Bosses d'extérieur

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The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[3]Steven Sharif
  • Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[8]
    • At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[8]
  • A single digit percentage of the population will be capable of defeating certain content.[8]
  • There will be ancillary effects that happen as a result of downing certain world bosses.[9]
  • 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.[11][12][13][14][15]

Template:Regional bosses

List of world bosses

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Bosses

Avant-première du boss de donjon "Pyroclastic Wyrm" pendant l'Alpha-1 .[16]
Un lieutenant des "The Ancients" en rendu 3D.[17]

Ces deux modèles particuliers, avec l'alpha un, ils seront animés et présents en tant qu'adversaires dans certains des emplacements de donjon dans Ashes of Creation.[18]Steven Sharif

Les bosses appartiennent aux types suivants, avec des niveaux de difficultés et des tableaux de butin croissants, nécessitant un plus grand nombre de joueurs pour être tuer selon le niveau de difficulté.[7]

Certains bosses et rencontres comporteront des bandes sonores originales spécifiques composées par Bear McCreary.[19]

Liste des boss de donjon

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Liste des boss de raid

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Boss mechanics

Boss fights will have fairly intricate mechanics.[21]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[21]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[23]Steven Sharif

Télégraphes

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[24]

  • Animation tells.
  • Templates.

PvE difficulty

La difficulté du contenu JcE, tel que les raids et les dongeons, s'adaptera sur la base de la performance du raid du groupe contre les bosses précédents dans cette confrontation.[25]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[25]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[25]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[26]

Artificial intelligence

Le boss Jermaine Torment of Illwind.[27]

Vous pouvez voir comment nous utilisons certaines des différentes pièces d'armure - vous avez probablement vu certaines de ces pièces sur différentes tenues, comme cette cape de Corvid Castigator que Toast porte qui est aussi sur ce monstre.[27]Margaret Krohn

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.[28]

  • Utilisation d'une nouvelle technologie d'IA qui n'a pas encore été vue dans d'autres projets de MMORPG.[29]
  • Les boss sont scriptés et prennent des décisions de manière dynamique pendant les combats de boss.[30]
  • 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.[31]
  • Certains comportements de l'IA peuvent s'activer en fonction de la progression du joueur lors d'une rencontre.[32]
    • La fréquence des attaques d'AoE sera plus élevée en fonction du nombre de joueurs participants.[32]
    • Déblocage de la rage ainsi que des effets de régénération et de buffs.[32]
    • Ajout de monstres et de classes de monstres.[32]
  • 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.[33]

Il existe des systèmes d'intelligence artificielle qui ne sont pas liés au contrôle des PNJ.[34]

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.[34]Steven Sharif

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[6][35][36]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[6]Steven Sharif

Mentor program

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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.[36]

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 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.[38]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[37]Steven Sharif

Pillage

Alpha-2 looting UI preview.[39]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[39]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[40]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[41][42][43]

  • Group loot rules are defined on a per-rarity basis.[39]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[40]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[44]
  • There won't be auto-looting pets.[45]
  • It will be possible to kick a player from a party prior to them acquiring loot.[46]
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.[46]Steven Sharif
Free-for-all.[43]
  • Whoever is first to loot gets the loot.[41]
Lootmaster.[39][43]
  • 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.[43]
Round-robin.[39][43]
Need or greed.[39][43]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
Bidding system.[43]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[43]
    • The highest bidder wins the item.[43]
    • The gold then goes into a pool that is split among the rest of the party members.[43]

Tables de Butin

Tables de Butin (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[48][49]

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.[66]

Hunting certificates

Glint in a player's inventory in Alpha-2.[68]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[68]Chris Justo

Glint rarities in Alpha-2.[68]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[69][70][53][71][50][51]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[72]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[53][73][50][74][51] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[76][53]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[78][42]

  • 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.[78][42]
    • These numbers will be balanced based on testing.[78]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[78][42]
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[78]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.[79]Steven Sharif

Artwork

Voir également

Les références

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  20. Forums - Dev Discussion #52 - Boss Mechanics
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  28. About Ashes of Creation.
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  30. Direct, 2017-07-28 (43:57).
  31. Direct, 2018-04-8 (PM) (3:56).
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