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職業
我們說的原型和職業有着特定意思。職業是由你的主原型和副原型組合而成。[2] – Steven Sharif
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。[5]
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、附魔和紋身的供應。[12]
由原型組成的職業
平衡
- Balancing in Ashes of Creation is group focused not based on 1v1 combat.[13][2][14]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[13][14]
- 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.[14] – 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.[15] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[16]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[13][17]
- 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.[13] – Steven Sharif
- The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[2][18]
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[22]
- 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.[2] – 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.[22] – Steven Sharif
Ashes of Creation Apocalypse 職業
Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[23]
- Warrior classes
- DPS classes
- Support classes
These classes relate to the trinity of classes: 坦克, DPS and Support.[23][24]
- Skills/abilities are not tied specifically to weapons in castle siege mode.[25]
- It was previously stated that weapon skills are applied to augment a class' base skills.[26]
- Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[26][27]
We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[27] – Steven Sharif
Ashes of Creation Apocalypse 職業 only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[28]
Ashes of Creation Apocalypse healing
Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[29]
- Healing skills are proximity based: Centered on self or centered on projectile impact.[30][31]
- There will be healing potion bursts (healing grenades) that will grant life to allies.[31]
- Healing is part of Class kits that come into play during the testing of Ashes of Creation Apocalypse castle sieges.[30][26]
We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[29] – Steven Sharif
職業技能
主要技能 (class abilities) are based on a player's archetype.[35][5]
- A player may choose a secondary archetype when they reach level 25.[36][3] The player can then augment their primary skills with effects from their secondary archetype.[35][36][3][5][37]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[38]
- Class skills are not affected by the type of weapon that is equipped.[39]
原型
- 2020-11-01 Video - Alpha-1 Preview of the Cleric Archetype
- 2020-12-23 Video - Alpha-1 Preview of the Mage Archetype
- 2021-02-09 Video - Alpha-1 Preview of the Tank Archetype
- 吟遊詩人
- 牧師
- 鬥士
- 法師
- 遊俠
- 盜賊
- 召喚師
- 坦克
攻城技能
Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[42]
Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[43]
- These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[43] – Steven Sharif
更改原型
主原型
A player's primary archetype cannot be changed.[6][1]
When it comes to the primary archetype, that is a decision you'll want to make and you'll want to make sure it's the right decision, because it's permanent... You are going to create this identity that you can't just change on the fly. This is going to be something that you will know a person and you will know what their base archetype is and they're not just going to change from battle to battle. So that gives some consistency in the engagements and understanding reputation on the server.[6] – Steven Sharif
When players choose their primary class, it’s not just dictating how the next several hundred hours of gameplay will go... It’s only the primary class that cannot be changed. And hey, that’s what alts are for![1]
副原型
The secondary archetype of a class may be changed, but not "on-the-fly".[44][6][9]
- The secondary class choice, which comes after some time getting used to the world of Verra, will be more fluid. If you choose the Fighter and the Rogue to make a Shadowblade, but eventually want to try your hand at Summoning to make a Bladecaller, you’ll be able to do so.[1]
- We don't want you to be able to change your secondary class or the augments you have applied out in the open. We want you to have to make a conscious choice somewhere at a NPC. The level of node necessary for that particular NPC to be available will likely be either at the Village stage or above. So, if you are far out in the wilderness exploring – and we have no instant teleportation in the world – you need to be conscientious of what your choices are; and not be able to change them on-the-fly.[45] – Steven Sharif
- Players will likely need to speak to a NPC in a 村莊 node or above to enable them to change their secondary archetype and skill augments.[44][45]
- Respeccing adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[48]
職業試煉
There will not be a class trial system in Ashes of Creation.[49]
Racial abilities
角色 benefits in Ashes of Creation are tied to that character's background rather than their race.[50][51]
- We want players to have the freedom to choose the race they want to play because they're excited about it, and avoid situations where players feel forced to play a specific race because of gameplay benefits.[52]
- 種族 are not gender or class locked.[53][54]
- Race likely won't affect the artisan system.[51][55]
- Race does not affect a character's base stats.[56]
- Some classes may work better with certain races but nothing is enforced.[53]
- A player's choice of race will influence their racial augments.[54]
數值增長
- 數值 can be improved based on gear, tattoos, and other enhancements, such as socketed items.[56]
- Players will have significant agency over the allocation of their stat progression.[56]
- 裝備 has approximately a 40-50% influence on a players overall power in the game.[57]
- Artisan profession does not affect a player's stats.[58]
- Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[59][53][54] Any contribution by the secondary archetype was later removed.[59]
角色定位
Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[60][61][62]
- 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.[63] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[61][62]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[61][62][63]
- Players can also double down on their archetype choice to strengthen their primary role.[61][62]
武器和護甲
武器 and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[64][65][66][67] Certain abilities require certain items to be equipped.[68]
- Weapons are intended to be somewhat agnostic in the sense that you can find a way for a weapon to be utilized by different classes. Not just the rogue is going to be able to use daggers. Because if you restrict equipment through that, it makes the economy more difficult to have sustainability across the market of items.[67] – Steven Sharif
- Q: We had stated that we were going to allow people to use any class combination, which would be both your archetypes together, being able to use any weapon. Do we see problems that could occur with that, for instance like a bow tank, or an orb tank or things like- will there be some strangeness there, or are there problems that you first are foreseeing in the future?
