Monstres
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.[4]
- 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.[4] – Steven Sharif
- Not all creatures are immediately hostile to players.[5][6] Some creatures may hunt other creatures.[7]
- 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.[6] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[8]
- 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.[8] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[9][1] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[10]
- 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.[10] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[12][13] Screen shake will be customizable in user interface settings.[12][14][15]
- 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.[12] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[16]
- Certain bosses and creatures will have voice lines along with other audio cues.[17]
Zones and mob levels
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.[18][19][20]
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.[21] – Steven Sharif
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[22][23][24]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[23] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[22]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[22] – Steven Sharif
- Compétences such as Stealth and Camouflage can dampen NPC perception.[22]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[25]
Artificial intelligence
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.[27]
- Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[28]
- Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[29]
- 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.[30]
- Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[31]
- 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.[25]
Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[32]
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.[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]
Pillage
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[38][39][40]
- Group loot rules are defined on a per-rarity basis.[36]
- A majority of party members must vote to approve any changes to group loot allocation changes.[37]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[41]
- There won't be auto-looting pets.[42]
- It will be possible to kick a player from a party prior to them acquiring loot.[43]
- 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.[43] – Steven Sharif
- Free-for-all.[40]
- Whoever is first to loot gets the loot.[38]
- 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.[40]
- With round-robin looting, party members take turns looting.[40]
- This is a traditional need before greed system based on dice rolls.[40]
- 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.[44]
- Bidding system.[40]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[40]
Tables de Butin
- Monstres drop glint, Articles, and crafting materials in preference to gold.[45][46]
- 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.[47][48][49][50][45][51]
- The rarity of glint increases with the mob's level.[52]
- Loot tables are disabled for player controlled monsters.[53]
- 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.[54]
- Experience debt decreases the drop rate percentages from monsters.[55]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[56][57]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[56][58][59]
- Legendary equipment is only dropped by Legendary world bosses.[60]
- Statistiques on dropped items will vary based on the rarity of the item.[61]
- Loot tables will likely not be affected by weather conditions.[62] This was previously listed as a possible effect.[63]
- There won't be specific loot drops for artisans.[64] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[65]
- 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.[64]
Télégraphes
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[66]
- Animation tells.
- Templates.
Day/night cycle
Tamable creatures
Montures and combat pets can be found in the wild and tamed.[67][68][69]
- Tamable creatures may fit creature templates with pre-defined behaviors.[70]
- For example: A wolf or a dog may look different but may be balanced to the same templated behavior.[70]
Artwork
Voir également
Les références
- ↑ 1.0 1.1 1.2 1.3 Direct, 2021-03-26 (54:26).
- ↑ Direct, 2020-07-31 (1:45:40).
- ↑ Direct, 2020-06-26 (1:14:42).
- ↑ 4.0 4.1 Direct, 2017-05-26 (24:33).
- ↑ Vidéo, 2023-05-31 (4:17).
- ↑ 6.0 6.1 Direct, 2023-02-24 (1:22:04).
- ↑ Vidéo, 2023-05-31 (5:01).
- ↑ 8.0 8.1 Direct, 2021-06-25 (1:28:02).
- ↑ Entrevue, 2023-09-10 (28:15).
- ↑ 10.0 10.1 Direct, 2022-05-27 (1:00:23).
- ↑ Direct, 2023-01-27 (1:10:12).
- ↑ 12.0 12.1 12.2 Direct, 2023-05-31 (43:04).
- ↑ Direct, 2023-05-31 (40:52).
- ↑ Vidéo, 2022-06-30 (24:18).
- ↑
- ↑
- ↑ Direct, 2023-05-31 (45:26).
- ↑ Entrevue, 2020-07-19 (19:35).
- ↑ Direct, 2017-05-15 (30:53).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 22.0 22.1 22.2 22.3 22.4 Direct, 2024-02-29 (3:12).
- ↑ 23.0 23.1 23.2 Direct, 2023-11-30 (1:36:32).
- ↑ 24.0 24.1 Direct, 2018-06-04 (29:28).
- ↑ 25.0 25.1 Direct, 2022-02-25 (1:03:32).
- ↑ 26.0 26.1 Direct, 2021-06-25 (21:24).
- ↑ About Ashes of Creation.
- ↑ Direct, 2017-05-05 (11:55).
- ↑ Direct, 2017-07-28 (43:57).
- ↑ Direct, 2018-04-8 (PM) (3:56).
- ↑ 31.0 31.1 31.2 31.3 Entrevue, 2021-06-13 (22:20).
- ↑ 32.0 32.1 32.2 32.3 32.4 Podcast, 2018-05-11 (24:23).
- ↑ 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
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 Vidéo, 2023-01-27 (16:44).
- ↑ 37.0 37.1 Vidéo, 2023-01-27 (32:01).
- ↑ 38.0 38.1 Direct, 2020-11-30 (1:01:40).
- ↑ Direct, 2020-07-25 (1:24:56).
- ↑ 40.00 40.01 40.02 40.03 40.04 40.05 40.06 40.07 40.08 40.09 40.10 40.11 Group dynamics blog.
- ↑ Direct, 2023-01-27 (1:08:06).
- ↑ Direct, 2022-04-29 (1:04:52).
- ↑ 43.0 43.1 Direct, 2023-05-31 (1:07:45).
- ↑ Direct, 2020-11-30 (1:12:03).
- ↑ 45.0 45.1 Entrevue, 2020-07-18 (27:11).
- ↑ Direct, 2017-05-24 (44:14).
- ↑
- ↑ Entrevue, 2023-09-10 (53:47).
- ↑ Direct, 2021-03-26 (1:07:33).
- ↑
- ↑ Podcast, 2017-05-05 (43:05).
- ↑
- ↑ Direct, 2017-05-03 (35:25).
- ↑ Entrevue, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 56.0 56.1 Entrevue, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevue, 2020-07-20 (21:57).
- ↑ Direct, 2018-04-8 (PM) (55:49).
- ↑ Direct, 2020-07-25 (46:08).
- ↑ Direct, 2020-12-22 (1:15:01).
- ↑ Direct, 2022-05-27 (1:14:46).
- ↑ Vidéo, 2022-05-27 (2:21).
- ↑ 64.0 64.1 Direct, 2024-02-29 (1:22:09).
- ↑ Podcast, 2018-08-04 (1:44:54).
- ↑ Direct, 2017-05-22 (49:38).
- ↑
- ↑ Direct, 2018-01-18 (33:09).
- ↑ Direct, 2018-01-18 (34:08).
- ↑ 70.0 70.1 Direct, 2018-01-18 (33:07).