水准

来自Ashes of Creation Wiki
(重定向自Level requirement
跳到导航 跳到搜索
Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[2][3]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[4]Steven Sharif
  • Some levels may offer more rewards than others.[12]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[12]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[13]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[15]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[16]

等級上限

遊戲上線等級上限預料會設定為50等 [17]

開發者預料玩家需要花費約45天,每天玩4-6小時才能達到滿等 [18][19]

  • Lower level characters will have usefulness in mass combat (such as 節點戰) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[20]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[18]Steven Sharif

等級調整

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[21][22][23]

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.[21]Steven Sharif

Experience

Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, 探索, 採集/加工/製造, Events/任務, Grinding mobs.[8][2][9][10]

  • XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[9]
  • 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).[24]
    • A multiplier is then applied that increases with the number of party members.[25] The multiplier is between 1.3 and 1.4 (approximately).[26]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[25]
    • Experience gained from quest rewards is not shared with other party members.[26]
  • Experience gained is not affected by looting rights.[24]

Rested experience

酒館 offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[27][28]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[28]
  • There are no current plans to replace rested experience with another bonus for max-level players.[29]
  • Rested experience increases the rate that experience debt is paid back.[30]

技能點

Alpha-2 遊俠 skill tree user interface.[31]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[31]Tradd Thompson

Players receive skill points at specific points as they level.[32] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[33][34][35][36]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[37]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[32]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[32]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[38]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[39][40]
  • Augments do not cost skill points.[41] It was previously stated that certain augments will have more expense required on the skill point side.[42]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • It will not be possible to max all skills in a skill tree.[36]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[43]

Respeccing

Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[39][40]

I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[39]Steven Sharif
  • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[44][45]
  • Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[39]

成長

成長 occurs through a variety of pathways.[46][47]

Having the ability to gain power at a sacrifice... That's a way to reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[6]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[49]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[46]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. 裝備 may become more influential on player power closer toward endgame.[51]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[51]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[53]Steven Sharif

職業成長

若一名鬥士選擇法師為副原型,其將變成 Spellsword. 組合原型後,玩家可以將主技能樹的技能增強。鬥士的衝鋒能讓他們衝向敵人,對其造成傷害並有機會擊倒敵人。而法師的逃脫增強可以應用於衝鋒,讓衝鋒變成將玩家傳送到目標的位置,移除了本來向敵人衝鋒所需的時間。[55]

職業成長與玩家的匠人成長無關。[61]

世界事件不會直接影響職業的效能,但將可能有一些附帶影響,例如裝備附魔紋身的供應。[62]

區域與發展

地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, 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.[63][64][65]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[66]
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.[67]Steven Sharif

End game

Ashes of Creation 將不會有一般的 end-game 階段。[23]

整個節點體驗的一部分是,由於世界每天都不斷改變,遊戲不是有真正的 eng-game 階段。遊戲開始第二個月將比第一個月非常不同,這是老玩家和新玩家同時經歷的體驗。[23]Jeffrey Bard

我們希望這是個充滿活力的遊戲,即是所有內容永遠都不會過時。我們盡可能讓升級過程的體驗和 end game 體驗相同。我們認為為了讓玩家在遊戲不同階段都可以得到最大的樂趣,升級過程的體驗至關重要。[60]Sarah Flanagan

練等

Repetition will not be part of progression in Ashes of Creation.[68]

  • There will be no "grindy" quests.[68]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[69]
  • The aspiration is to have more things to do in the game than a player has time to do.[68]

掛機升級

Ashes of Creation中不会有AFK 练级.[14]

