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Tables de Butin
- Monstres drop glint, Articles, and crafting materials in preference to gold.[2][3]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[4][5][6][7][2][8]
- The rarity of glint increases with the mob's level.[9]
- Loot tables are disabled for player controlled monsters.[10]
- 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.[11]
- Experience debt decreases the drop rate percentages from monsters.[12]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[13][14]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[13][15][16]
- Legendary equipment is only dropped by Legendary world bosses.[17]
- Statistiques on dropped items will vary based on the rarity of the item.[18]
- Loot tables will likely not be affected by weather conditions.[19] This was previously listed as a possible effect.[20]
- There won't be specific loot drops for artisans.[21] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[22]
- 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.[21]
Pillage
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[24][25][26]
- Group loot rules are defined on a per-rarity basis.[1]
- A majority of party members must vote to approve any changes to group loot allocation changes.[23]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[27]
- There won't be auto-looting pets.[28]
- It will be possible to kick a player from a party prior to them acquiring loot.[29]
- 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.[29] – Steven Sharif
- Free-for-all.[26]
- Whoever is first to loot gets the loot.[24]
- 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.[26]
- With round-robin looting, party members take turns looting.[26]
- This is a traditional need before greed system based on dice rolls.[26]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[30]
- Bidding system.[26]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[26]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[31][25]
- 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.[31][25]
- These numbers will be balanced based on testing.[31]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[31][25]
- 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[31] – 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.[32] – Steven Sharif
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[33][34][35][36][37][38]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[39][33][40]
- Crafted gear is considered best-in-slot in Ashes of Creation.[36]
- Previously it was stated that crafted items will be on-par with boss dropped items.[14][41][42]
- Crafters will be able to assign different skills/abilities and stats on gear.[43][44]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[43][45]
- 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.[36] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[42]
- Statistiques on crafted items will vary based on the item's rarity.[18]
- Apparences d'équipements is influenced by the rarity of the crafted item.[46]
- 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.[18] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[43][47]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[48]
- A crafter's name is embedded in the items they craft.[49]
- 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.[50]
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.[11]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[13][15][16]
- Légendaire equipment is only dropped by Legendary world bosses.[17]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[51]
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.[15] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[15]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[15]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[15]
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.[16] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[52][53]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[52]
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.[53]
A legendary weapon is easily distinguished by its visual appearance.[16]
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.[16] – Steven Sharif
Legendary items are not intended to be temporary.[54]
- A notable exception to this is Royal mounts.[55]
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.[54] – Steven Sharif
Discovery of legendary items will unlock further chapters of the Histoire et traditions.[56]
AoE looting
L'AoE (effet de zone) permettant l'obtention de butin n'est pas inclus dans le système d'obtention de butin au moment de la rédaction ce cet article. Cela sera peut-être ajouté selon les retours.[57]
Caravan looting
Les Caravanes créent une zone de JcJ ouverte qui marque les joueurs pour le combat (violet).[59]
- Les joueurs auront la possibilité de déclarer leurs intentions d'attaquer, défendre ou d'ignorer grâce à une Interface utilisateur.[60][61]
- Un groupe devra attaquer une caravane avec succès.[62][63]
