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Een verwantschapsboom bepaalt welke entieiten kunnen deelnemen aan aanvallen tegen anderen entiteiten binnen zijn hiërarchie.

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.[2]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.[3]Steven Sharif

Group dynamics

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Group dynamics aim to bring players together.[4]

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.[5]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[4]

Group sizes

We're not creating a solo game, but it doesn't mean that we don't offer gameplay that is solo centric as well: It lives in addition to the social aspect of What MMOs provide; and so part of what we do in order to to give that element of gameplay is we have quest lines that are devoted towards solo players. We have hunting grounds. Obviously one of the benefits of being a solo player is you get to keep everything that drops. You don't have to share loot with a party or with friends; that's one benefit of being a solo player. But it's going to be more difficult to overcome challenges; and those individuals who are up to taking that additional level of of difficulty are going to excel perhaps in their character progression a bit faster than those who are more group-centric. It's going to be a little bit of a roll of the dice there because there are loot tables, there are reward tables that accompany that, but it's important to note that from a content perspective Ashes of Creation is looking to fulfill both that solo-oriented mind in gameplay as well as the group and social experience; and a lot of times those paths diverge: They move apart, they come back together; and that process is going to be seen throughout the leveling in Ashes of Creation where you'll have more opportunities for solo gameplay and some opportunities for group gameplay.[6]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[6][7][8]

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.[4]
  • Raids will have 40 man groups.[9]
  • Content will be tailored for 40, 16 and 8 person group sizes.[10]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[11]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[12]
  • 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.[13][14][15][16]
The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[16]Steven Sharif

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.[17]

Zie ook