Boss mechanics
Boss fights will have fairly intricate mechanics.[2]
- 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.[2] – Steven Sharif
- Multiple phase fights.[2]
- Adds.[2]
- Random skill usage.[2]
- Fights will require location, mobility and strategy.[2]
- Boss mechanics may be affected by changes in climate or time of day.[3]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[4][2]
- Players can utilize boss mechanics against other players.[4]
- 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.[4] – Steven Sharif
Raid strategies
تاراغلا will have elements that can be pre-planned.[5]
Raids will also have dynamic elements that can change from session to session.[5]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[5]
- Variables are manifested based on node progression.[5]
- The number of metropolis nodes developed.[5]
- The types of metropolis nodes developed.[5]
- One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[5]{{ndash|Steven Sharif}
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[6]
- Animation tells.
- Templates.
Raid target markers
The UI will potentially incorporate target marker symbols above player's heads that are visible by other party members.[7]
Adaptive content
نقطة إهتمام جديدة (مثل الدهاليز و زعماء العالم) تظهر بعقد(بشكل) متطور.[8] هذا المحتوي يتكيف مع تطور المناطق الموجودة به.[9]
- سوف تتغير الكثافة.[9]
- صعوبة المحتوي سوف تتغير.[9]
- قد يتغير المحتوي بلكامل , إعتمادا علي ما يتطور وكيف يتطور .[9]
- أنواع جديدة من الوحوش وإختلاف القصة (المهمات).[9]
- فقط بعض الدهاليز سوف تصبح متاحة في حالة أن العقد تطور لمراحل معينة .[10]
- القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد.[10]
- الجوائز في المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها.[10]
الدهاليز المحيطة و النقط الاخري حول الخريطة سوف تتأثر بتطور العقد. فقط بعض الدهاليز سوف تصبح متاحة إذا طورنا العقد إلي مستوي معين. القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد الجوائزفي المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها . علي سبيل المثال لنفترض أن البشر طورو عقد في المنقطة ج, و أصبحت مجموعة من المهمات متاحة مما يقود اللاعبين إلي أكتشاف دهاليز المناطق المجاورة .ولنفترض أن هذا العقد تم تطويره في منقطة صناعية… قبل تطور العقد , كان هذا الدهليز متاح… ولكن الأن نفس الدهليز أصبح يمتلك وحوش جديدة و تغيرت جوائزه لتصبح جوائز تستعمل للصناعة بسبب تطور العقد . وربما , قد يظهر زعيم جديد في غرف مختلفة من الدهليز التي سوف تحتوي علي مغامرة مختلفة و مهمات مختلفة , مثل شئ غامض مع مهمة للحصول عليه والمهمة يمكن فقط قبولها إذا تطور العقد إلي نقطة معينة في منطقة معينة , حول العالم . نظامنا واسع جدا, بما يتعلق ب الترابط و كيف يتأثر العالم بللاعبين.[10]
Group sizes
Ashes of Creation is designed for solo players as well as large and small groups.[12][13][14]
- 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.[15]
- تاراغلا will have 40 man groups.[16]
- Content will be tailored for 40, 16 and 8 person group sizes.[17]
- تاحاسلا will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[18]
- راصحلا هعلق are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[20][21][22][23]
- The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[23] – Steven Sharif
See also
عجارملا
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 البث المباشر, 2018-04-8 (PM) (1:14:01).
- ↑ البث المباشر, 2022-05-27 (1:14:46).
- ↑ 4.0 4.1 4.2 مقابلة, 2023-09-10 (32:16).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-07-09 (22:24).
- ↑ البث المباشر, 2017-05-22 (49:38).
- ↑ البث المباشر, 2022-05-27 (2:33).
- ↑ البث المباشر, 2017-11-17 (36:22).
- ↑ 9.0 9.1 9.2 9.3 9.4 البث المباشر, 2017-11-17 (18:29).
- ↑ 10.0 10.1 10.2 10.3 MMOGames interview, January 2017
- ↑ فيديو, 2024-02-29 (33:57).
- ↑ 12.0 12.1 البث المباشر, 2022-09-30 (2:40).
- ↑ البث المباشر, 2020-11-30 (1:20:25).
- ↑
- ↑ 15.0 15.1 Group dynamics blog.
- ↑ البث المباشر, 2017-05-09 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ البث المباشر, 2017-05-26 (48:12).
- ↑ البث المباشر, 2021-09-24 (52:48).
- ↑ مقابلة, 2021-07-08 (57:19).
- ↑ مقابلة, 2020-07-19 (44:28).
- ↑ 23.0 23.1