職業

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Lex讨论 | 贡献2020年11月3日 (二) 03:36的版本

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Ashes of Creation 職業列表。 左方為主原型,上方為副原型[1]

職業由主副原型組成。[2][3][1][4]

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

頭像 原型 分類[5]
bard symbol.jpg 吟遊詩人 奧術
cleric thumb.png 牧師 奧術
fighter icon.png 鬥士 武術
mage thumb.png 法師 奧術
ranger thumb.png 遊俠 武術
rogue icon.png 盜賊 武術
Summoner Class.jpg 召喚師 奧術
tank thumb.png 坦克 武術

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。[6]

職業成長與玩家的匠人成長無關。[12]

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,例如裝備附魔紋身的供應。[13]

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。[3][1][4]

副原型
吟遊詩人 牧師 鬥士 法師 遊俠 盜賊 召喚師 坦克
吟遊詩人 Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
牧師 Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
鬥士 Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
法師 Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
遊俠 Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
盜賊 Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
召喚師 Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
坦克 Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

平衡

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.[15]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.[16]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.[14]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.[23]Steven Sharif

職業技能

Alpha-1 preview primary skills.[24]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[25]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[26]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[27][6]

技能點

Alpha-2 Ranger skill tree user interface (WIP).[33]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[33]Tradd Thompson

Players receive skill points at specific points as they level.[34] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[35][36][37][8]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[38]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[34]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[34]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[39]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[40][7]
  • Augments do not cost skill points.[41] It was previously stated that certain augments will have more expense required on the skill point side.[42]
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。
  • It will not be possible to max all skills in a skill tree.[8]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[43]

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.[45]

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。

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[46]

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.[46]Steven Sharif

更改原型

主原型

A player's primary archetype cannot be changed.[7][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.[7]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".[47][7][10]

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.[48]Steven Sharif
  • Respeccing adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[40]
    • Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[47][49]

職業試煉

There will not be a class trial system in Ashes of Creation.[51]

種族特性

角色 benefits in Ashes of Creation are tied to that character's background rather than their race.[52][53]

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.[54]
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。

數值增長

  • 數值 can be improved based on gear, tattoos, and other enhancements, such as socketed items.[58]
  • Players will have significant agency over the allocation of their stat progression.[58]
  • 裝備 has approximately a 40-50% influence on a players overall power in the game.[36]
  • Artisan profession does not affect a player's stats.[59]
  • Previously it was stated that race "seeds" a player's base stats, then the primary archetype grows the base stats.[60][55][56] Any contribution by the secondary archetype was later removed.[60]

角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[61][62][63]

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.[64]Steven Sharif

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.[65][66][67][68] Certain abilities require certain items to be equipped.[69]

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.[68]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.[70]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.[71]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.[72]Steven Sharif

Ashes of Creation 是一款 PvX 遊戲。 PvPPvE 的要素都會自然接觸得到,[72][73][74] 而玩家將不太可能「純玩」PvPPvE[74]

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。[78]Steven Sharif

Alpha-1

Alpha-1 Teaser.[79]

This is a true development alpha. This is not a marketing alpha; and what that means is as you know part of the process here in developing Ashes of Creation is being open with that development so you guys can see that progress; and it is a double-edged sword. There are going to be a spectrum of people that exists who are very involved with the game's development and those who are just completely at an arm's length away in understanding the process; and they may look at alpha one- the people who don't really understand the development process or haven't been a part of it- they may look at it and they may think oh you know this is trash, looks like trash, you know whatever it's the end-product. But at the end of the day what's important for us and what yields the best possible product is for us to include as much as possible the community in that development process with no NDA so that you guys give valuable feedback; and as we go through the iterative process in further defining the game and fleshing out that content were doing so with the player in mind and their voice in our ear. That is I think one of the key distinguishing factors between our development and many developments that you guys may have seen in the past.[80]Steven Sharif

Alpha-1 preview ancients mobs.[81]

What this experience for Alpha one is going to be- that month-long experience- it is not intended to be a content experience... It is not intended to be a game experience. It is not intended to be a fully-fledged content experience. So keep that in mind.[82]Steven Sharif

Alpha-1 was a testing release of the Ashes of Creation MMORPG.[84]

  • 角色
    • 成長 to level 15.[17][87]
      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.[17]Steven Sharif
    • 角色創建 (basic).[88][89][90][91]
  • 種族
    • 4 playable races Kaelar, Vaelune, Dünir, Empyrean.[96][89]
      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.[97]

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.[98]Steven Sharif

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[101][91]

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。

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.[122]

These classes relate to the trinity of classes: 坦克, DPS and Support.[122][123]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[124]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[125]
  • 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.[125][126]

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.[126]Steven Sharif

Ashes of Creation Apocalypse 職業 only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[127]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[128]

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.[128]Steven Sharif

社群指南

其他

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