- A: We're giving a lot of flexibility to the crafters in our game. They get to help define the stat block that a particular item, weapon, or gear has; and that stat block can be relevant to any particular class or archetype combination. So in that sense the idea is, no not to see any strangeness there or not to see any elements that would dissuade a person from that customization perspective.[69] – Steven Sharif
PvX
Ashes of Creation 是一款 PvX 遊戲。 PvP 和 PvE 的要素都會自然接觸得到,[71][72][73] 而玩家將不太可能「純玩」PvP 或 PvE。[73]
- 遊戲中 PvP 和 PvE 之間將存在平衡。[73]
- 所有數值都會影響玩家的 PvX 戰鬥能力。[74]
- 伺服器將不會以 PvE 和 PvP 區分,但有些伺服器將可能較著着重 PvP。[72][75]
- 裝備將不會以 PvE 和 PvP 區分。[76]
- 角色或將需要透過 PvE 才能成長。[73]
我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[77] – Steven Sharif
Alpha-0
There was no active character creation screen in Alpha-0, but there were several options for players to choose from.[79]
- Four playable archetypes: 牧師, 法師, 遊俠, 坦克.[80][81]
- Two playable races: Kaelar, Empyrean.[80]
- Gender selection.[80]
Alpha-1
Alpha-1 was a testing release of the Ashes of Creation MMORPG.[88]
- World
- The Alpha-1 map (Alpha island) consists of a mainland area and several islands. This was approximately 70 km2 of playable area.[89]
- Alpha-1 takes place in the north west part of the map.[90]
- 角色
- 成長 to level 15.[16][91]
- The composition of class skills or archetype skills has to tread a fine line between two roads: One we wanted to be representative of skills not just that would traditionally be found 1 through 15 but we're actually introducing some skills that might be found later, because we want to test those particular ideas and how the skill functions.[16] – Steven Sharif
- 角色創建 (basic).[92][93][94][95]
- 成長 to level 15.[16][91]
- 種族
- 4 playable races Kaelar, Vaelune, Dünir, Empyrean.[100][93]
- A lot of times people ask well why haven't we seen the other races and stuff? We want to establish the quality bar and process with these races first and then when we move into further content production for the other races we have have those pipelines in place and we have the processes in place and we know how to approach them.[101]
- 4 playable races Kaelar, Vaelune, Dünir, Empyrean.[100][93]
- 戰鬥
- Hybrid action/tab combat.[93]
- Revamped combat systems will be rolled out during and post Alpha-1 testing.[102][103][104]
The weapon attack is an important component of the combat system, so we want to make sure that as we're doing this combat revamp that we are essentially taking into consideration player feedback and sentiment about how they want a reactive and more mobile weapon attack system.[102] – Steven Sharif
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[105][95]
- 经济
- The economy present in Alpha-1 is not reflective of the final state of the game.[109]
- Merchant systems and player to player trading.[109][110]
- We have an economy but it's not really going to be reflective of the final how the economy is going to work. It'll work for alpha one and there'll be plenty of things to trade and buy and exchange, but it's not going to be really super representative what the final state is. So keep that in mind as well it's a stubbed-in system. It's not a complete or really finalized system at all.[109] – Jeffrey Bard
- Approximately 10 percent of the artisan system.[91][111]
- The core basics of the artisan gameplay loop is facilitated via the merchant (NPC) system.[91][111][112]
- 採集, 加工, 製造 is expected to come online in Alpha-2 and the Betas.[111][112]
- Previously this was targeted for Alpha-1.[113][93]
- What's present in Alpha-1 doesn't even really scratch the surface for crafting.[112] – Steven Sharif
- 裝備
- Approximately 49 unique gear sets.[91]
- These are unique sets with different stats, but some may be similar in appearance.[91]
- Daggers (Dual weapons).[114]
- PvE
- Approximately 6 or 7 dungeons with one almost raid-level difficulty.[115]
- Two world bosses requiring party-sized groups.[115]
- One true 40 person raid boss.[115]
- Over 200 quests.[91]
- Questing is placeholder until Alpha-2.[116][93]
- 行会.[117][93]
- Alpha-1 攻城戰 and Castles are in a zone accessible via a NPC teleporter.[118][91][117][119][120][121]
- This zone includes three Elder dragon raid bosses.[91][117]
- These bosses also appear in the open world (outside the siege zone) with slightly different mechanics.[91]
- Naval content
- 船舶 for "island hopping".[122][123]
- Other
- There is no instancing in Alpha-1.[118]
- UI and tutorial systems are placeholders until Alpha-2.[124][116]
- 社会组织.[93]
- Portions of player housing.[93]
- Corruption.[125]
- Name reservations.[93]
其他
引用
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ashes of Creation class list.
