“Leveling”的版本间差异

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{{Rested experience}}
 
{{Rested experience}}
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== Pet progression ==
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{{Pet progression}}
  
 
== See also ==
 
== See also ==

2018年3月14日 (三) 02:12的版本

Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

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
  • 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
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

遊戲上線等級上限預料會設定為50等 [17]

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]

職業成長與玩家的匠人成長無關。[30]

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。[31]

區域與發展

地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[32][33][34]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[35]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[36]Steven Sharif

職業技能

Alpha-1 preview primary skills.[37]

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.[38]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.[39]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[40][22]

Rested experience

酒館 offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[46][47]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[47]
  • There are no current plans to replace rested experience with another bonus for max-level players.[48]
  • Rested experience increases the rate that experience debt is paid back.[49]

寵物成長

戰鬥寵物 will be levelable and will have gear available to them.[50][51]

  • 戰鬥寵物 will incorporate some of their owner's power in a way that keeps the power progression horizontal.[52][53][54]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[55]

Summoner summons (召喚師 pets) do add to the summoner's power when they are summoned.[52]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[52]Steven Sharif

其他

引用

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  23. 23.0 23.1 訪談, 2020-07-29 (54:44).
  24. 24.0 24.1 Ashes of Creation class list.
  25. 25.0 25.1 直播, 2017-07-28 (19:05).
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  28. 直播, 2017-07-18 (37:43).
  29. February 8, 2019 - Questions and Answers.
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