Bosses
Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[4]
- Elites.[5]
- Hunting ground bosses.[5]
- Mini-bosses.[5]
- Dungeon bosses.[5][4]
- Raid bosses.[5][4]
- Regional/world bosses.[5][4]
- 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
- Certain bosses and creatures will have voice lines along with other audio cues.[8]
- Some bosses and encounters will feature specific original sound tracks composed by Bear McCreary.[9]
- Named mobs/bosses will usually have a unique character appearance.[5]
- ملاعلا ءاسؤر will spawn at variable locations at variable times.[11][6][7]
- The general philosophy is that respawns will be variable. We don't want to have set specific times in which respawns will occur, so that they can be camped and farmed. But there'll be variable location respawns as well as variable time respawns. And then that provides opportunities for different parties to engage at different times and locations.[6] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[13][4]
- World bosses will not scale to adapt to player levels.[13]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[14]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[14]
- A single digit percentage of the population will be capable of defeating certain content.[14]
- There will be ancillary effects that happen as a result of downing certain world bosses.[15]
- This can positively impact the land management in that area.[16]
- Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[17][18][19][20][21]
Raid bosses
- There will initially be between 12 to 15 raid bosses in the world.[4]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- A single digit percentage of the population will be capable of defeating certain content.[14]
- There will be some in-depth raiding that has multiple stages that will be extremely difficult and... It would definitely be in the single digits of population that will be capable of defeating certain content... It doesn't mean that there won't be content available for the larger percentages as well... There should be a tiered level of content that players can constantly strive to accomplish. If there is no ladder of progression and everything is flat and all content can be experienced, then there is no drive to excel.[14] – Steven Sharif
Raid tiers
Tiers of raid difficulty are in accordance with the world's node structure.[24][25]
The more developed a zone the more challenging the content; and we feel that's a good progression when it comes to actual adventuring class, because it will match both world development and it will also continue to allow for participation for new players, if they may go into a zone that's recently been reset by either a siege or some other event.[25] – Steven Sharif
Raid strategies
تاراغلا will have elements that can be pre-planned.[26]
Raids will also have dynamic elements that can change from session to session.[26]
- The types and numbers of bosses and mobs present in the raid and their skill repertoire.[26]
- Variables are manifested based on node progression.[26]
- The number of metropolis nodes developed.[26]
- The types of metropolis nodes developed.[26]
- 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.[26]{{ndash|Steven Sharif}
Raid mechanics
Boss fights will have fairly intricate mechanics.[28]
- 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.[28] – Steven Sharif
- Multiple phase fights.[28]
- Adds.[28]
- Random skill usage.[28]
- Fights will require location, mobility and strategy.[28]
- Boss mechanics may be affected by changes in climate or time of day.[29]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[30][28]
- Players can utilize boss mechanics against other players.[30]
- 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.[30] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[31]
- Animation tells.
- Templates.
Mobs
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.[34]
- 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.[34] – Steven Sharif
- Not all creatures are immediately hostile to players.[35][36] Some creatures may hunt other creatures.[37]
- 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.[36] – Steven Sharif
- There will be flying mobs, but not in terms of requiring a flying mount to engage them.[38]
- 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.[38] – Steven Sharif
- Certain world bosses and elite monsters will path/roam throughout the world.[11][12] Other mobs will have leashes that will cause the mob to reset if it moves too far from its point of origin.[39]
- 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.[39] – Steven Sharif
- In general, mobs will not leave footprints or cause screen-shake; but larger monsters and bosses may do.[40][41] Screen shake will be customizable in user interface settings.[40][42][43]
- 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.[40] – Steven Sharif
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[44]
- Certain bosses and creatures will have voice lines along with other audio cues.[8]
