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בוסים

מתוך Ashes of Creation Wiki
גרסה מ־22:52, 24 ביולי 2018 מאת Wikiadmin (שיחה | תרומות) (Text replacement - "{{Notes}}" to "{{References}}")

קפיצה לניווט קפיצה לחיפוש
A Lieutenant of The Ancients 3D render.[2]

These particular two models, with alpha one, they will be animated and present as adversaries in some of the dungeon locations within Ashes of Creation.[3]Steven Sharif

בוסים fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[4]

  • Boss respawns will be randomized within certain windows and over variable locations.[6][7]
    • Bosses may also spawn based on predicates that can be met at any time, such as when a story arc or an event begins somewhere in the world.[7]
Generally in my experiences, when you have a fixed respawn time, you run into the potential situations where the powerhouses of the server can keep a particular boss on lockdown; and you don't want to create that type of a situation; and so one of the ways that we can help to alleviate that is by having windows of respawn times- and we've all experienced this in the MMOs that we've played. It's not necessarily known when exactly to coordinate with your large guild who needs to be online when; and this can give a little bit of a leg up on the competitive advantage front for other guilds that might be more smaller knit, or more niche to organize quickly in response to the time window of a respawn.[7]Steven Sharif
Elite monster 3D turntable.[10]

It's a really big dude and the idea behind him is you're gonna see big monsters- I think that the character comes up to like his elbow maybe, or just beneath the elbow I'm not sure- but you're going to see these big elites just roaming and wandering through the world. They're not assigned any to to any particular hunting ground, they just roam; and I think that component is pretty cool especially when you have an open world where you can see something unique that's not matching the monsters you're hunting in a certain area but just strolls by.[10]Steven Sharif

Goblin 3D render. 3D model by Chris Atkins.[11]

There are going to be different types of "Goblinesque" creatures; and this one has not skipped out on his leg or arm day, which is a good thing for him because he's probably going to be in a lot of fights.[12]Steven Sharif

There will be a mix of different monsters and difficulty levels throughout the world that are tied to the development of nearby nodes. As nodes advance, mobs will present new and increasing dangers that players can participate in.[13]

In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.[13]Steven Sharif
  • Not all creatures are immediately hostile to players.[14][15] Some creatures may hunt other creatures.[16]
We've talked about this a little bit in the past when talking about taming and/or certain types of like creature gatherable resources there are herds that exist out there. There are big game that exist out there, where they're not going to aggro and attack you per-se. Also lower level monsters and certain type of like social monsters may not attack you off the bat.[15]Steven Sharif
We will have flying monsters but essentially what that means is there's going to be rotations either in the behavior tree that might make them inaccessible to targets, or they might do some like swooping attacks; they might come and land on the ground and fight you. But generally monsters are going to be accessible from on the ground, so we're not creating content for the limited number of individuals who are going to have access to a flying mount.[17]Steven Sharif
Leashes are relevant. There's other gameplay implications that happen when you're able to actually move populations around. We don't want to really give that to the players perspective.[19]Steven Sharif
  • Named mobs will usually have a unique character appearance.[5]
There is something to be had there about those types of screen-shake effects. We want them to be present when we're emphasizing certain things, but we don't want them to be a nuisance, or annoying, or too plentiful; and having screen-shake apply to every step would probably be too abundant. Will players have control over those on-screen type effects? Yeah I think so. I think that's something we want to provision as a customizable option for players to be able to turn off, because it can be somewhat nauseating for certain groups of people and a distraction from what's happening in the world.[20]Steven Sharif

Artificial intelligence

Jermaine Torment of Illwind boss mob.[25]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[25]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[26][27]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[26][28][29][30]
    • Higher frequency of AoE attacks depending on how many players are participating.[28]
    • Unlock rage, recovery effects and buffs.[31][28]
    • Supporting other monster types or classes nearby.[31]
    • Additional adds and add classes.[28]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[32]
  • דמויות ללא שחקן performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[33]
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.[26]Steven Sharif

There are AI systems that don't relate to controlling דמויות ללא שחקן.[34]

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.[34]Steven Sharif

בזיזה

אלפא-2 looting UI preview.[35]

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.[35]Steven Sharif

אלפא-2 vote to change loot allocation method UI.[36]

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[37][38][39]

  • Group loot rules are defined on a per-rarity basis.[35]
  • A majority of party members must vote to approve any changes to group loot allocation changes.[36]
  • The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[40]
  • There won't be auto-looting pets.[41]
  • It will be possible to kick a player from a party prior to them acquiring loot.[42]
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.[42]Steven Sharif
Free-for-all.[39]
  • Whoever is first to loot gets the loot.[37]
Lootmaster.[35][39]
  • 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.[39]
Round-robin.[35][39]
Need or greed.[35][39]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.
Bidding system.[39]
  • Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[39]
    • The highest bidder wins the item.[39]
    • The gold then goes into a pool that is split among the rest of the party members.[39]

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.[62]

Raid mechanics

Boss fights will have fairly intricate mechanics.[65]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[65]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[66]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[67]

  • Animation tells.
  • Templates.

Adaptive content

אלפא-1 preview pirate themed dynamic point of interest.[68]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[68]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[69][70] This content adapts to the node progression of the zone it is in.[68][71]

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.[72]

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[77]Aimi Watanabe

The world of Verra will be the same on each server, but צמתים will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[78]

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.[80]

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.[81]Steven Sharif

Legendary items

There is a small RNG chance of looting rare and legendary items or crafting materials from mobs based on the level, status and type of mob. This also applies to harvesting resources with a gathering profession.[53]

At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[57]Steven Sharif

The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[58]Steven Sharif

Certain legendary items may be limited to one per server at any given time.[83][84]

  • If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[83]

There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[84]

A legendary weapon is easily distinguished by its visual appearance.[58]

It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[58]Steven Sharif

Legendary items are not intended to be temporary.[85]

The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[85]Steven Sharif

info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

Discovery of legendary items will unlock further chapters of the מיתולוגיה.[87]

Day/night cycle

Template:Day/night cycle

Artwork

See also

Template:References

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