我们希望这个游戏能被玩起来。如果有一些事情你可以不玩游戏,但仍能取得进展,我们就做错了.[14]Jeffrey Bard

其他

引用

  1. 1.0 1.1 直播, 2020-07-31 (1:05:58).
  2. 2.0 2.1 2.2 2.3 2.4 直播, 2022-10-14 (23:15).
  3. leveling.png
  4. 直播, 2023-10-31 (5:27).
  5. 5.0 5.1 Podcast, 2023-07-15 (13:51).
  6. 6.0 6.1 6.2 訪談, 2018-10-20 (2:53:53).
  7. 7.0 7.1 訪談, 2018-10-20 (1:55).
  8. 8.0 8.1 Podcast, 2023-12-03 (15:05).
  9. 9.0 9.1 9.2 9.3 直播, 2022-05-27 (1:11:10).
  10. 10.0 10.1 直播, 2017-05-24 (46:27).
  11. 直播, 2020-07-25 (1:33:37).
  12. 12.0 12.1 直播, 2022-07-29 (1:24:58).
  13. 13.0 13.1 訪談, 2021-06-13 (48:27).
  14. 14.0 14.1 14.2 直播, 2018-09-27 (52:41).
  15. 15.0 15.1 直播, 2020-07-25 (1:34:55).
  16. 直播, 2022-04-29 (1:06:34).
  17. 直播, 2017-12-15 (58:48).
  18. 18.0 18.1 訪談, 2020-07-08 (1:07:59).
  19. 直播, 2017-05-24 (19:25).
  20. 訪談, 2020-07-08 (1:12:51).
  21. 21.0 21.1 直播, 2023-05-31 (43:55).
  22. 訪談, 2021-06-13 (24:14).
  23. 23.0 23.1 23.2 影片, 2018-04-05 (40:08).
  24. 24.0 24.1 直播, 2020-07-31 (1:22:23).
  25. 25.0 25.1 影片, 2023-01-27 (30:00).
  26. 26.0 26.1 直播, 2020-07-25 (44:46).
  27. 直播, 2023-06-30 (27:52).
  28. 28.0 28.1 The mighty beard!
  29. 直播, 2023-06-30 (1:22:32).
  30. 直播, 2023-09-29 (1:18:04).
  31. 31.0 31.1 影片, 2023-12-19 (5:29).
  32. 32.0 32.1 32.2 直播, 2023-07-28 (1:03:27).
  33. 訪談, 2020-07-29 (55:44).
  34. 訪談, 2020-07-19 (53:59).
  35. 訪談, 2020-07-18 (1:07:51).
  36. 36.0 36.1 36.2 36.3 直播, 2017-07-28 (19:05).
  37. 直播, 2020-08-28 (1:19:24).
  38. 直播, 2023-12-19 (1:49:56).
  39. 39.0 39.1 39.2 39.3 直播, 2023-12-19 (1:46:12).
  40. 40.0 40.1 40.2 40.3 訪談, 2020-07-29 (54:44).
  41. Forums - Livestream Q&A 2022-08-26.
  42. 訪談, 2020-07-18 (1:07:06).
  43. 直播, 2017-11-16 (30:02).
  44. 直播, 2022-09-30 (1:20:46).
  45. 直播, 2020-10-30 (1:06:53).
  46. 46.0 46.1 46.2 直播, 2021-12-23 (1:32:10).
  47. 47.0 47.1 直播, 2017-05-19 (51:52).
  48. Podcast, 2021-04-11 (18:35).
  49. 49.0 49.1 直播, 2018-04-8 (PM) (28:38).
  50. 直播, 2021-04-30 (1:17:40).
  51. 51.0 51.1 直播, 2023-10-31 (1:36:15).
  52. 直播, 2017-05-12 (42:17).
  53. Official Livestream - May 4th @ 3 PM PST - Q&A
  54. 54.0 54.1 54.2 54.3 訪談, 2020-07-18 (1:05:04).
  55. 55.0 55.1 55.2 55.3 progression.png
  56. 56.0 56.1 Ashes of Creation class list.
  57. archetypeclass.png
  58. 直播, 2017-05-03 (50:50).
  59. 直播, 2017-07-18 (37:43).
  60. 60.0 60.1 February 8, 2019 - Questions and Answers.
  61. 直播, 2020-07-31 (1:31:11).
  62. Podcast, 2021-04-11 (54:35).
  63. 訪談, 2020-07-19 (19:35).
  64. 直播, 2017-05-15 (30:53).
  65. Blog - Know Your Nodes - The Basics.
  66. 直播, 2022-08-26 (1:28:50).
  67. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  68. 68.0 68.1 68.2 直播, 2017-05-15 (26:13).
  69. 訪談, 2018-08-24 (4:15).