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Progression: הבדלים בין גרסאות בדף

מתוך Ashes of Creation Wiki
קפיצה לניווט קפיצה לחיפוש
שורה 28: שורה 28:
  
 
{{Node development}}
 
{{Node development}}
 
=== Zones and progression ===
 
 
{{Zones and progression}}
 
  
 
== Guild progression ==
 
== Guild progression ==

גרסה מ־21:07, 10 בנובמבר 2017

box warning orange.pngעמוד זה הוא כרגע טיוטה.

Class progression

Class progression in Ashes of Creation proceeds as follows:[1]

  • Players receive skill points as they level. These can be used to level up skills within their skill tree.[6]
    • It will not be possible to max all skills in a skill tree.[6]

Classes by archetype combination

עם 8 מקצועות שניתן לשלב, שחקנים יוכלו לבחור בין 64 קומבינציות ליצירת סוג הדמות שלהם.[2][5][7]

תפקיד משני
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Class abilities

אלפא-1 preview primary skills.[12]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[13]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[14]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[15][3]

Artisan progression

Artisan progression.[20][21][22]
Artisan level Artisan certification Profession limit per character
1-10.[23][24] Novice.[20][25] 22.[20][21]
10-20.[26][24] Apprentice.[20] 5.[20][21]
20-30.[26] Journeyman.[20][22] 4.[20][21]
30-40.[26] Master.[20][22] 3.[20][21]
40-50.[26][27] Grandmaster.[20][22] 2.[20][28][21]

Artisan progression occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each artisan branch (איסוף, עיבוד and יצירה).[30][31] Progression in each artisan profession is per-character.[32][33][34][35]

All 22 professions, the players get to be novice of; and then it starts narrowing from there. So, after that you'll only be able to be apprentice of five things. You can be a journeyman in four things. You can be a master in three things; and you can be a grandmaster in two things. So you'll need to narrow, but you can also diversify to support the professions that you want to first push further in.[21]Kory Rice
If you are grand master in that profession you can max out the entire tree. But you can only grand master 2 things.[42]Kory Rice
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[44]
Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[45]Steven Sharif

Religion progression

There are player progression paths within a religion.[48][49]

  • Players may follow only one religion at a time.[48][49]
  • Religious progression is based on quests that are only offered to followers of that religion.[48]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[48][50]
  • Changing religion will cause loss of progress in a player's previous religion.[48][49]
It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[51]Steven Sharif

Node progression

פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של צמתים נוספת לפיתוח אותו הצומת (התפתחות). [52][53]

איזור ההתפתחות של הצומת הוא היכן שציביליזציה תופיע כאשר צומת מתפתח. ככל שהצומת עולה שלבים, בניינים שונים, דמויות ללא שחקן (NPCs), ושירותים יהפכו לזמינים באיזור ההתפתחות. ככל שרמת הצומת גבוהה יותר, כך איזור ההתפתחות יהיה מורכב ומאוכלס יותר. אזור ההתפתחות ישתנה גם בהתאם לסוג הצומת - כלכלי, צבאי, מדעי, או שמימי; נרחיב יותר על כל אחד מהסוגים בפוסטים עתידיים בסדרה הזו. [52]Margaret Krohn

התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [54]

  • צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים.[55]
  • ככל שצומת מתקדם כך אזור השפעה שלו גדל.[56]
  • צמתים פחות מתקדמים (מכונים צמתים צמיתים) שנמצאים בתוך איזור השפעה של צומת מתקדם יותר יכולים עדיין לצבור XP, אבל חייבים להשאר בשלב התפתחות נמוך יותר מהצומת הדומיננטי.[57]
    • מערכת הצמיתים מתחילה כאשר צומת מגיע לשלב 3 (כפר), אבל צמתים שכנים החל משלב משלחת (שלב 1) יכולים גם לחסום את הגדילה של השכנים הקרובים שלהם.[58][59]
  • אלגוריתם הרחבת הטריטוריה לוקח בחשבון את החוף הקרוב ביותר, צמתים שכנים, ואת מפת החום של שחקנים באזורים הסמוכים במהלך השבועות או החודש האחרון.[60]

