遊戲平衡

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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.[3]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.[4]Steven Sharif
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.[1]Steven Sharif
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。
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.[12]Steven Sharif

角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[13][14][15]

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.[16]Steven Sharif

PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[17]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[18]Steven Sharif

Ashes of Creation 是一款 PvX 遊戲。 PvPPvE 的要素都會自然接觸得到,[18][19][20] 而玩家將不太可能「純玩」PvPPvE[20]

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。[24]Steven Sharif

角色威力膨脹

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[25]

遊戲難度

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[26][6][27]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[26]Steven Sharif

學習曲線

Ashes of Creation will be easy to understand yet hard to master.[28]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[29]Steven Sharif

目標玩家

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[30]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[30]Steven Sharif

玩家種類

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[31]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[31]Steven Sharif

休閒 vs. 重度玩家

The multiple progression paths in Ashes of Creation are designed to suit different playstyles and offer different "lanes" for players depending on the time they have available to play.[32][33][34][35]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[33]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[36]
    • Lower level characters will have usefulness in mass combat that does not depend 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.[37]
There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[36]Steven Sharif
  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[33]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[33]
Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[33]Steven Sharif

等級調整

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。

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[38]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[40]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[39]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[41]

  • Players may choose to respawn at their HQ as long as they are registered.[44][47]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[44]

Lower level characters will have usefulness in mass combat that does not depend 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.[37]

其他

引用

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  2. 2.0 2.1 2.2 直播, 2020-10-30 (33:26).
  3. 3.0 3.1 3.2 Podcast, 2018-04-23 (59:28).
  4. 4.0 4.1 直播, 2023-12-19 (1:23:00).
  5. 直播, 2021-05-28 (1:13:05).
  6. 6.0 6.1 直播, 2022-12-02 (1:05:51).
  7. 7.0 7.1 訪談, 2018-10-20 (2:40:17).
  8. Podcast, 2021-09-29 (30:04).
  9. 直播, 2021-06-25 (1:05:01).
  10. 訪談, 2020-07-18 (1:05:04).
  11. 直播, 2018-02-09 (41:56).
  12. 12.0 12.1 Podcast, 2018-04-23 (1:01:01).
  13. Podcast, 2021-04-11 (13:30).
  14. 14.0 14.1 14.2 14.3 Group dynamics blog.
  15. 15.0 15.1 15.2 15.3 直播, 2017-05-22 (46:04).
  16. 16.0 16.1 訪談, 2018-10-20 (2:40:16).
  17. 影片, 2018-04-16 (1:32).
  18. 18.0 18.1 Podcast, 2021-04-11 (38:31).
  19. 19.0 19.1 直播, 2017-05-12 (24:52).
  20. 20.0 20.1 20.2 20.3 直播, 2017-05-05 (33:25).
  21. pvx stats.png
  22. MMORPG Interview, 2016-12-12.
  23. 直播, 2017-05-15 (14:05).
  24. 直播, 2017-06-01 (37:39).
  25. 訪談, 2018-10-20 (2:53:52).
  26. 26.0 26.1 直播, 2024-02-29 (1:24:31).
  27. 直播, 2018-06-04 (7:25).
  28. Podcast, 2018-05-11 (33:09).
  29. Ashes of Creation Forums - No participation trophy.
  30. 30.0 30.1 Podcast, 2018-05-11 (33:09).
  31. 31.0 31.1 影片, 2018-04-05 (44:06).
  32. 直播, 2021-12-23 (1:32:10).
  33. 33.0 33.1 33.2 33.3 33.4 Podcast, 2021-04-11 (18:35).
  34. 直播, 2018-04-8 (PM) (28:38).
  35. 直播, 2017-05-19 (51:52).
  36. 36.0 36.1 影片, 2018-04-05 (48:03).
  37. 37.0 37.1 訪談, 2020-07-08 (1:12:51).
  38. 影片, 2018-04-05 (40:08).
  39. 39.0 39.1 39.2 39.3 39.4 直播, 2020-09-30 (1:07:22).
  40. 訪談, 2018-08-24 (8:52).
  41. siege-combatants.png
  42. steven-siege-zone.png
  43. 直播, 2021-04-30 (41:18).
  44. 44.0 44.1 44.2 44.3 Podcast, 2021-04-11 (49:40).
  45. Blog: Creative Director's Letter, April 14 2021
  46. siege-barrier.png
  47. siege-respawn.png
  48. siege-stragglers.png