- Une caravane persistera dans le monde pendant une période de 5 à 10 minutes si son propriétaire se déconnecte ou s'il est déconnecté du serveur.[64]
Destruction de caravane
Si une caravane est détruite (devient une épave) elle fera tomber une partie des Produits qu'elle transportait.[62][65][66]
- Des composants de caravane peuvent également être ramassés lorsqu'une caravane est détruite. Ces composants peuvent être récupérés par le propriétaire de la caravane ou pas les autres joueurs, dans le cas où il s'agirait de composants de haute qualité.[67]
- Les caravanes font tomber des certificats pour des articles lourds qui peuvent être échangés au Nœud d'origine contre une partie des articles.[68][66]
Une caravane devient une épave lorsqu'elle est détruite et cette épave devient un objet utilisable et les joueurs peuvent y récupérer des certificats à échanger contre une portion des articles à l'intérieur de la caravane. L'idée, ensuite, avec ces certificats est qu'ils doivent être ramenés au point d'origine, ou au moins une région à l'intérieur de ce point d'origine. Nous verrons à propos de cette dernière partie, car il existe quelques choses que j'aimerais tester dans l'Alpha d'un point de vue jouabilité. La raison étant que, ce qui pourrait se passer, si vous avez une sorte de collaboration à l'intérieur d'une guilde pour abuser du système. Hé ! Je vais suivre cette caravane jusqu'à la frontière de la zone et ensuite on la détruit tous, on ramasse tout et ont l'amène dans les entrepôts de cette région ; en évitant de parcourir tout le reste du chemin en l'escortant. Donc elle devra atteindre sa destination avec succès avant que les produits ne soient comptabilisés pour cette région.[66] – Steven Sharif
Monnaie
La monnaie de base du jeu est appelée or.[2][3]
- Il y a également des monnaies spécifiques basées sur la progression, qui ne peuvent pas être échangées.[2]
- Les monstres ne laissent pas tomber d'or, par contre ils laissent tomber des certificats de chasse.[2]
- La monnaie du jeu n'a pas de poids.[70]
Mount and pet drops
Les montures et familiers sont droppés par les Boss mondiaux avec un taux d'obtention très rare.[71]
Temporary mounts
Temporary mounts that drop from bosses will age and eventually die.[72]
Mort du joueur
When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[74][6][7][8][2]
- Marquage de joueur is not triggered by looting.[75]
- It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[78] – Steven Sharif
- There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[79]
- If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[79][80]
- Players do not lose gold upon death, no matter their corruption level.[81]
- Glint looted from a dead character by any other player, regardless of affiliation, becomes stolen glint. Character's who loot their own bodies will recover their glint in its non-stolen state.[82][5][6]
Item rendering
Items that are dragged out of a player's inventory are destroyed.[86]
- Allowing player-dropped items (such as Equipement and Monnaie) to exist in the world is likely not going to be allowed.[86][87]
World manager
Le World manager est un algorithme dans Ashes of Creation qui contrôle les éléments dynamiques du monde. Il agit à la fois en tant que régulateur et en tant que système de récompense / motivation pour des activités variées en s'assurant que certains paramètres atteignent des paliers acceptables.[88]
- Le Prix des certificats de chasse.[89]
- Une carte de chaleur d'expérience gagnée à appliquer à l'avancement de Nœud.[89]
- Le Transit de ressources et de produits entre les régions pour diriger les récompenses de Quêtes des Nœuds.[89]
Par exemple si vous êtes au courant que le fer est utilisé en tant que matériau brut pour une construction spécifique qui pourra augmenter le prix du mithril ou de l'argent ; cela influencera le marché à corriger sa direction légèrement. L'idée générale est de fournir des motivations légères qui aideront à réduire la demande et également à fournir une ressource qui ne serait plus présente dans le système économique.[89] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Vidéo, 2023-01-27 (16:44).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Entrevue, 2020-07-18 (27:11).
- ↑ 3.0 3.1 Direct, 2017-05-24 (44:14).
- ↑
- ↑ 5.0 5.1 Entrevue, 2023-09-10 (53:47).
- ↑ 6.0 6.1 6.2 6.3 Direct, 2021-03-26 (1:07:33).
- ↑ 7.0 7.1
- ↑ 8.0 8.1 Podcast, 2017-05-05 (43:05).
- ↑
- ↑ Direct, 2017-05-03 (35:25).
- ↑ 11.0 11.1 Entrevue, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 13.0 13.1 13.2 Entrevue, 2020-07-19 (8:43).
- ↑ 14.0 14.1 February 8, 2019 - Questions and Answers.
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 Entrevue, 2020-07-20 (21:57).
- ↑ 16.0 16.1 16.2 16.3 16.4 Direct, 2018-04-8 (PM) (55:49).
- ↑ 17.0 17.1 Direct, 2020-07-25 (46:08).
- ↑ 18.0 18.1 18.2 Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2022-05-27 (1:14:46).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 21.0 21.1 Direct, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ 23.0 23.1 Vidéo, 2023-01-27 (32:01).
