“Looting”的版本间差异

来自Ashes of Creation Wiki
跳到导航 跳到搜索
Lex讨论 | 贡献
第6行: 第6行:
  
 
AoE [[Looting|looting]] is not included in the looting mechanics at the time of writing. It may be added based on feedback.<ref name="livestream-15-May-2017-48:30">[https://youtu.be/f8SpiG0Ulbg?t=48m30s Livestream, 15 May 2017 (48:30).]</ref>
 
AoE [[Looting|looting]] is not included in the looting mechanics at the time of writing. It may be added based on feedback.<ref name="livestream-15-May-2017-48:30">[https://youtu.be/f8SpiG0Ulbg?t=48m30s Livestream, 15 May 2017 (48:30).]</ref>
 +
 +
== Player death ==
 +
 +
{{Player death}}
  
 
== See also ==
 
== See also ==

2017年11月18日 (六) 19:53的版本

box warning orange.png此页面目前是草稿。
Alpha-2 looting UI preview.[1]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[2]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[3][4][5]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[2]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[6]
  • There won't be auto-looting pets.[7]
  • It will be possible to kick a player from a party prior to them acquiring loot.[8]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[8]Steven Sharif
Free-for-all.[5]
  • Whoever is first to loot gets the loot.[3]
Lootmaster.[1][5]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[5]
Round-robin.[1][5]
Need or greed.[1][5]
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。
Bidding system.[5]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[5]
    • The highest bidder wins the item.[5]
    • The gold then goes into a pool that is split among the rest of the party members.[5]

AoE looting

AoE looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[10]

角色死亡

Alpha-1 — 於戶外地下城死亡[11]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[12]Steven Sharif

玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品[13][14][15][16] 任何玩家都可以即時拾取灰燼。[13] 拾取灰燼不會觸發玩家標記[17]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[15]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[20]Steven Sharif
  • 戰鬥員 (紫色玩家) 遭受的死亡懲罰是非戰鬥員一半。[15]
  • 腐化 (紅色玩家) 遭受的死亡懲罰是非戰鬥員四倍,並根據目前的腐化值,有機會掉落背包內或裝備中的物品[24] 包括:[24][15]

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[30]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[30]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[31]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[31]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[32]

玩家可能會遇溺而死。[33]

其他

引用