- ↑ 2.0 2.1 2.2 2.3 2.4 直播, 2020-10-30 (33:26).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 訪談, 2020-07-18 (1:05:04).
- ↑ 4.0 4.1 4.2
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5
- ↑ 6.0 6.1 6.2 6.3 6.4 訪談, 2020-07-29 (54:44).
- ↑ 7.0 7.1 直播, 2017-07-28 (19:05).
- ↑ 直播, 2017-05-03 (50:50).
- ↑ 9.0 9.1 直播, 2017-07-18 (37:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 直播, 2020-07-31 (1:31:11).
- ↑ Podcast, 2021-04-11 (54:35).
- ↑ 13.0 13.1 13.2 13.3 直播, 2023-12-19 (1:25:16).
- ↑ 14.0 14.1 14.2 Podcast, 2018-04-23 (59:28).
- ↑ 15.0 15.1 直播, 2023-12-19 (1:23:00).
- ↑ 16.0 16.1 16.2 直播, 2021-05-28 (1:13:05).
- ↑ 直播, 2022-12-02 (1:05:51).
- ↑ 18.0 18.1 訪談, 2018-10-20 (2:40:17).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ 直播, 2021-06-25 (1:05:01).
- ↑ 直播, 2018-02-09 (41:56).
- ↑ 22.0 22.1 Podcast, 2018-04-23 (1:01:01).
- ↑ 23.0 23.1 23.2 直播, 2019-01-11 (41:20).
- ↑ 訪談, 2018-10-20 (11:38).
- ↑ 直播, 2019-11-22 (59:37).
- ↑ 26.0 26.1 26.2 訪談, 2018-08-17 (8:16).
- ↑ 27.0 27.1 直播, 2019-01-11 (58:40).
- ↑ Reddit Q&A, 2019-01-8.
- ↑ 29.0 29.1 訪談, 2018-08-08 (19:40).
- ↑ 30.0 30.1 訪談, 2018-08-17 (12:05).
- ↑ 31.0 31.1 訪談, 2018-12-06 (2:04).
- ↑
- ↑ 直播, 2017-10-16 (1:00:44).
- ↑ 訪談, 2018-08-08 (22:27).
- ↑ 35.0 35.1 直播, 2023-12-19 (1:20:41).
- ↑ 36.0 36.1 直播, 2023-07-28 (1:04:27).
- ↑
- ↑ 直播, 2021-11-19 (50:38).
- ↑ 影片, 2022-09-30 (17:00).
- ↑ 直播, 2021-09-24 (1:18:06).
- ↑ 直播, 2019-11-22 (41:02).
- ↑ 直播, 2023-01-27 (1:33:42).
- ↑ 43.0 43.1 43.2 Podcast, 2018-05-11 (49:20).
- ↑ 44.0 44.1 44.2 直播, 2022-09-30 (1:20:46).
- ↑ 45.0 45.1 直播, 2018-04-8 (PM) (20:07).
- ↑ 46.0 46.1 直播, 2020-10-30 (1:06:53).
- ↑ Podcast, 2017-05-04 (17:02).
- ↑ 直播, 2023-12-19 (1:46:12).
- ↑ 直播, 2018-04-8 (AM) (21:21).