Announcements/Notifications
There will be local, regional, or global (server-wide) announcements/notifications of important events.[47][48]
- راصحلا هعلق.[48]
- ةدقعلا راصحلا.[48]
- Legendary world boss spawns.[48]
- Mob attacks and Monster coin events.[49][50][51]
- Dungeon opportunities.[51]
Event notifications will utilize different methods depending on the stage (scope and level) of the event.[47]
- Local events
- Local events (such as caravan PvP)[52][53][54] may prompt players via the UI asking if they wish to participate or not.[47]
- Other local events may offer audible or visual cues without any UI notifications.[47]
- Local events that have not been addressed may start to expand regionally or even globally.[47]
- One important thing to note about events in general is notifications are sent to the players. Players can opt into these events in a similar way that you would into a quest. You're going to be presented with a 'would you like to participate' but they might not always be that way. You might hear trees falling in the forest and that may be an audio cue to tell you something's happening over there. It's out of the ordinary. This is not normally an audio cue that I hear in this area and i'm gonna go investigate that thing. So it might not just be always that UI window represented with a 'participate or not' but I'm going to go investigate and in that sense it could be stage driven. So you might have the more local stage where it is just the visual or audio cues and you get to go participate in that stage; and then when it advances, or if you don't answer the problem in time, then it starts to expand regionally and then it might send out particular notifications to either citizens of the node from which it falls under its purview or even broader than that. It could be global driven events and then it could have things that are are visual cues that are really big like a giant blizzard that's affecting the zone, because the event hasn't been addressed; and that can affect the crop rotations or it can affect passages and roads and how caravans move. There's a lot that the predicate system informs to the event system and then the event system reacts to those types of predicates.[47] – Steven Sharif
- Node-based events
- Certain node-based events will be broadcast to node citizens,[47][51] others, such as caravans, will not be announced and will instead rely on player word-of-mouth.[48]
- Node advancement notifications will be broadcast depending on the node's stage.[55]
- Expedition ( ﺡﺮﺴﻤﻟﺍ 1) and Encampment ( ﺡﺮﺴﻤﻟﺍ 2) nodes will announce within proximity of the node.[55]
- Village ( ﺡﺮﺴﻤﻟﺍ 3) nodes will have region-wide announcements.[55]
- Town ( ﺡﺮﺴﻤﻟﺍ 4) and higher will likely broadcast world-wide.[55]
- New citizens of a node may be announced in a dedicated node citizen chat channel.[56]
- Election notices will be mailed to the accounts of citizens.[56]
- Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[51] – 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.[58][59]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[58][60][61][62]
- Higher frequency of AoE attacks depending on how many players are participating.[60]
- Unlock rage, recovery effects and buffs.[63][60]
- Supporting other monster types or classes nearby.[63]
- Additional adds and add classes.[60]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[64]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[65]
- 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.[58] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[66]
- 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.[66] – Steven Sharif
بهنلا
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[69][70][71]
- Group loot rules are defined on a per-rarity basis.[67]
- A majority of party members must vote to approve any changes to group loot allocation changes.[68]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[72]
- There won't be auto-looting pets.[73]
- It will be possible to kick a player from a party prior to them acquiring loot.[74]
- 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.[74] – Steven Sharif
- Free-for-all.[71]
- Whoever is first to loot gets the loot.[69]
- 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.[71]
- With round-robin looting, party members take turns looting.[71]
- This is a traditional need before greed system based on dice rolls.[71]
- 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.[75]
- Bidding system.[71]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[71]
Loot tables
- Mobs drop glint, رصانعلا, and crafting materials in preference to gold.[76][77]
- Glint is not bound to a specific region and can be also dropped by players on death as stolen glint, based on applicable death penalties.[78][79][80][81][76][82]
- The rarity of glint increases with the mob's level.[83]
- Loot tables are disabled for player controlled monsters.[84]
- 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.[85]