- ↑ 24.0 24.1 Direct, 2020-11-30 (1:01:40).
- ↑ 25.0 25.1 25.2 25.3 Direct, 2020-07-25 (1:24:56).
- ↑ 26.00 26.01 26.02 26.03 26.04 26.05 26.06 26.07 26.08 26.09 26.10 26.11 Group dynamics blog.
- ↑ Direct, 2023-01-27 (1:08:06).
- ↑ Direct, 2022-04-29 (1:04:52).
- ↑ 29.0 29.1 Direct, 2023-05-31 (1:07:45).
- ↑ Direct, 2020-11-30 (1:12:03).
- ↑ 31.0 31.1 31.2 31.3 31.4 Direct, 2022-03-31 (1:23:06).
- ↑ Direct, 2022-06-30 (1:16:22).
- ↑ 33.0 33.1
- ↑
- ↑ Direct, 2023-04-07 (31:49).
- ↑ 36.0 36.1 36.2 Direct, 2022-06-30 (1:18:55).
- ↑ Direct, 2020-01-30 (1:38:26).
- ↑ Direct, 2017-05-12 (1:00:18).
- ↑
- ↑ Entrevue, 2023-09-10 (47:13).
- ↑
- ↑ 42.0 42.1 Direct, 2017-05-10 (14:45).
- ↑ 43.0 43.1 43.2 Direct, 2020-11-30 (1:05:22).
- ↑ Podcast, 2018-08-04 (59:58).
- ↑
- ↑ Direct, 2023-11-30 (1:40:11).
- ↑ Direct, 2017-05-24 (24:19).
- ↑
- ↑
- ↑ About Ashes of Creation.
- ↑ Direct, 2021-03-26 (1:02:06).
- ↑ 52.0 52.1 Direct, 2022-03-31 (1:15:02).
- ↑ 53.0 53.1 Direct, 2017-05-15 (38:08).
- ↑ 54.0 54.1 Direct, 2018-07-09 (25:34).
- ↑ Direct, 2018-04-8 (PM) (51:49).
- ↑ Direct, 2017-05-19 (44:18).
- ↑ Direct, 2017-05-15 (48:30).
- ↑ Direct, 2020-03-28 (1:27:28).
- ↑
- ↑
- ↑ Direct, 2017-05-22 (40:40).
- ↑ 62.0 62.1 Direct, 2017-05-15 (45:20).
- ↑ Direct, 2017-05-22 (40:41).
- ↑ Direct, 2020-07-25 (55:32).
- ↑ Direct, 2017-12-15 (1:04:25).
- ↑ 66.0 66.1 66.2 Entrevue, 2019-04-15 (26:59).
- ↑ Entrevue, 2019-04-15 (28:28).
- ↑
- ↑ Ashes of Creation Press Kit.
- ↑ Direct, 2017-05-26 (54:00).
- ↑
- ↑
- ↑ 73.0 73.1 Vidéo, 2024-02-29 (19:35).
- ↑ Direct, 2021-09-24 (51:20).
- ↑ Podcast, 2021-04-11 (34:41).
- ↑ Podcast, 2023-07-15 (26:31).
- ↑ Direct, 2023-04-28 (1:18:48).
- ↑ Podcast, 2023-07-15 (28:28).
- ↑ 79.0 79.1 Direct, 2021-01-29 (1:24:27).
- ↑ Direct, 2018-09-27 (47:46).
- ↑
- ↑ Direct, 2023-11-30 (1:52:37).
- ↑ 83.0 83.1 Direct, 2022-02-25 (1:06:45).
- ↑ 84.0 84.1 Direct, 2022-04-29 (1:08:27).
- ↑ Direct, 2017-07-28 (50:22).
- ↑ 86.0 86.1 Direct, 2021-04-30 (1:14:49).
- ↑ Direct, 2017-05-24 (13:19).
- ↑ Entrevue, 2020-07-19 (1:10:55).
- ↑ 89.0 89.1 89.2 89.3 Entrevue, 2020-07-19 (1:08:22).