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{{Node development}}
 
{{Node development}}
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== Zones and progression ==
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{{Zones and progression}}
  
 
== Guild progression ==
 
== Guild progression ==

Versie van 26 okt 2017 01:18

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Class progression

Class progression in Ashes of Creation proceeds as follows:[1]

  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[6]
    • It will not be possible to max all skills in a skill tree.[6]

Classes by archetype combination

With 8 Archetypes to combine, players may choose from 64 total combinations to create their class.[2][5][7]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Class abilities

Alpha-1 preview primary skills.[12]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[13]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[14]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[15][3]

Ambachtelijke vooruitgang

Ambachtsklassen staan niet toe dat een character een meester in alles kan worden.[20] Een speler moet voor elk character een pad kiezen in de ambachtsvaardigheidsboom.[21] Het vertakken in specifieke paden staat de speler toe om zich te specialiseren in bepaalde vakgebieden. Dit moedigt een spelers inderdependentie aan, wat op zijn beurt de ambachtservaring verrijkt.[22]

Wanneer we refereren naar het niet-zijn van meesters van alles, betekent dat niet dat je geen meester kunt zijn binnen jouw eigen ambachtstype. Dit type kan maker, verzamelaar of verwerker zijn. Je zult een meester zijn van een van die drie, je zult geen meester zijn van de andere twee.[24]Steven Sharif

Religion progression

There are player progression paths within a religion.[25][26]

  • Players may follow only one religion at a time.[25][26]
  • Religious progression is based on quests that are only offered to followers of that religion.[25]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[25][27]
  • Changing religion will cause loss of progress in a player's previous religion.[25][26]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[28]Steven Sharif

Node progression

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[30][31]

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[32]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[33]
  • The more advanced the node is, the larger its ZOI becomes.[34]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[35]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[38]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[39]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[40]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[39]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[40]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[35]
  • Citizens of one node can contribute to the advancement of other nodes.[41]
  • Node experience gain opportunities will be equitable across the four node types.[42]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[43]
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[43]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[44][30]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[44][45]
  • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[44]
  • NPCs will begin construction activities.[44]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[44]
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[30]Margaret Krohn

Node development

Racial architecture of the same Dorp (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Niet-NDA schermafbeelding.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[46]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[30]Margaret Krohn

Node layout and style is determined by several factors:[47][48]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[49]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[50]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[48]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[56]Steven Sharif
  • The rest is determined by the node's mayor.[48]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[57]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[57]Steven Sharif

Zones and progression

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[58][59][46]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[60]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[61]Steven Sharif

Guild progression

Guild perks UI. Alpha-1 schermafbeelding. Afbeelding tegoed: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[62]Steven Sharif

Guild progression occurs through participation in different systems.[62]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[62][64][65]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[62]
  • Augments may apply at the upper tiers of guild progression.[62]
    • This applies to guilds that have opted for the non-expansive member route.[62]
    • It benefits guild members with a classification of officer or knight.[62]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[66]
  • Guild size can be traded off for guild progression.[62][67]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[68]
    • Guild alliances may be a key part in creating a larger "guild".[67]
  • Guild halls can be unlocked at a certain stage of guild advancement.[64]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[69]
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[62]Jeffrey Bard

Social organization progression

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[70]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[71]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[70] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[72]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[70]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[73]Steven Sharif

Zones and progression

Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[58][59][46]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[60]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[61]Steven Sharif

