“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]

等级上限

游戏上线等级上限预料会设定为50等 [17]

开发者预料玩家需要花费约45天,每天玩4-6小时才能达到满等 [18][19]

  • Lower level characters will have usefulness in mass combat (such as 节点战) 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

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。[22]

职业成长与玩家的匠人成长无关。[30]

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。[31]

区域与发展

地下城, 大型副本, 世界头目, Mobs, 任务, Events, 资源, 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

职业技能

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

酒馆 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]

宠物成长

战斗宠物 will be levelable and will have gear available to them.[50][51]

  • 战斗宠物 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 (召唤师 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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  5. Podcast, 2023-07-15 (13:51).
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  22. 22.0 22.1 22.2 22.3 22.4 22.5 progression.png
  23. 23.0 23.1 访谈, 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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  27. 直播, 2017-05-03 (50:50).
  28. 直播, 2017-07-18 (37:43).
  29. February 8, 2019 - Questions and Answers.
  30. 直播, 2020-07-31 (1:31:11).
  31. Podcast, 2021-04-11 (54:35).
  32. 访谈, 2020-07-19 (19:35).
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  34. Blog - Know Your Nodes - The Basics.
  35. 直播, 2022-08-26 (1:28:50).
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