, 2020-07-08 (1:07:59).
  20. Direct, 2017-05-24 (19:25).
  21. Direct, 2021-04-30 (41:18).
  22. Direct, 2023-12-19 (1:41:54).
  23. Direct, 2023-03-31 (1:24:21).
  24. Direct, 2022-01-28 (15:35).
  25. Entrevue, 2020-07-08 (1:12:51).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 Entrevue, 2020-07-18 (1:05:04).
  27. 27.0 27.1 27.2 27.3 27.4 27.5 progression.png
  28. 28.0 28.1 Entrevue, 2020-07-29 (54:44).
  29. 29.0 29.1 Ashes of Creation class list.
  30. 30.0 30.1 Direct, 2017-07-28 (19:05).
  31. archetypeclass.png
  32. Direct, 2017-05-03 (50:50).
  33. Direct, 2017-07-18 (37:43).
  34. February 8, 2019 - Questions and Answers.
  35. Direct, 2020-07-31 (1:31:11).
  36. Podcast, 2021-04-11 (54:35).
  37. Entrevue, 2020-07-19 (19:35).
  38. Direct, 2017-05-15 (30:53).
  39. Blog - Know Your Nodes - The Basics.
  40. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  41. 41.0 41.1 41.2 Direct, 2021-03-26 (54:26).
  42. Direct, 2020-07-31 (1:45:40).
  43. Direct, 2020-06-26 (1:14:42).
  44. 44.0 44.1 Direct, 2017-05-26 (24:33).
  45. Vidéo, 2023-05-31 (4:17).
  46. 46.0 46.1 Direct, 2023-02-24 (1:22:04).
  47. Vidéo, 2023-05-31 (5:01).
  48. 48.0 48.1 Direct, 2021-06-25 (1:28:02).
  49. Entrevue, 2023-09-10 (28:15).
  50. 50.0 50.1 Direct, 2022-05-27 (1:00:23).
  51. Direct, 2023-01-27 (1:10:12).
  52. 52.0 52.1 52.2 Direct, 2023-05-31 (43:04).
  53. Direct, 2023-05-31 (40:52).
  54. Vidéo, 2022-06-30 (24:18).
  55. jqWtRci.png
  56. Direct, 2023-05-31 (45:26).
  57. toast-keybinds-skills.png
  58. Direct, 2017-10-16 (1:00:44).
  59. Entrevue, 2018-08-08 (22:27).
  60. 60.0 60.1 Direct, 2023-12-19 (1:20:41).
  61. 61.0 61.1 Direct, 2023-07-28 (1:04:27).
  62. class secondary.png
  63. Direct, 2021-11-19 (50:38).
  64. Vidéo, 2022-09-30 (17:00).
  65. Direct, 2021-09-24 (1:18:06).
  66. Direct, 2023-06-30 (27:52).
  67. 67.0 67.1 The mighty beard!
  68. Direct, 2023-06-30 (1:22:32).
  69. Direct, 2023-09-29 (1:18:04).
  70. 70.0 70.1 Direct, 2020-11-30 (1:26:00).
  71. Pets.jpg
  72. 72.0 72.1 72.2 Entrevue, 2022-01-14 (42:18).
  73. Direct, 2020-10-30 (1:21:14).
  74. Direct, 2019-06-28 (1:24:27).
  75. Direct, 2021-07-30 (1:15:29).