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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

Leveling won't follow a traditional linear path, although classic mechanics for leveling exist.[2] Experience (XP) is gained through a variety of activities:[3]

A character's level will be visible to other players.[4]

There won't be any damage dampening due to differences in levels in either JcJ or JcE.[5]

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.[5]Steven Sharif

Level cap

The level cap at launch is expected to be around level 50.[6]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[7][8]

  • 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.[9]

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 you know 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.[7]Steven Sharif

End game

There is not going to be a typical end-game in Ashes of Creation.[10]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[10]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[11]Sarah Flanagan

Grinding

Repetition will not be part of progression in Ashes of Creation.[12]

  • There will be no "grindy" quests.[12]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[13]
  • The aspiration is to have more things to do in the game than a player has time to do.[12]

Mentor program/ level scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[10]

  • 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.[10]

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 you 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.[14]Steven Sharif

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[15]

Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [15]Jeffrey Bard

Class progression

Lors de la Progression d'un joueur avec son Archétype principal, il aura la possibilité d'en choisir un secondaire pour améliorer ses compétences principales avec les effets de son archétype secondaire.[16][17] La combinaison des archétypes principal et secondaire défini comme classe.[16][18][19]

  • Un joueur pourra choisir son archétype secondaire lorsqu'il atteindra le niveau 25.[16]

Si un Fighter choisit Mage comme archétype secondaire, le fighter deviendra un Spellsword. cette combinaison débloquera des améliorations qui pourront être appliquées à ses compétences dans l'arbre de compétences principal. Les fighters ont la compétence rush qui leur permet de foncer sur leur cible; et en l'atteignant, lui inflige un montant de dégâts avec une chance de la faire tomber. L'amélioration de téléportation pourrait être appliquée à rush, qui téléporterai le joueur à la cible et éliminerai le temps de charge sur la compétence. [17]

Chaque compétences dans l'arbre principal aura plusieurs possibilités d'améliorations dans le secondaire. c'est un exemple de progression horizontale.[17]

  • Les améliorations aux compétences principales changeront de manière fondamentale leur façon de fonctionner - adaptant ce que faisait la compétence faisait pour y inclure l'identité de l'archétype ou la classe secondaire.[11]
  • Une classe secondaire de fournit pas de compétences supplémentaires.[20]

Les joueurs reçoivent des Points de compétence Lorsqu'ils gagnent en niveau. Ceux-ci peuvent être utilisés pour améliorer leurs compétences dans leur arbre de compétences.[21]

  • Il ne sera pas possible d'atteindre le niveau maximum dans chaque compétences de l'arbre.[21]

La progression de classe n'est pas liée à la progression d'artisanat.[22]

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.[23][24][25]

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.[26]Steven Sharif

Goblin Rendu 3D by Chris Atkins.[27]

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.[28]Steven Sharif

Alpha-0 cat mob from the flood plains environment.[30]

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.[31]Steven Sharif

Class abilities

Pre-alpha footage of a Mage using offensive and Utility skills, such as Mage's escape and Mage's detection.[32]

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.[33]Steven Sharif

The idea behind the system is that you're kind of 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 kind of 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.[34]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[17] Players can personalize their primary skills with augmentation from a secondary archetype.[16][17][35]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[36]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[16][37] Each augment school affects a primary archetype's skills in different ways.[38]
    • For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[16][38]
    • Each augmentation has a level requirement and number of skill points required to activate it.[39]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[39]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[40]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[11]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[42]
  • Some spell colors and general FX change based on augments.[43]
    • Active skills could look totally different after an augment gets applied.[44]

Rested experience

Tavernes offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[45]

  • Rested experience allows players to gain experience at a faster rate for a period of time.

Pet progression

Some pets will be levelable and will have gear available to them.[46]

Voir également

Les références

  1. 1.0 1.1 Direct, 2020-07-31 (1:05:58).
  2. leveling.png
  3. Direct, 2017-05-24 (46:27).
  4. Direct, 2020-07-25 (1:33:37).
  5. 5.0 5.1 Direct, 2020-07-25 (1:34:55).
  6. Direct, 2017-12-15 (58:48).
  7. 7.0 7.1 Entrevue, 2020-07-08 (1:07:59).
  8. Direct, 2017-05-24 (19:25).
  9. Entrevue, 2020-07-08 (1:12:51).
  10. 10.0 10.1 10.2 10.3 Vidéo, 2018-04-05 (40:08).
  11. 11.0 11.1 11.2 February 8, 2019 - Questions and Answers.
  12. 12.0 12.1 12.2 Direct, 2017-05-15 (26:13).
  13. Entrevue, 2018-08-24 (4:15).
  14. Entrevue, 2018-08-24 (8:52).
  15. 15.0 15.1 Direct, 2018-09-27 (52:41).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Entrevue, 2020-07-18 (1:05:04).
  17. 17.0 17.1 17.2 17.3 17.4 progression.png
  18. Ashes of Creation class list.
  19. archetypeclass.png
  20. Direct, 2017-05-03 (50:50).
  21. 21.0 21.1 Direct, 2017-07-28 (19:05).
  22. Direct, 2020-07-31 (1:31:11).
  23. Entrevue, 2020-07-19 (19:35).
  24. Direct, 2017-05-15 (30:53).
  25. Blog - Know Your Nodes - The Basics.
  26. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  27. Direct, 2020-07-31 (1:45:40).
  28. Direct, 2020-06-26 (1:14:42).
  29. A world with consequences.
  30. Direct, 2017-11-17 (15:56).
  31. Direct, 2017-05-26 (24:33).
  32. Vidéo, 2017-02-07 (0:02s).
  33. Direct, 2017-10-16 (1:00:44).
  34. Entrevue, 2018-08-08 (22:27).
  35. class secondary.png
  36. Direct, 2020-07-25 (1:47:55).
  37. Direct, 2018-02-09 (41:56).
  38. 38.0 38.1 Direct, 2019-12-17 (1:13:14).
  39. 39.0 39.1 Entrevue, 2020-07-18 (1:07:06).
  40. class same.png
  41. Direct, 2019-07-26 (1:09:22).
  42. Direct, 8 April 2018 (PM) (20:45).
  43. augmentcolors.png
  44. Entrevue, 2018-05-11 (53:15).
  45. The mighty beard!
  46. Pets.jpg
  47. Direct, 2019-06-28 (1:24:27).