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“PvE”的版本间差异
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− | [[File:PvEPlaythrough.mp4|thumb|450px|start=1|[[Pre-alpha]] PAX [[PvE]] Developer playthrough, 3 September 2017.{{livestream|3 September 2017|6m22|L30qJOqZUAg}}]] | + | [[File:PvEPlaythrough.mp4|thumb|450px|start=1|[[Pre-alpha]] [[:Category:PAX West 2017|PAX West 2017]] [[PvE]] Developer playthrough, 3 September 2017.{{livestream|3 September 2017|6m22|L30qJOqZUAg}}]] |
The [[Nodes|Node]] system facilitates the generation of new [[PvE]] content such as [[Quests]], [[Monster coins]], [[Dungeons]] and [[Raids]].{{web|https://www.ashesofcreation.com/faq/|Ashes of Creation FAQ.}} | The [[Nodes|Node]] system facilitates the generation of new [[PvE]] content such as [[Quests]], [[Monster coins]], [[Dungeons]] and [[Raids]].{{web|https://www.ashesofcreation.com/faq/|Ashes of Creation FAQ.}} |
2018年7月20日 (五) 20:14的版本
The Node system facilitates the generation of new PvE content such as 任務, 怪物金幣, 地下城 and 大型副本.[2]
There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[3] – Steven Sharif
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[5][6] This content adapts to the node progression of the zone it is in.[4][7]
- Additional buildings will spawn.[4]
- Additional mobs will spawn.[4]
- Different antagonists/leaders with different story lines.[4][7]
- Populations will change.[7]
- Content difficulty will change.[7]
- The content may be different altogether.[7]
- Additional quest hooks.[4]
- 地下城 will be unlocked when certain nodes advance to certain stages.[8]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[8]
- POI events are events that relate to specific points-of-interest (POI).[12]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[13]
- Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[8]
Player driven narrative
The world of Verra will be the same on each server, but 節點 will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[15]
- The overarching narrative of Ashes of Creation is that players are the returning children of Verra but they will not be characterized individually as "saviors".[16]
We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[17]
It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[18] – Steven Sharif
Artificial intelligence
Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[20][21]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[20][22][23][24]
- Higher frequency of AoE attacks depending on how many players are participating.[22]
- Unlock rage, recovery effects and buffs.[25][22]
- Supporting other monster types or classes nearby.[25]
- Additional adds and add classes.[22]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[26]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[27]
- Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[20] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[28]
- There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[28] – Steven Sharif
集团动态
集团动态 aim to bring players together.[30]
- One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[21]
- Ashes of Creation is in development. These systems could change through playtesting and player feedback.[30]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[32][33][34]
- The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[30]
- 大型副本 will have 40 man groups.[35]
- Content will be tailored for 40, 16 and 8 person group sizes.[36]
- 競技場 will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[37]
- 攻城戰 are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[39][40][41][42]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[42] – Steven Sharif
Looting rules
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[45][46][30]
- Group loot rules are defined on a per-rarity basis.[43]
- A majority of party members must vote to approve any changes to group loot allocation changes.[44]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[47]
- There won't be auto-looting pets.[48]
- It will be possible to kick a player from a party prior to them acquiring loot.[49]
- 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.[49] – Steven Sharif
- Free-for-all.[30]
- Whoever is first to loot gets the loot.[45]
- 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.[30]
- With round-robin looting, party members take turns looting.[30]
- This is a traditional need before greed system based on dice rolls.[30]
- Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[50]
- Bidding system.[30]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[30]
Party roles
Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[51][30][52]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[53] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[30][52]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[30][52][53]
- Players can also double down on their archetype choice to strengthen their primary role.[30][52]
PvX
Ashes of Creation 是一款 PvX 遊戲。 PvP 和 PvE 的要素都會自然接觸得到,[55][56][57] 而玩家將不太可能「純玩」PvP 或 PvE。[57]
- 遊戲中 PvP 和 PvE 之間將存在平衡。[57]
- 所有數值都會影響玩家的 PvX 戰鬥能力。[58]
- 伺服器將不會以 PvE 和 PvP 區分,但有些伺服器將可能較著着重 PvP。[56][59]
- 裝備將不會以 PvE 和 PvP 區分。[60]
- 角色或將需要透過 PvE 才能成長。[57]
我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[61] – Steven Sharif
其他
引用
- ↑ 直播, 2017-09-03 (6:22).