- ↑
- ↑ 51.0 51.1 直播, 2023-02-24 (1:18:05).
- ↑
- ↑ 53.0 53.1 53.2 53.3 直播, 2017-07-18 (35:58).
- ↑ 54.0 54.1 54.2 54.3 直播, 2017-05-08 (43:30).
- ↑ 直播, 2020-08-28 (2:05:21).
- ↑ 56.0 56.1 56.2 直播, 2023-01-27 (1:27:42).
- ↑ 訪談, 2020-07-19 (53:59).
- ↑ 直播, 2017-07-18 (37:25).
- ↑ 59.0 59.1 直播, 2019-11-22 (1:4:56).
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 61.0 61.1 61.2 61.3 Group dynamics blog.
- ↑ 62.0 62.1 62.2 62.3 直播, 2017-05-22 (46:04).
- ↑ 63.0 63.1 訪談, 2018-10-20 (2:40:16).
- ↑ 訪談, 2023-07-09 (1:38:34).
- ↑
- ↑
- ↑ 67.0 67.1 直播, 2018-05-04 (45:37).
- ↑ 68.0 68.1 68.2 68.3 直播, 2018-02-09 (47:05).
- ↑ 直播, 2022-06-30 (55:31).
- ↑ 影片, 2018-04-16 (1:32).
- ↑ 71.0 71.1 Podcast, 2021-04-11 (38:31).
- ↑ 72.0 72.1 直播, 2017-05-12 (24:52).
- ↑ 73.0 73.1 73.2 73.3 直播, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ 直播, 2017-05-15 (14:05).
- ↑ 直播, 2017-06-01 (37:39).
- ↑ 78.0 78.1 直播, 2017-11-17 (14:57).
- ↑ 直播, 2017-09-03 (30:31).
- ↑ 80.0 80.1 80.2 直播, 2017-09-03 (37:10).
- ↑ 影片, 2017-08-30 (3:36).
- ↑ 直播, 2018-05-04 (47:57).
- ↑ 影片, 2021-07-14 (0:01).
- ↑ 直播, 2020-10-30 (15:35).
- ↑
- ↑ 直播, 2021-03-26 (40:19).
- ↑ 直播, 2020-03-28 (54:48).
- ↑ 影片, 2018-04-05 (1:01:40).
- ↑ 訪談, 2022-01-14 (3:50).
- ↑
- ↑ 91.0 91.1 91.2 91.3 91.4 91.5 91.6 91.7 91.8 直播, 2021-04-30 (41:18).
- ↑
- ↑ 直播, 2019-07-26 (1:10:44).
- ↑ 95.0 95.1 直播, 2018-09-01 (1:02:99).
- ↑ 96.0 96.1 訪談, 2020-10-17 (53:50).
- ↑ 97.0 97.1
- ↑ 直播, 2020-03-28 (1:41:11).
- ↑ 訪談, 2018-10-20 (12:38).
- ↑ 訪談, 2021-06-13 (31:24).
- ↑ 直播, 2021-05-28 (1:48:14).
- ↑ 102.0 102.1 直播, 2021-05-28 (1:14:50).
- ↑
- ↑ 影片, 2021-02-26 (6:17).
- ↑ 105.0 105.1 105.2 直播, 2021-03-26 (44:30).
- ↑ 106.0 106.1 直播, 2020-11-30 (37:16).
- ↑
- ↑
- ↑ 109.0 109.1 109.2 直播, 2021-03-26 (43:55).
- ↑ 訪談, 2018-08-08 (19:02).
- ↑ 111.0 111.1 111.2 直播, 2021-03-26 (42:28).
- ↑ 112.0 112.1 112.2 訪談, 2021-02-07 (35:30).
- ↑ Podcast, 2018-05-11 (59:25).
- ↑ 直播, 2020-01-30 (35:12).
- ↑ 115.0 115.1 115.2 直播, 2021-03-26 (39:08).
- ↑ 116.0 116.1 Blog: Creative Director's Letter, October 16 2020
- ↑ 117.0 117.1 117.2 影片, 2021-04-30 (13:02).
- ↑ 118.0 118.1
- ↑ Blog: Creative Director's Letter, April 14 2021
- ↑ 直播, 2020-10-30 (20:40).
- ↑ 直播, 2020-08-28 (1:29:17).
- ↑ 122.0 122.1 直播, 2020-11-30 (24:51).
- ↑ 直播, 2021-06-25 (29:09).
- ↑ 訪談, 2018-08-08 (18:55).