הדרך שבה האלגוריתם מרחיב שטחים לוקחת בחשבון כמה דברים: דבר ראשון היא לוקחת בחשבון את החוף לדוגמה היכן החוף הכי קרוב. דבר שני היא לוקחת בחשבון את הצמתים הסמוכים כך שהוא יוכל להשתלט עליהם ולהפוך אותם לצמיתים שלו, אבל מה שחשוב יותר זה בעצם האוכלוסייה הראשונית שנקבעת על ידי בחירת השחקנים את הגזעים שלהם. מכיוון שיש לנו תשעה גזעים שונים וארבע נקודות התחלה שונות שמתפצלות, צפיפות האוכלוסייה של כל שרת הולכת להכתיב למעשה את הצמתים הראשונים שיהיו מאוכלסים מאוד ואז הגרעין הראשוני הזה הוא זה שהולך לקבוע את מבנה כל צומת תוך כדי שהוא נע בתוך היבשה בעצם אל תוך העולם; ובהתבסס על הביצועים וההצלחות של מצורים שונים יקבע אילו צמתים שננעלו ממקודם בהתקדמות הראשונית יוכלו להיות זמינים כעת כדי להתקדם הלאה. אז אני באמת חושב שעם כל כך הרבה משתנים שנמצאים במשוואה של איך צמתים מתקדמים ונשארים קיימים ככל שיש לך יותר משתנים, ככה תהיה הסבירות שתהיה התפצלות משמעותית בהתקדמות עולם גבוהה יותר .[60]Steven Sharif

בדרך כלל האלגוריתם שפועל על הרחבת הטריטוריה של צמתים ימנע מצמתים משמעותיים להיות קרובים זה לזה ... יכולה להיות סערה מושלמת בה כל הרחבה של אלגוריתם הטריטוריה תגרום לכך שצמתים יתקרבו זה לזה מאוד מכיוון שקיימות דרישות מסוימות שצריכות להתקיים בכדי לספק את האפשרות של השתלטות על צמתים צמיתים; וייתכן ששני צמתים לעולם לא יהפכו אחד את השני לצמית ובסופו של דבר יהיו צמודים זה לזה וימשיכו להרחיב את הטריטוריה שלהם בכיוונים מנוגדים: בערך כמו בספר "בין שתי ערים".[61]Steven Sharif

  • צומת לא מקבל XP מהצמתים האחרים שתחת אזור ההשפעה שלו עד שאותם הצמתים מתפתחים לרמה הכי גבוהה שהם יכולים.[57]
  • שחקנים יועברו למקום בטוח אם הם נמצאים במקום של נכסים חדשים שצריכים להווצר במהלך התרחבות של צומת.[62]
  • אזרחים של צומת אחד יכולים לתרום להתקדמות של צמתים אחרים[63]

ההזדמנויות להשיג ניסיון עבור צומת יהיו שוות עבור כל ארבעת סוגי הצמתים

  • האחוז המדויק של התקדמות מהשגת חפצים או מהריגה של מפלצות לא יהיה ידוע במפורש כדי להימנע מ"לשחק" את המערכת.[64]

לאנשים שונים יש משאבים שונים שהושקעו בהתקדמות של צמתים וזה יהיה קצת "משחקי" (gamey) אם היית יכול לדעת בדיוק מה נחוץ באותה נקודה מכיוון שזה יבלום את התמריץ של אנשים להשתתף.[64]Steven Sharif

Node development

Racial architecture of the same כפר (שלב 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). אלפא-1 ללא NDA צילום מסך.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[65]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[52]Margaret Krohn

Node layout and style is determined by several factors:[66][67]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[68]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[69]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[67]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[75]Steven Sharif
  • The rest is determined by the node's mayor.[67]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[76]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[76]Steven Sharif

Guild progression

Guild perks UI. אלפא-1 צילום מסך. קרדיט תמונה: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[77]Steven Sharif

Guild progression occurs through participation in different systems.[77]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[77][79][80]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[77]
  • הרחבות may apply at the upper tiers of guild progression.[77]
    • This applies to guilds that have opted for the non-expansive member route.[77]
    • It benefits guild members with a classification of officer or knight.[77]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[81]
  • Guild size can be traded off for guild progression.[77][82]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[83]
    • Guild alliances may be a key part in creating a larger "guild".[82]
  • אולמי גילדות can be unlocked at a certain stage of guild advancement.[79]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[84]
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[77]Jeffrey Bard

Social organization progression

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[85]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[86]
info-orange.pngחלק מהמידע הבא לא אושר לאחרונה על ידי המפתחים וייתכן שלא נמצא במפת הדרכים הנובחית של הפיתוח.

