Experience

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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.[1][2][3][4]

  • XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[3]
  • 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).[5]
    • A multiplier is then applied that increases with the number of party members.[6] The multiplier is between 1.3 and 1.4 (approximately).[7]
    • Experience gained also takes into account the difference between the party's highest and lowest level characters.[6]
    • Experience gained from quest rewards is not shared with other party members.[7]
  • Experience gained is not affected by looting rights.[5]

Rested experience

酒館 offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[8][9]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[9]
  • There are no current plans to replace rested experience with another bonus for max-level players.[10]
  • Rested experience increases the rate that experience debt is paid back.[11]

練等

Repetition will not be part of progression in Ashes of Creation.[12]

  • There will be no "grindy" quests.[12]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[13]
  • The aspiration is to have more things to do in the game than a player has time to do.[12]

水准

Alpha-1 early iteration of the level-up effect by Jim Sanders.[14]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[14]Steven Sharif

水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[2][15]

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.[16]Steven Sharif
  • Some levels may offer more rewards than others.[21]
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.[21]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.[22]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.[24]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.[25]

等級上限

遊戲上線等級上限預料會設定為50等 [26]

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 [27][28]

  • 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.[29]

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.[27]Steven Sharif

End game

Ashes of Creation 將不會有一般的 end-game 階段。[30]

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。[30]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。[31]Sarah Flanagan

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.[32][33][34]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[35]
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.[36]Steven Sharif

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