- Experience debt decreases the drop rate percentages from monsters.[86]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[87][88]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[87][89][90]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- Loot tables will likely not be affected by weather conditions.[29] This was previously listed as a possible effect.[92]
- There won't be specific loot drops for artisans.[93] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[94]
- 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.[93]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[95][70]
- The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[95][70]
- These numbers will be balanced based on testing.[95]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[95][70]
- We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[95] – Steven Sharif
- Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
- A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[96] – Steven Sharif
Crafted items
Crafted items (also referred to as Completed items, Finished goods, or Final products) are items produced by crafter artisans using crafting stations.[97][98][99][100][101][102]
- Completed items can be accessed by players in warehouses at any node regardless of citizenship or housing ownership.[103][97][104]
- Crafted gear is considered best-in-slot in Ashes of Creation.[100]
- Previously it was stated that crafted items will be on-par with boss dropped items.[88][105][106]
- Crafters will be able to assign different skills/abilities and stats on gear.[107][108]
- Master crafters will be able to influence several (but not all) stats on their crafted items.[107][109]
- Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best shit. Excuse me, the best things.[100] – Steven Sharif
- The rarity of crafted items will be commensurate with the effort required to gather, process and craft the items.[106]
- Stats on crafted items will vary based on the item's rarity.[91]
- Gear appearance is influenced by the rarity of the crafted item.[110]
- That plays into our crafting system in and of itself. The idea is for those stats to be variables that can be dictated based on the mastery level of the particular crafter; and the higher they become a master of those professions, whether it be for armor or for weapons or for accessories, they're going to have some agency and put their mark on essentially what items they're introducing into the economy.[91] – Steven Sharif
- Crafters are able to influence what their crafted items will look like.[107][111]
- At the moment, harnessing corruption to warp items into demonic or decayed things is not on the cards.[112]
- A crafter's name is embedded in the items they craft.[113]
- We believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.[59]
Mount and pet drops
دعاصتي and pets are dropped by world bosses on a very rare basis.[114]
Temporary mounts
Temporary mounts that drop from bosses will age and eventually die.[115]
Adaptive content
نقطة إهتمام جديدة (مثل الدهاليز و زعماء العالم) تظهر بعقد(بشكل) متطور.[116] هذا المحتوي يتكيف مع تطور المناطق الموجودة به.[117]
- سوف تتغير الكثافة.[117]
- صعوبة المحتوي سوف تتغير.[117]
- قد يتغير المحتوي بلكامل , إعتمادا علي ما يتطور وكيف يتطور .[117]
- أنواع جديدة من الوحوش وإختلاف القصة (المهمات).[117]
- فقط بعض الدهاليز سوف تصبح متاحة في حالة أن العقد تطور لمراحل معينة .[118]
- القصة(المهات) داخل الدهليز سوف تعتمد علي قوس المهمة التي تتكون من الطرق المختارة عن طريق نظام العقد.[118]
- الجوائز في المناطق و الدهاليز سوف تكون مقيدة بتقدم المنقطة الموجودة بها.[118]
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.[118]
Player driven narrative
The world of Verra will be the same on each server, but دقعلا will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[120]
- 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".[121]
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.[122]
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.[123] – 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.[85]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[87][89][90]
- Legendary equipment is only dropped by Legendary world bosses.[4]
- Legendary equipment will have a roughly 6-12% improvement in base stats, subject to testing and balancing.[124]
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.[89] – Steven Sharif
- Gatherers must have high quality tools to gather rare resources.[89]
- Processors must have high tier processing buildings on their freehold to produce rare materials.[89]
- Crafters must also satisfy certain prerequisites to craft legendary equipment.[89]
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.[90] – Steven Sharif
Certain legendary items may be limited to one per server at any given time.[125][126]
- If the player character leaves the server then the item will become available for acquisition through whatever means it was acquired previously.[125]
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.[126]