Zie ook

Referenties

  1. 1.0 1.1 1.2 1.3 Livestream, 2023-07-28 (1:04:27).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Interview, 2020-07-18 (1:05:04).
  3. 3.0 3.1 3.2 3.3 progression.png
  4. 4.0 4.1 Interview, 2020-07-29 (54:44).
  5. 5.0 5.1 5.2 Ashes of Creation class list.
  6. 6.0 6.1 Livestream, 2017-07-28 (19:05).
  7. 7.0 7.1 archetypeclass.png
  8. Livestream, 2017-05-03 (50:50).
  9. Livestream, 2017-07-18 (37:43).
  10. Livestream, 2020-07-31 (1:31:11).
  11. Podcast, 2021-04-11 (54:35).
  12. toast-keybinds-skills.png
  13. Livestream, 2017-10-16 (1:00:44).
  14. Interview, 2018-08-08 (22:27).
  15. 15.0 15.1 Livestream, 2023-12-19 (1:20:41).
  16. class secondary.png
  17. Livestream, 2021-11-19 (50:38).
  18. Video, 2022-09-30 (17:00).
  19. Livestream, 2021-09-24 (1:18:06).
  20. 20.0 20.1 Livestream, 24 mei 2017 (32:07).
  21. artisan skill tree.png
  22. Livestream, 5 mei 2017 (6:12).
  23. Livestream, 2024-07-18 (37:25).
  24. Livestream, 2024-07-26 (1:09:46).
  25. 25.0 25.1 25.2 25.3 25.4 Livestream, 2020-07-25 (57:02).
  26. 26.0 26.1 26.2 Livestream, 2017-05-08 (44:51).
  27. religions.jpg
  28. Livestream, 2017-06-01 (33:40).
  29. Video, 2024-02-29 (33:57).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Blog - Know Your Nodes - Advance and Destroy.
  31. A reactive world - Nodes.
  32. Video, 2017-04-20 (0:02).
  33. Npc vending.jpg
  34. Node series part II – the Metropolis.
  35. 35.0 35.1 Livestream, 2017-10-16 (50:20).
  36. steven-quote-neighboring-nodes.png
  37. jahlon-steven-vassal-nodes-quote.png
  38. Livestream, 2024-02-29 (53:58).
  39. 39.0 39.1 Interview, 2020-07-18 (10:04).
  40. 40.0 40.1 Interview, 2020-07-08 (1:00:15).
  41. node xp.png
  42. Livestream, 2021-09-24 (1:21:23).
  43. 43.0 43.1 Livestream, 2017-05-26 (28:16).
  44. 44.0 44.1 44.2 44.3 44.4 Livestream, 2022-10-14 (55:13).
  45. Livestream, 2017-11-17 (55:27).
  46. 46.0 46.1 46.2 Blog - Know Your Nodes - The Basics.
  47. 47.0 47.1 47.2 Livestream, 2020-10-30 (39:17).
  48. 48.0 48.1 48.2 48.3 48.4 48.5 Livestream, 2018-09-27 (53:06).
  49. 49.0 49.1 Livestream, 2022-02-25 (41:00).
  50. 50.0 50.1 Livestream, 2021-02-26 (1:12:18).
  51. Livestream, 2022-03-31 (4:57).
  52. Podcast, 2021-04-11 (29:47).
  53. Interview, 2018-05-11 (54:34).
  54. Livestream, 2017-05-26 (21:23).
  55. Podcast, 2021-04-11 (23:36).
  56. 56.0 56.1 Interview, 2018-05-11 (47:27).
  57. 57.0 57.1 Livestream, 2022-07-29 (1:13:09).
  58. 58.0 58.1 Interview, 2020-07-19 (19:35).
  59. 59.0 59.1 Livestream, 2017-05-15 (30:53).
  60. 60.0 60.1 Livestream, 2022-08-26 (1:28:50).
  61. 61.0 61.1 Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  62. 62.00 62.01 62.02 62.03 62.04 62.05 62.06 62.07 62.08 62.09 62.10 62.11 Livestream, 2018-09-27 (55:39).
  63. 63.0 63.1 63.2 Livestream, 2017-05-19 (22:10).
  64. 64.0 64.1 Interview, 2020-07-19 (36:07).
  65. guild size.jpg
  66. Livestream, 2020-06-26 (1:31:53).
  67. 67.0 67.1 Livestream, 2017-05-05 (23:26).
  68. Interview, 2018-08-08 (9:36).
  69. Livestream, 2020-10-30 (1:11:13).
  70. 70.0 70.1 70.2 Livestream, 2017-05-17 (7:27).
  71. Livestream, 2023-09-29 (1:07:50).
  72. Interview, 2020-07-19 (24:34).
  73. 73.0 73.1 73.2 73.3 Podcast, 2018-05-11 (18:52).