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Group dynamics: verschil tussen versies
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Versie van 10 feb 2021 19:08
Group dynamics aim to bring players together.[2]
- One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[3]
- Ashes of Creation is in development. These systems could change through playtesting and player feedback.[2]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[5][6][7]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[2]
- Raids will have 40 man groups.[8]
- Content will be tailored for 40, 16 and 8 person group sizes.[9]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[10]
- Castle sieges are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[12][13][14][15]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[15] – Steven Sharif
Experience
Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, Exploration, Gathering/Processing/Crafting, Events/Quests, Grinding mobs.[16][17][18][19]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[18]
- Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[20]
- A multiplier is then applied that increases with the number of party members.[21] The multiplier is between 1.3 and 1.4 (approximately).[22]
- Experience gained also takes into account the difference between the party's highest and lowest level characters.[21]
- Experience gained from quest rewards is not shared with other party members.[22]
- Experience gained is not affected by looting rights.[20]
Balancing
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[23][24][25]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[23][25]
- There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[25] – Steven Sharif
- Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[26] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[27]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[23][28]
- When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[23] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[24][29]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[34]
- Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[24] – Steven Sharif
- Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[34] – Steven Sharif
Group finder
There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[35]
Bulletin boards
Bulletin boards are available within nodes[35] and player taverns.[37]
- A market UI lists the current items available for sale in the node and in the same economic region.[38][39]
- This includes items for sale in player stalls and auction houses.[40]
- Players can't purchase directly from the market UI. Instead it gives the location of player stalls where the items may be purchased.[41]
- Encourage localized grouping.[37]
- Enable posting of jobs.[35]
- Quest sponsorship.[42]
Bulletin board jobs
- Dungeon delving.
- Quest related.
- Gathering.
- Task oriented.
- Unlocked story arcs.
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[45][46][2]
- Group loot rules are defined on a per-rarity basis.[43]
- A majority of party members must vote to approve any changes to group loot allocation changes.[44]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[47]
- There won't be auto-looting pets.[48]
- It will be possible to kick a player from a party prior to them acquiring loot.[49]
- 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.[49] – Steven Sharif
- Free-for-all.[2]
- Whoever is first to loot gets the loot.[45]
- 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.[2]
- With round-robin looting, party members take turns looting.[2]
- This is a traditional need before greed system based on dice rolls.[2]
- 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.[50]
- Bidding system.[2]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[2]
Party roles
Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[51][2][52]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[53] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[2][52]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[2][52][53]
- Players can also double down on their archetype choice to strengthen their primary role.[2][52]
Intuitive grouping
There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[54]
Affiliations
Een verwantschapsboom bepaalt welke entieiten kunnen deelnemen aan aanvallen tegen anderen entiteiten binnen zijn hiërarchie.
- Corrupte spelers kunnen ongeacht hunt verwantschap aangevallen worden. Dit is iets wat getest zal worden binnen Alpha-2.[55]
- Nodeburgerschap.[56][57]
- Allianties.[56][57]
- Guilds.[56][57]
- Parties.[56][57]
- Raids.[56][57]
- Familie.[56]
- Religie.[57]
- Samenleving.[57]
Er is nodeburgerschap. Er zijn guilds. Er zijn allianties. Er zijn parties. Er zijn raids. Er zijn families. Al deze verwantschapstypen hebben een hiërarchie. De hoogste hiërarchie is je nodeverwantschap: Je burgerschap is dus je grootste, superieure relatie. In theorie zou dit betekenen dat je tegen je eigen guildmates zou moeten vechten wanneer je guild meerdere nodes in bezit heeft die met elkaar in gevecht zijn. Je guildmates die burger zijn van de ene node zouden zich moeten verdedigen tegen guildmates van de andere node.[56] – Steven Sharif
Al deze dingen hebben enige vorm van hiërarchie; binnen deze hiërarchie heb je de mogelijkheid om deel te nemen binnen verschillende systemen. Bijvoorbeeld, als je een node onder je vazalstaat hebt die gevallen is, en je bent een burger van de moedernode, dan kun je meedoen met een belegering van de vazalnode. Als je burger bent van de vazalnode kun je niet meedoen als aanvaller tegen de moedernode. Er is dus een hiërarchie, tenzij je natuurlijk je afstand doet van je burgerschap.[57] – Steven Sharif
Zie ook
Referenties
- ↑ Video, 2024-02-29 (19:35).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 Group dynamics blog.
