“Leveling”的版本间差异
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== Class progression == | == Class progression == |
2018年1月7日 (日) 08:52的版本
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
- Players will have the option to rush their vertical progression to level cap or spend time building infrastructure through horizontal progression.[5][2][6][7]
- 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]
- A character's level is visible to other players.[11]
- 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
- There will not be level boosts or auto-leveling (AFK leveling).[13][14]
- 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
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
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。[22]
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。[31]
由原型組成的職業
由八個原型互相組合,職業總數為六十四。[21][24][26]
職業技能
主要技能 (class abilities) are based on a player's archetype.[35][22]
- A player may choose a secondary archetype when they reach level 25.[36][21] The player can then augment their primary skills with effects from their secondary archetype.[35][36][21][22][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]
Rested experience
酒館 offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[41][42]
- Rested experience allows players to gain experience at a faster rate for a period of time.[42]
- There are no current plans to replace rested experience with another bonus for max-level players.[43]
- Rested experience increases the rate that experience debt is paid back.[44]
其他
引用
- ↑ 1.0 1.1 直播, 2020-07-31 (1:05:58).
- ↑ 2.0 2.1 2.2 直播, 2022-10-14 (23:15).
- ↑
- ↑ 直播, 2023-10-31 (5:27).
- ↑ Podcast, 2023-07-15 (13:51).
- ↑ 訪談, 2018-10-20 (2:53:53).
- ↑ 訪談, 2018-10-20 (1:55).
- ↑ Podcast, 2023-12-03 (15:05).
- ↑ 9.0 9.1 直播, 2022-05-27 (1:11:10).
- ↑ 直播, 2017-05-24 (46:27).
- ↑ 直播, 2020-07-25 (1:33:37).
- ↑ 12.0 12.1 直播, 2022-07-29 (1:24:58).
- ↑ 13.0 13.1 訪談, 2021-06-13 (48:27).
- ↑ 直播, 2018-09-27 (52:41).
- ↑ 15.0 15.1 直播, 2020-07-25 (1:34:55).
- ↑ 直播, 2022-04-29 (1:06:34).
- ↑ 直播, 2017-12-15 (58:48).
- ↑ 18.0 18.1 訪談, 2020-07-08 (1:07:59).
- ↑ 直播, 2017-05-24 (19:25).
- ↑ 訪談, 2020-07-08 (1:12:51).
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 21.6 訪談, 2020-07-18 (1:05:04).
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5
- ↑ 23.0 23.1 訪談, 2020-07-29 (54:44).
- ↑ 24.0 24.1 24.2 Ashes of Creation class list.
- ↑ 25.0 25.1 直播, 2017-07-28 (19:05).
- ↑ 26.0 26.1
- ↑ 直播, 2017-05-03 (50:50).
- ↑ 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).
- ↑
- ↑ 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, 2023-06-30 (27:52).
- ↑ 42.0 42.1 The mighty beard!
- ↑ 直播, 2023-06-30 (1:22:32).
- ↑ 直播, 2023-09-29 (1:18:04).