“Leveling”的版本间差异

来自Ashes of Creation Wiki
跳到导航 跳到搜索
(Text replacement - "yzBxKoH7erU" to "8l12DLKqJ5w")
Lex讨论 | 贡献
(Move text to template)
第1行: 第1行:
[[Leveling]] won't follow a traditional linear path, although classic mechanics for leveling exist.<ref>[[File:leveling.png|350px]]</ref>
+
{{Leveling}}
 
 
* Progression occurs through a variety of pathways.<ref name="livestream-19-May-2017-51:52">[https://youtu.be/LUJugtqTBxw?t=51m52s Livestream, 19 May 2017 (51:52)]</ref>
 
* Repetition will not be part of progression in [[Ashes of Creation]].<ref name="livestream-12-May-2017-42:17">[https://youtu.be/8l12DLKqJ5w?t=42m17s Livestream, 12 May 2017 (42:17)]</ref>
 
  
 
== Class progression ==
 
== Class progression ==

2017年12月7日 (四) 21:11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]

职业成长

若一名斗士选择法师为副原型,其将变成 Spellsword. 组合原型后,玩家可以将主技能树的技能增强。斗士的冲锋能让他们冲向敌人,对其造成伤害并有机会击倒敌人。而法师的逃脱增强可以应用于冲锋,让冲锋变成将玩家传送到目标的位置,移除了本来向敌人冲锋所需的时间。[18]

职业成长与玩家的匠人成长无关。[26]

世界事件不会直接影响职业的效能,但将可能有一些附带影响,例如装备附魔纹身的供应。[27]

由原型组成的职业

由八个原型互相组合,职业总数为六十四。[17][20][22]

副原型
吟游诗人 牧师 斗士 法师 游侠 盗贼 召唤师 坦克
吟游诗人 Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
牧师 Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
斗士 Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
法师 Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
游侠 Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
盗贼 Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
召唤师 Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
坦克 Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

职业技能

Alpha-1 preview primary skills.[28]

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.[29]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.[30]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[31][18]

Rested experience

酒馆 offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[37][38]

  • Rested experience allows players to gain experience at a faster rate for a period of time.[38]
  • There are no current plans to replace rested experience with another bonus for max-level players.[39]
  • Rested experience increases the rate that experience debt is paid back.[40]

其他

引用