A legendary weapon is easily distinguished by its visual appearance.[90]
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.[90] – Steven Sharif
Legendary items are not intended to be temporary.[127]
- A notable exception to this is Royal mounts.[128]
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.[127] – Steven Sharif
Discovery of legendary items will unlock further chapters of the ملعلا.[129]
تالمعلا شحولا
تالمعلا شحولا enable players to play as monsters within the monster coin event system. This ranges from playing as a horde of zombies, to becoming a massive dragon.[133][49][134]
- During a Monster Coin Event, players will be able to activate Monster Coins, allowing them to become monsters and wreak havoc! These Events can be triggered in a variety of different ways, and in some cases they may even provide cosmetic rewards.[45]
Monster coin events are system spawned events.[49][135]
- They are structured in a way to prevent groups from gaming the system.[135]
- Monster coin events are triggered by activity in the world, such as node advancement, defeating a boss or constructing certain types of buildings within a node.[136]
- Server messages appear for players in the vicinity of these dynamic events.[137]
- The player will have a number of potential objectives they can choose to attack during the event. This may include node buildings, points-of-interest, dungeon, NPC, or other open-world objective.[130]
- When you're playing as a as a monster from the monster coin use as part of an NPC event that might be targeting a node, or other some other open-world objective or POI, or dungeon, you get to participate as a monster and your focus is completing objectives that have already been prescribed as part of the event.[130] – Steven Sharif
- Drop tables are disabled for player controlled monsters.[84]
- Monster coins only allow a character to participate in events on their own server.[138]
- NPC hate lists do not affect monster coin events.[130]
The Ancients are not going to be part of the monster coin system.[139]
- Traditionally, the Ancients are not going to be part of the Monster Coin system. These are the primary antagonists of the story. From a lore perspective, and one of the reasons why they're not a part of the Monster Coin system, is because their souls have really developed almost to the point of perfection in manipulating the Essence for more corrupt uses. They haven't quite gotten there, and who knows if they ever will, but that attunes them out of the possibility: The reason why the monster coin system is possible with other creatures.[140] – Steven Sharif
Impact on nodes
Monster coin events (Bosses) cannot destroy or delevel nodes.[141] They can disable certain buildings, services and NPCs within a node.[142][137] ةدقعلا راصحلا are the chief mechanic for destroying nodes.[141]
- Monster coin events do not occur before sieges.[143]
- Monster coin events do not occur during sieges.[144]
- Destruction of certain buildings during a monster coin event could have local, regional, or even global economic impacts.[145]
- For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[145] – Steven Sharif
Day/night cycle
Ashes of Creation Apocalypse horde mode
Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[146][147][148]
- Each wave is more difficult than the last.[148]
- Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[149]
- تالمعلا شحولا enable players to join the game as part of the horde.[148]
Horde mode will include adaptive AI boss mechanics.[147] Rewards are obtained dependent on progress against these NPCs.[150]
Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[150] – Steven Sharif
Horde mode is specifically for testing.[150]
- Testing the blackboard for the AI.[150]
- NPCs with different adaptive AI focuses:[150]
It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[150] – Steven Sharif
Artwork
See also
عجارملا
- ↑ البث المباشر, 2020-03-28 (1:58:18).
- ↑ البث المباشر, 2020-11-08 (12:40).
- ↑ البث المباشر, 2020-11-08 (12:47).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 البث المباشر, 2020-07-25 (46:08).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 البث المباشر, 2023-01-27 (1:10:12).
- ↑ 6.0 6.1 6.2 البث المباشر, 2023-05-31 (41:16).
- ↑ 7.0 7.1 7.2 7.3 7.4 البث المباشر, 2023-03-31 (1:20:41).
- ↑ 8.0 8.1 البث المباشر, 2023-05-31 (45:26).
- ↑ مقابلة, 2021-06-13 (11:15).
- ↑ فيديو, 2020-05-31 (17:20).
- ↑ 11.0 11.1 11.2 11.3 مقابلة, 2023-09-10 (28:15).
- ↑ 12.0 12.1 12.2 12.3 البث المباشر, 2021-03-26 (54:26).
- ↑ 13.0 13.1 البث المباشر, 2023-05-31 (43:55).
- ↑ 14.0 14.1 14.2 14.3 14.4 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:42:14).
- ↑ البث المباشر, 2021-11-19 (55:31).
- ↑ البث المباشر, 2023-05-31 (42:06).
- ↑ البث المباشر, 2023-05-31 (45:47).
- ↑ البث المباشر, 2023-04-07 (55:22).
- ↑ البث المباشر, 2023-03-31 (1:00:16).
- ↑ البث المباشر, 2022-10-28 (32:52).
- ↑ البث المباشر, 2017-06-01 (37:39).
- ↑ البث المباشر, 2022-03-31 (1:10:43).
- ↑ فيديو, 2021-05-28 (5:40).
