拾取模式

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Alpha-2 looting UI preview.[1]

In the group loot obviously there's a lot of functionality here that parties have the ability to customize. There can be loot master, there can be round-robin, there can be need/greed/pass that's applied on a per rarity basis depending on the party's choices.[1]Steven Sharif

Alpha-2 vote to change loot allocation method UI.[2]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[3][4][5]

  • Group loot rules are defined on a per-rarity basis.[1]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[2]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[6]
  • There won't be auto-looting pets.[7]
  • It will be possible to kick a player from a party prior to them acquiring loot.[8]
Yes, technically it would be possible for you to kick a player prior to acquiring loot. However, again because we are a game that relies on social interactions, there are reputations to be had; and if you acquire a reputation as a raid leader, or as a party leader, of doing something dirty like that, then it's unlikely you'll be able to Garner the support of future party members and/or raids to lead efforts against these raid bosses.[8]Steven Sharif
Free-for-all.[5]
  • Whoever is first to loot gets the loot.[3]
Lootmaster.[1][5]
  • A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[5]
Round-robin.[1][5]
Need or greed.[1][5]
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。
Bidding system.[5]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[5]
    • The highest bidder wins the item.[5]
    • The gold then goes into a pool that is split among the rest of the party members.[5]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[10][4]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[10][4]
    • These numbers will be balanced based on testing.[10]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[10][4]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[10]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[11]Steven Sharif

Loot tables

Q: Can only one gathering artisan harvest resources from a single boss, or can multiple different artisans harvest different parts from a boss for different resources? For example, a lumberjack gets a special wood from Tumock's tree weapon, while a herbalist gathers the flowers from that same tree.
A: We don't have the concept of harvesting from bosses. NPCs follow a reward table format, where those reward tables are global. They're not unique to particular players. So, once the NPC is vanquished, you have access to the loot container that is its corpse; and it has a static value of either materials or items that get dropped; and whatever the party loot settings are that you might be a part of, or if you're a solo player you will be able to recover those things.[31]

Glint

Glint in a player's inventory in Alpha-2.[33]

You're hovering over an item we call Glint. [It] comes in a few different rarities. It was formerly known as the monster certificates but we have rebranded them.[33]Chris Justo

Glint rarities in Alpha-2.[33]

Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[34][35][15][36][12][13]

Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[37]Steven Sharif
  • Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[15][38][12][39][13] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[41][15]

Resource quality

资源 will have differing tiers of quality for the same resource type.[44] This is somewhat similar to Star Wars Galaxies.[45]

You will have an opportunity to proc certain qualities based on your progression in the Artisan tree. So if you are a gatherer; and as you advance in your gathering, you'll have a higher opportunity to collect better resources.[47]Steven Sharif

Mount and pet drops

坐骑 and pets are dropped by world bosses on a very rare basis.[48]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[49]

Caravan looting

商队摧毁时 (变成残骸),将掉落一部分运输中的货物[50][51][52] 其馀货物将会消失。[53]

  • 任何人都可以捡拾商队残骸。[53]
  • 摧毁时将有机会掉落商队组件。掉落高级组件时,商队拥有人或其他玩家将可以回收组件。[54]
  • 玩家可利用掉落的重型货物证书,在商队的起行节点赎回部分货物。[55][52]

The caravan becomes a wreckage upon destruction and that wreckage is an interfaceable item that players can come up to and they can receive certificates for a portion of the goods inside the caravan. Now the idea with that certificate is that it must be taken back to the point of origin, or at least a region within that point of origin. We'll see about that last part because there's a few things I want to test in the Alpha from a gameability standpoint. The reason why for this is because what might happen is you may have some type of collaboration within a guild to game that system. Hey I'm gonna reach this caravan just to the border of the region and then we're all destroy it, collect the goods and take it to that region's warehouse; and have to skip out on the last half of the way. So it must successfully reach its destination before the goods can be considered a part of that region.[52]Steven Sharif

AoE looting

AoE (Area of effect) looting is not included in the looting mechanics at the time of writing. It may be added based on feedback.[56]

角色死亡

Alpha-1 — 于户外地下城死亡[57]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[58]Steven Sharif

玩家死亡时会化为灰烬。灰烬中包含玩家因死亡惩罚而掉落的物品[16][17][18][12] 任何玩家都可以即时拾取灰烬。[16] 拾取灰烬不会触发玩家标记[59]

  • 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[18]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[61]Steven Sharif
  • 战斗员 (紫色玩家) 遭受的死亡惩罚是非战斗员一半。[18]
  • 腐化 (红色玩家) 遭受的死亡惩罚是非战斗员四倍,并根据目前的腐化值,有机会掉落背包内或装备中的物品[65] 包括:[65][18]

满等角色死亡时将损失约 2-3% 总经验值 (未定)。[71]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[71]

死亡惩罚将不适用于存在特定目标的活动 (例如商队公会战节点战)。[72]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[72]Steven Sharif
  • PvPPvE 情况下死亡将遭受同样的惩罚 (未定)。[73]

玩家可能会遇溺而死。[74]

Full loot

There will not be a full loot (full drop) system in Ashes of Creation.[75]

There will not be a full drop and the reason for that is because our intention when it comes to progression within the world is we want it to be meaningful and take some investment on behalf of the player; and if even if from a design standpoint we're like yeah but they have to choose to go to the area; we don't want a choice that a player can make where they delete their character so to speak.[75]Steven Sharif

物品销毁

从玩家物品栏拖出的物品将被销毁。[76]

视觉效果

其他

引用

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