傳說物品
Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[1]
- Hay muchas más probabilidades de que caigan materiales y recetas únicas que puedan usarse para fabricar objetos de valor equitativo.[2][3][4]
- El equipo legendario solo se obtiene de los jefes de mundo legendarios.[5]
- El equipo legendario tendrá una mejora aproximada de entre el 6 y el 12% en las estadísticas básicas, sujeta a pruebas y equilibrado..[6]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[3] – Steven Sharif
- Los recolectores deben tener herramientas de alta calidad para recolectar recursos raros .[3]
- Los procesadores deben tener edificios de procesamiento de alto nivel en sus parcelas (freehold) para producir materiales raros.[3]
- Los artesanos también deben cumplir ciertos requisitos para fabricar equipo legendario .[3]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[4] – Steven Sharif
Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[7][8]
- Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[7]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[8]
Un arma legendaria se distingue facilmente por su estética visual.[4]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[4] – Steven Sharif
Los objetos legendarios no están diseñados para ser temporales.[9]
- Una excepción destacable son las monturas reales.[10]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[9] – Steven Sharif
El descubrimiento de objetos legendarios desbloqueará más capítulos del 世界觀.[11]
- ↑ 訪談, 2020-07-18 (1:00:15).
- ↑ 訪談, 2020-07-19 (8:43).
- ↑ 3.0 3.1 3.2 3.3 3.4 訪談, 2020-07-20 (21:57).
- ↑ 4.0 4.1 4.2 4.3 直播, 2018-04-8 (PM) (55:49).
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2021-03-26 (1:02:06).
- ↑ 7.0 7.1 直播, 2022-03-31 (1:15:02).
- ↑ 8.0 8.1 直播, 2017-05-15 (38:08).
- ↑ 9.0 9.1 直播, 2018-07-09 (25:34).
- ↑ 直播, 2018-04-8 (PM) (51:49).
- ↑ 直播, 2017-05-19 (44:18).