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Dungeons: הבדלים בין גרסאות בדף
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[[Category:Player interaction]][[Category:Encounters]][[Category:Naval]][[Category:Dungeons]] | [[Category:Player interaction]][[Category:Encounters]][[Category:Naval]][[Category:Dungeons]] |
גרסה מ־19:55, 18 באוגוסט 2018
מבוכים in Ashes of Creation will range in size and will be mostly open-world.[5][6]
- עולם פתוח dungeons will be populated to facilitate multiple groups within the dungeon.[2]
- Instanced dungeons will also be present and will cater for solo and group questlines.[2]
Different tiers and types of dungeon content will be more or less relevant to specific groups or class compositions.[9]
- There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[5] – Jeffrey Bard
Dungeon difficulty will increase the further a player ventures into the dungeon.[10]
- Mobs and mob mechanics will become more difficult.[10]
- Terrain and environmental dangers will increase.[10]
- Deeper darker types of interactions will be found deeper in the dungeon.[10] – Steven Sharif
There were 13 dungeons in אלפא-1.[11] Originally this was estimated to be 6 or 7.[12]
עולם פתוח
אפר היצירה יהיה חוויה של עולם פתוח רציף.[6]
- אין זמן טעינה או מסכים נטענים במעבר בין סביבות.
תהיה חלוקה של בערך 80/20 בין עולם פתוח לעומת מופעים של התקלויות.[15][7][8]
- יכולים להיות מופעים של מצור (Instances) בתוך מצור על טירה ומצור על צומת כך שקבוצות ספציפיות יוכלו להשתתף בקרבות קטנים, קצרים, ובעלי מטרה אובייקטיבית עבור נקודות ציון ספציפיות.[16]
- יהיו מופעים כחלק מהעולם הפתוח וגם פשיטות. השאיפה היא לשמור על התחושה של עולם פתוח ובנוסף לנצל את היתרונות של מערכת המופעים.[17]
- יהיו כמה מבוכים פתוחים שיהיו בהם בוסים בקצה המבוך. יהיו כמה מבוכים פתוחים שיהיו בהם פשוט המון בוסים, לא בהכרח של פשיטות עולמיות או משהו; ויהיו הרבה חדרים שונים והם יהיו ממוקמים בצורה פרוגרסיביית במובן כזה שבחלקים המוקדמים יותר של המבוך הם יהיו ברמה נמוכה יותר ואז בחלקים המאוחרים יותר של המבוך, עמוק יותר למטה, הם יהיו ברמה גבוהה יותר ורמת הקושי תעלה; וזה יוצר שוב, לדעתי, מערכת אקולוגית שבה לשחקנים על פני מספר מגוון של רמות תהיה הזדמנות להתקיים ביחד באזורים מסוימים בעולם; וזה טוב לדינמיקה החברתית. זה טוב לדינמיקה של הגיוס. זה טוב רק מהמובן של החיות והרלוונטיות של אזורים מסוימים. ככה שלא נגיע למצב שמרגע שאתה עובר רמה מסויימת, המקומות האלה יהיו ריקים.[19] – Steven Sharif
אנחנו ככל הנראה הולכים ליצור מופעים רק במבוכים מסויימים ובזירות. ככל הנראה לא תוכל לראות יותר מידי מופעים בכל מקום אחר. מה שאתה רואה יהיה מה שתקבל.[6] – Jeffrey Bard
מערכת סימון PVP תהווה הזדמנות לסכסוך פתוח.[21]
ש: כשאתה מגיע לבוסים במבוך בעולם הפתוח, יכול להיות שהמשחק יקפיץ אותך? (למופע נפרד)
ת: לרוב אם יש בוסים בסוף של מבוך, אפשרי שתקפוץ.[19] – Steven Sharif
Dungeon scale
The intention is that dungeons are going to be "massive" in scale.[22]
- Massive caverns and open world spaces.[22]
- Places to suit larger and smaller commitments.[22]
- Where people with 30 minutes can participate.
- Dungeons are vast and have room for multiple groups.[23]
Underwater dungeons
Underwater dungeons are part of Ashes of Creation naval content.[24]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[26][27][28]
- 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.[29]
- פשיטות will have 40 man groups.[30]
- Content will be tailored for 40, 16 and 8 person group sizes.[31]
- זירות will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[32]
- מצור על טירה are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[34][35][36][37]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[37] – Steven Sharif
Adaptive content
New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[39][40] This content adapts to the node progression of the zone it is in.[38][41]
- Additional buildings will spawn.[38]
- Additional mobs will spawn.[38]
- Different antagonists/leaders with different story lines.[38][41]
- Populations will change.[41]
- Content difficulty will change.[41]
- The content may be different altogether.[41]
- Additional quest hooks.[38]
- מבוכים will be unlocked when certain nodes advance to certain stages.[42]
- Drop tables in areas and dungeons will be tied into the progression of certain areas.[42]
- POI events are events that relate to specific points-of-interest (POI).[46]
- The location of points of interest will be the same on each server, but some servers may have limited or no access to them.[47]
- 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.[42]
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[50]
התקלויות are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[51] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[52]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[52] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[51]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[52]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[53]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[53] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[54]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[54] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[55]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[55] – Steven Sharif
מופעים doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[16]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[16]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[16] – Steven Sharif
לוח מובילים
Players will be able to opt-in to track certain achievements on leaderboards, such as.[56]
- מבוכים completed.[56][57]
- פשיטות completed.[56][57]
- PvP kills.[56]
- קרוואנים raided.[56]
- איסוף activity.[56]
Leaderboards may be seasonal.[57]
- We have many dreams that we want to do with game-to-web and game-to-mobile in regards to showing stats and being making things shareable for you. We know how social media works; how sharing content with friends works. But those things will come in due time.[56] – Margaret Krohn
Jumping mechanics
Jumping puzzles will occasionally feature in the world.[60]
- Jumping puzzles were shown in the אלפא-2 Tower of Carphin preview.[61]
- Jumping puzzles were present in early אלפא-1 dungeon gameplay footage.[59]
- Jumping puzzles were present in the אלפא-0 Dünheim dungeon.[62]
Artwork
See also
הפניות
- ↑ Twitter - The way is shut! Trapped in this dwarven crypt.
