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Loot tables

来自Ashes of Creation Wiki
Lex讨论 | 贡献2018年10月4日 (四) 23:43的版本 (Created)

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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.[21]

Crafted items

制造 UI. Alpha-1 截屏. 图片来源: Guild:Overlord

Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[23][24][25][26][27][28]

Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[26]Steven Sharif
That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[18]Steven Sharif
We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[40]

拾取模式

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.[41]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[42][43][44]

  • 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.[41]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[45]
  • There won't be auto-looting pets.[46]
  • It will be possible to kick a player from a party prior to them acquiring loot.[47]
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.[47]Steven Sharif
Free-for-all.[44]
  • Whoever is first to loot gets the loot.[42]
Lootmaster.[1][44]
  • 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.[44]
Round-robin.[1][44]
Need or greed.[1][44]
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.[44]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[44]
    • The highest bidder wins the item.[44]
    • The gold then goes into a pool that is split among the rest of the party members.[44]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[49][43]

  • 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.[49][43]
    • These numbers will be balanced based on testing.[49]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[49][43]
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[49]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.[50]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.[51]

Caravan looting

Alpha-1商队 PvP[52]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the cargo is. So for example if you've seen some of our recent footage with caravans you see sitting on top of the caravan there's some gold or some silver or some iron.[53]Steven Sharif

商队周边会形成一个开放式 PvP 区域,区域内的玩家会被标记成战斗员 (紫色)[54]

  • 在决定进攻或防守商队前,玩家将无法确切看到商队运输中的货物。但会有视觉提示显示车上的货物,例如金、银或铁。[53]
  • 玩家将可以透过界面视窗决定攻击、防守或无视商队。[55][56][57]
    • 距离商队多远视窗才会出现,将取决于玩家先前作为攻击方或防守方的表现。[55]
  • 要成功击毁一个商队,将需要一个队伍。[58][59]
  • 在商队拥有人登出或与服务器连接中断 5 至 10 分钟后,商队才会消失。[60]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[55]Steven Sharif

双方皆有诱因鼓励玩家加入,并将于 Alpha 及 Beta 阶段测试。[61]

  • 大部分诱因都是社交性的,而且是由玩家之间非正式协议而成。[61]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously those types of systems need to have robust consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[61]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[61]Jeffrey Bard

Currency

Currency may refer to:

Mount and pet drops

坐骑 and pets are dropped by world bosses on a very rare basis.[69]

Temporary mounts

Temporary mounts that drop from bosses will age and eventually die.[70]

角色死亡

Alpha-1 — 于户外地下城死亡[71]

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.[72]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[6][7][8][2] 任何玩家都可以即时拾取灰烬。[6] 拾取灰烬不会触发玩家标记[73]

  • 非战斗员 (绿色玩家) 死亡时,将遭受一般惩罚,包括:[8]
    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.[75]Steven Sharif
  • 战斗员 (紫色玩家) 遭受的死亡惩罚是非战斗员一半。[8]
  • 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[79] 包括:[79][8]

满等角色死亡时将损失约 2-3% 总经验值 (未定)。[85]

  • 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.[85]

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)。[86]

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.[86]Steven Sharif
  • PvPPvE 情况下死亡将遭受同样的惩罚 (未定)。[87]

玩家可能会遇溺而死。[88]

物品销毁

从玩家物品栏拖出的物品将被销毁。[89]

其他

引用

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