- ↑ About Ashes of Creation.
- ↑ Video, 2024-02-29 (33:57).
- ↑ 5.0 5.1 Livestream, 2022-09-30 (2:40).
- ↑ Livestream, 2020-11-30 (1:20:25).
- ↑
- ↑ Livestream, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Livestream, 2017-05-26 (48:12).
- ↑ Livestream, 2021-09-24 (52:48).
- ↑ Interview, 2021-07-08 (57:19).
- ↑ Interview, 2020-07-19 (44:28).
- ↑ 15.0 15.1
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ Livestream, 2022-10-14 (23:15).
- ↑ 18.0 18.1 Livestream, 2022-05-27 (1:11:10).
- ↑ Livestream, 2017-05-24 (46:27).
- ↑ 20.0 20.1 Livestream, 2020-07-31 (1:22:23).
- ↑ 21.0 21.1 Video, 2023-01-27 (30:00).
- ↑ 22.0 22.1 Livestream, 2020-07-25 (44:46).
- ↑ 23.0 23.1 23.2 23.3 Livestream, 2023-12-19 (1:25:16).
- ↑ 24.0 24.1 24.2 Livestream, 2020-10-30 (33:26).
- ↑ 25.0 25.1 25.2 Podcast, 2018-04-23 (59:28).
- ↑ 26.0 26.1 Livestream, 2023-12-19 (1:23:00).
- ↑ Livestream, 2021-05-28 (1:13:05).
- ↑ Livestream, 2022-12-02 (1:05:51).
- ↑ 29.0 29.1 Interview, 2018-10-20 (2:40:17).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Livestream, 2021-06-25 (1:05:01).
- ↑ Interview, 2020-07-18 (1:05:04).
- ↑ Livestream, 2018-02-09 (41:56).
- ↑ 34.0 34.1 Podcast, 2018-04-23 (1:01:01).
- ↑ 35.0 35.1 35.2 35.3 Livestream, 2017-10-31 (28:58).
- ↑ Livestream, 2017-05-19 (33:57).
- ↑ 37.0 37.1 The mighty beard!
- ↑ Livestream, 2017-05-12 (53:08).
- ↑ Livestream, 2017-05-10 (35:16).
- ↑ Livestream, 2020-07-31 (1:34:06).
- ↑ Livestream, 2017-05-10 (16:37).
- ↑ Livestream, 2017-10-31 (30:34).
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 Video, 2023-01-27 (16:44).
- ↑ 44.0 44.1 Video, 2023-01-27 (32:01).
- ↑ 45.0 45.1 Livestream, 2020-11-30 (1:01:40).
- ↑ Livestream, 2020-07-25 (1:24:56).
- ↑ Livestream, 2023-01-27 (1:08:06).
- ↑ Livestream, 2022-04-29 (1:04:52).
- ↑ 49.0 49.1 Livestream, 2023-05-31 (1:07:45).
- ↑ Livestream, 2020-11-30 (1:12:03).
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 52.0 52.1 52.2 52.3 Livestream, 2017-05-22 (46:04).
- ↑ 53.0 53.1 Interview, 2018-10-20 (2:40:16).
- ↑ Livestream, 2017-05-15 (29:30).
- ↑ Livestream, 2024-07-29 (1:07:20).
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 Livestream, 29 maart 2019 (17:10).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 Interview, 11 mei 2018 (58:07).