- ↑
- ↑ 25.0 25.1 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:39:47).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-07-09 (22:24).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 البث المباشر, 2018-04-8 (PM) (1:14:01).
- ↑ 29.0 29.1 البث المباشر, 2022-05-27 (1:14:46).
- ↑ 30.0 30.1 30.2 مقابلة, 2023-09-10 (32:16).
- ↑ البث المباشر, 2017-05-22 (49:38).
- ↑ البث المباشر, 2020-07-31 (1:45:40).
- ↑ البث المباشر, 2020-06-26 (1:14:42).
- ↑ 34.0 34.1 البث المباشر, 2017-05-26 (24:33).
- ↑ فيديو, 2023-05-31 (4:17).
- ↑ 36.0 36.1 البث المباشر, 2023-02-24 (1:22:04).
- ↑ فيديو, 2023-05-31 (5:01).
- ↑ 38.0 38.1 البث المباشر, 2021-06-25 (1:28:02).
- ↑ 39.0 39.1 البث المباشر, 2022-05-27 (1:00:23).
- ↑ 40.0 40.1 40.2 البث المباشر, 2023-05-31 (43:04).
- ↑ البث المباشر, 2023-05-31 (40:52).
- ↑ فيديو, 2022-06-30 (24:18).
- ↑
- ↑
- ↑ 45.0 45.1 45.2 Types of Events on Verra.
- ↑ البث المباشر, 2022-04-29 (32:29).
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 47.8 البث المباشر, 2022-04-29 (42:31).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 البث المباشر, 2018-05-04 (48:14).
- ↑ 49.0 49.1 49.2 البث المباشر, 2022-04-29 (39:00).
- ↑ البث المباشر, 2021-06-25 (1:13:30).
- ↑ 51.0 51.1 51.2 51.3 مقابلة, 2018-08-17 (24:48).
- ↑ مقابلة, 2020-03-27 (16:19).
- ↑
- ↑ البث المباشر, 2017-05-22 (40:40).
- ↑ 55.0 55.1 55.2 55.3 البث المباشر, 2021-04-30 (1:01:10).
- ↑ 56.0 56.1 البث المباشر, 2020-10-30 (1:01:00).
- ↑ 57.0 57.1 البث المباشر, 2021-06-25 (21:24).
- ↑ 58.0 58.1 58.2 مقابلة, 2023-09-10 (34:51).
- ↑ 59.0 59.1 About Ashes of Creation.
- ↑ 60.0 60.1 60.2 60.3 مقابلة, 2021-06-13 (22:20).
- ↑ البث المباشر, 2017-07-28 (43:57).
- ↑ البث المباشر, 2017-05-05 (11:55).
- ↑ 63.0 63.1 البث المباشر, 2022-07-29 (1:23:56).
- ↑ البث المباشر, 2022-02-25 (1:03:32).
- ↑ البث المباشر, 2018-04-8 (PM) (3:56).
- ↑ 66.0 66.1 66.2 66.3 66.4 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-05-11 (24:23).
- ↑ 67.0 67.1 67.2 67.3 67.4 67.5 67.6 فيديو, 2023-01-27 (16:44).
- ↑ 68.0 68.1 فيديو, 2023-01-27 (32:01).
- ↑ 69.0 69.1 البث المباشر, 2020-11-30 (1:01:40).
- ↑ 70.0 70.1 70.2 70.3 البث المباشر, 2020-07-25 (1:24:56).
- ↑ 71.00 71.01 71.02 71.03 71.04 71.05 71.06 71.07 71.08 71.09 71.10 71.11 Group dynamics blog.
- ↑ البث المباشر, 2023-01-27 (1:08:06).
- ↑ البث المباشر, 2022-04-29 (1:04:52).
- ↑ 74.0 74.1 البث المباشر, 2023-05-31 (1:07:45).
- ↑ البث المباشر, 2020-11-30 (1:12:03).
- ↑ 76.0 76.1 مقابلة, 2020-07-18 (27:11).
- ↑ البث المباشر, 2017-05-24 (44:14).
- ↑
- ↑ مقابلة, 2023-09-10 (53:47).
- ↑ البث المباشر, 2021-03-26 (1:07:33).