- ↑ Ashes of Creation FAQ.
- ↑ 直播, 8 April 2018 (PM) (1:14:01).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 直播, 2021-03-26 (50:33).
- ↑ 直播, 2021-03-26 (22:53).
- ↑ 直播, 2017-11-17 (36:22).
- ↑ 7.0 7.1 7.2 7.3 7.4 直播, 2017-11-17 (18:29).
- ↑ 8.0 8.1 8.2 8.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ 直播, 2020-07-25 (46:08).
- ↑ 直播, 2022-04-29 (40:21).
- ↑
- ↑ 影片, 2023-03-31 (28:11).
- ↑ 直播, 2017-05-19 (37:03).
- ↑ 直播, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 直播, 2017-05-22 (28:02).
- ↑ 19.0 19.1 直播, 2021-06-25 (21:24).
- ↑ 20.0 20.1 20.2 訪談, 2023-09-10 (34:51).
- ↑ 21.0 21.1 About Ashes of Creation.
- ↑ 22.0 22.1 22.2 22.3 訪談, 2021-06-13 (22:20).
- ↑ 直播, 2017-07-28 (43:57).
- ↑ 直播, 2017-05-05 (11:55).
- ↑ 25.0 25.1 直播, 2022-07-29 (1:23:56).
- ↑ 直播, 2022-02-25 (1:03:32).
- ↑ 直播, 2018-04-8 (PM) (3:56).
- ↑ 28.0 28.1 28.2 28.3 28.4 Podcast, 2018-05-11 (24:23).
- ↑ 影片, 2024-02-29 (19:35).
- ↑ 30.00 30.01 30.02 30.03 30.04 30.05 30.06 30.07 30.08 30.09 30.10 30.11 30.12 30.13 30.14 30.15 30.16 30.17 30.18 30.19 Group dynamics blog.
- ↑ 影片, 2024-02-29 (33:57).
- ↑ 32.0 32.1 直播, 2022-09-30 (2:40).
- ↑ 直播, 2020-11-30 (1:20:25).
- ↑
- ↑ 直播, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ 直播, 2017-05-26 (48:12).
- ↑ 直播, 2021-09-24 (52:48).
- ↑ 訪談, 2021-07-08 (57:19).
- ↑ 訪談, 2020-07-19 (44:28).
- ↑ 42.0 42.1
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 影片, 2023-01-27 (16:44).
- ↑ 44.0 44.1 影片, 2023-01-27 (32:01).
- ↑ 45.0 45.1 直播, 2020-11-30 (1:01:40).
- ↑ 直播, 2020-07-25 (1:24:56).
- ↑ 直播, 2023-01-27 (1:08:06).
- ↑ 直播, 2022-04-29 (1:04:52).
- ↑ 49.0 49.1 直播, 2023-05-31 (1:07:45).
- ↑ 直播, 2020-11-30 (1:12:03).
- ↑ Podcast, 2021-04-11 (13:30).
- ↑ 52.0 52.1 52.2 52.3 直播, 2017-05-22 (46:04).
- ↑ 53.0 53.1 訪談, 2018-10-20 (2:40:16).
- ↑ 影片, 2018-04-16 (1:32).
- ↑ 55.0 55.1 Podcast, 2021-04-11 (38:31).
- ↑ 56.0 56.1 直播, 2017-05-12 (24:52).
- ↑ 57.0 57.1 57.2 57.3 直播, 2017-05-05 (33:25).
- ↑
- ↑ MMORPG Interview, 2016-12-12.
- ↑ 直播, 2017-05-15 (14:05).
- ↑ 直播, 2017-06-01 (37:39).