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[85] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[87]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[85]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[88]Steven Sharif

Zones and progression

מבוכים, פשיטות, בוסים עולמיים, Mobs, משימות, אירועים, משאבים, Narratives and other content within a node's אזור השפעה will have a diverse level range; but will scale with the advancement of that node and its racial influence.[89][90][65]

  • Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[91]
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[92]Steven Sharif

See also

הפניות

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  3. 3.0 3.1 3.2 3.3 progression.png
  4. 4.0 4.1 רֵאָיוֹן, 2020-07-29 (54:44).
  5. 5.0 5.1 5.2 Ashes of Creation class list.
  6. 6.0 6.1 שידור חי, 2017-07-28 (19:05).
  7. 7.0 7.1 archetypeclass.png
  8. שידור חי, 2017-05-03 (50:50).
  9. שידור חי, 2017-07-18 (37:43).
  10. 10.0 10.1 שידור חי, 2020-07-31 (1:31:11).
  11. פודקאסט, 2021-04-11 (54:35).
  12. toast-keybinds-skills.png
  13. שידור חי, 2017-10-16 (1:00:44).
  14. רֵאָיוֹן, 2018-08-08 (22:27).
  15. 15.0 15.1 שידור חי, 2023-12-19 (1:20:41).
  16. class secondary.png
  17. שידור חי, 2021-11-19 (50:38).
  18. וִידֵאוֹ, 2022-09-30 (17:00).
  19. שידור חי, 2021-09-24 (1:18:06).
  20. 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 20.13 roshen-mastery.png
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 21.9 וִידֵאוֹ, 2023-11-30 (37:12).
  22. 22.0 22.1 22.2 22.3 Development Update with Freehold Preview.
  23. margaret-artisan-level-1.png
  24. 24.0 24.1 וִידֵאוֹ, 2023-11-30 (9:36).
  25. שידור חי, 2023-06-30 (50:07).
  26. 26.0 26.1 26.2 26.3 פודקאסט, 2023-12-03 (14:14).
  27. פודקאסט, 2023-12-03 (2:53).
  28. 28.0 28.1 28.2 steven-mastery-2-branches.png
  29. וִידֵאוֹ, 2023-11-30 (23:20).
  30. 30.0 30.1 וִידֵאוֹ, 2023-11-30 (16:40).
  31. רֵאָיוֹן, 2021-02-07 (36:38).
  32. steven-mastery-cap.png
  33. שידור חי, 2022-04-29 (1:13:00).
  34. שידור חי, 2019-07-26 (1:09:46).
  35. שידור חי, 2017-05-24 (32:07).
  36. פודקאסט, 2023-12-03 (10:22).
  37. וִידֵאוֹ, 2023-11-30 (26:38).
  38. פודקאסט, 2023-12-03 (17:10).
  39. 39.0 39.1 וִידֵאוֹ, 2023-11-30 (36:00).
  40. artisan mastery5.png
  41. artisan mastery3.png
  42. 42.0 42.1 פודקאסט, 2023-12-03 (6:23).
  43. roshen-profession-clarification.png
  44. שידור חי, 2017-05-10 (6:12).
  45. 45.0 45.1 45.2 שידור חי, 2023-04-07 (1:00:55).
  46. שידור חי, 2022-10-28 (1:32:38).
  47. 47.0 47.1 פודקאסט, 2023-12-03 (15:05).
  48. 48.0 48.1 48.2 48.3 48.4 שידור חי, 2020-07-25 (57:02).
  49. 49.0 49.1 49.2 שידור חי, 2017-05-08 (44:51).
  50. religions.jpg
  51. שידור חי, 2017-06-01 (33:40).
  52. 52.0 52.1 52.2 52.3 52.4 Blog - Know Your Nodes - Advance and Destroy.
  53. A reactive world - Nodes.
  54. וִידֵאוֹ, 2017-04-20 (0:02).
  55. Npc vending.jpg
  56. Node series part II – the Metropolis.
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