- ↑ 2.0 2.1 2.2 שידור חי, 2018-09-27 (43:21).
- ↑ שידור חי, 2018-01-18 (16:34).
- ↑ שידור חי, 2018-02-09 (4:42).
- ↑ 5.0 5.1 שידור חי, 2017-06-01 (39:21).
- ↑ 6.0 6.1 6.2 6.3 שידור חי, 2017-05-22 (20:59).
- ↑ 7.0 7.1 7.2
- ↑ 8.0 8.1 8.2 שידור חי, 2020-03-28 (1:48:36).
- ↑ שידור חי, 2023-04-28 (1:15:22).
- ↑ 10.0 10.1 10.2 10.3 שידור חי, 2020-04-30 (1:32:06).
- ↑ Alpha-1 map.
- ↑ שידור חי, 2021-03-26 (39:08).
- ↑ 13.0 13.1 13.2 13.3 שידור חי, 2017-11-17 (17:50).
- ↑ שידור חי, 2020-04-30 (1:05:34).
- ↑ 15.0 15.1 רֵאָיוֹן, 2020-07-19 (11:04).
- ↑ 16.0 16.1 16.2 16.3 שידור חי, 2022-01-28 (17:50).
- ↑
- ↑ פודקאסט, 2021-09-29 (34:11).
- ↑ 19.0 19.1 פודקאסט, 2021-09-29 (35:17).
- ↑
- ↑ שידור חי, 2017-05-19 (24:17).
- ↑ 22.0 22.1 22.2 שידור חי, 2017-05-19 (23:00).
- ↑ שידור חי, 2018-02-09 (45:30).
- ↑ שידור חי, 2017-05-17 (30:53).
- ↑ וִידֵאוֹ, 2024-02-29 (33:57).
- ↑ 26.0 26.1 שידור חי, 2022-09-30 (2:40).
- ↑ שידור חי, 2020-11-30 (1:20:25).
- ↑
- ↑ 29.0 29.1 Group dynamics blog.
- ↑ שידור חי, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ שידור חי, 2017-05-26 (48:12).
- ↑ שידור חי, 2021-09-24 (52:48).
- ↑ רֵאָיוֹן, 2021-07-08 (57:19).
- ↑ רֵאָיוֹן, 2020-07-19 (44:28).
- ↑ 37.0 37.1
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 38.6 שידור חי, 2021-03-26 (50:33).
- ↑ שידור חי, 2021-03-26 (22:53).
- ↑ שידור חי, 2017-11-17 (36:22).
- ↑ 41.0 41.1 41.2 41.3 41.4 שידור חי, 2017-11-17 (18:29).
- ↑ 42.0 42.1 42.2 42.3 MMOGames interview, January 2017
- ↑
- ↑
- ↑ שידור חי, 2020-07-25 (46:08).
- ↑ שידור חי, 2022-04-29 (40:21).
- ↑
- ↑
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
- ↑ שידור חי, 2017-05-05 (23:26).
- ↑ 51.0 51.1 שידור חי, 2017-05-19 (25:18).
- ↑ 52.0 52.1 52.2 שידור חי, 2020-11-30 (1:16:09).
- ↑ 53.0 53.1 שידור חי, 2017-05-22 (57:37).
- ↑ 54.0 54.1 רֵאָיוֹן, 2018-05-11 (44:20).
- ↑ 55.0 55.1 רֵאָיוֹן, 2018-08-08 (11:52).
- ↑ 56.0 56.1 56.2 56.3 56.4 56.5 56.6 שידור חי, 2023-05-31 (2:21).
- ↑ 57.0 57.1 57.2 שידור חי, 2017-07-18 (58:50).
- ↑ שידור חי, 2017-05-15 (44:10).
- ↑ 59.0 59.1 וִידֵאוֹ, 2020-05-31 (26:42).
- ↑ שידור חי, 2017-07-28 (39:49).
- ↑ וִידֵאוֹ, 2023-03-31 (8:47).
- ↑ שידור חי, 2018-02-09 (10:42).