- ↑
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2017-05-05 (43:05).
- ↑
- ↑ 84.0 84.1 البث المباشر, 2017-05-03 (35:25).
- ↑ 85.0 85.1 مقابلة, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 87.0 87.1 87.2 مقابلة, 2020-07-19 (8:43).
- ↑ 88.0 88.1 February 8, 2019 - Questions and Answers.
- ↑ 89.0 89.1 89.2 89.3 89.4 89.5 مقابلة, 2020-07-20 (21:57).
- ↑ 90.0 90.1 90.2 90.3 90.4 البث المباشر, 2018-04-8 (PM) (55:49).
- ↑ 91.0 91.1 91.2 البث المباشر, 2020-12-22 (1:15:01).
- ↑ فيديو, 2022-05-27 (2:21).
- ↑ 93.0 93.1 البث المباشر, 2024-02-29 (1:22:09).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:44:54).
- ↑ 95.0 95.1 95.2 95.3 95.4 البث المباشر, 2022-03-31 (1:23:06).
- ↑ البث المباشر, 2022-06-30 (1:16:22).
- ↑ 97.0 97.1
- ↑
- ↑ البث المباشر, 2023-04-07 (31:49).
- ↑ 100.0 100.1 100.2 البث المباشر, 2022-06-30 (1:18:55).
- ↑ البث المباشر, 2020-01-30 (1:38:26).
- ↑ البث المباشر, 2017-05-12 (1:00:18).
- ↑
- ↑ مقابلة, 2023-09-10 (47:13).
- ↑
- ↑ 106.0 106.1 البث المباشر, 2017-05-10 (14:45).
- ↑ 107.0 107.1 107.2 البث المباشر, 2020-11-30 (1:05:22).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (59:58).
- ↑
- ↑ البث المباشر, 2023-11-30 (1:40:11).
- ↑ البث المباشر, 2017-05-24 (24:19).
- ↑
- ↑
- ↑
- ↑
- ↑ البث المباشر, 2017-11-17 (36:22).
- ↑ 117.0 117.1 117.2 117.3 117.4 البث المباشر, 2017-11-17 (18:29).
- ↑ 118.0 118.1 118.2 118.3 MMOGames interview, January 2017
- ↑ فيديو, 2023-03-31 (28:11).
- ↑ البث المباشر, 2017-05-19 (37:03).
- ↑ البث المباشر, 2019-12-17 (1:10:30).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ البث المباشر, 2017-05-22 (28:02).
- ↑ البث المباشر, 2021-03-26 (1:02:06).
- ↑ 125.0 125.1 البث المباشر, 2022-03-31 (1:15:02).
- ↑ 126.0 126.1 البث المباشر, 2017-05-15 (38:08).
- ↑ 127.0 127.1 البث المباشر, 2018-07-09 (25:34).
- ↑ البث المباشر, 2018-04-8 (PM) (51:49).
- ↑ البث المباشر, 2017-05-19 (44:18).
- ↑ 130.0 130.1 130.2 130.3 البث المباشر, 2022-07-29 (1:20:24).
- ↑ فيديو, 2017-05-25 (0:02).
- ↑ IGN: Ashes of Creation first look: An MMO that lets you be the boss.
- ↑ البث المباشر, 2023-06-30 (1:50:52).
- ↑
- ↑ 135.0 135.1
- ↑ البث المباشر, 2017-05-26 (22:19).
- ↑ 137.0 137.1 البث المباشر, 2017-05-03 (36:25).
- ↑ البث المباشر, 2021-06-25 (1:36:05).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2020-11-15 (47:12).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2020-11-15 (51:22).
- ↑ 141.0 141.1 البث المباشر, 2017-05-24 (22:30).
- ↑
- ↑
- ↑
- ↑ 145.0 145.1 البث المباشر, 2022-04-29 (1:07:20).
- ↑ مقابلة, 2018-08-24 (13:17).
- ↑ 148.0 148.1 148.2 148.3 البث المباشر, 2018-09-01 (54:06).
- ↑ البث المباشر, 2018-08-17 (30:29).
- ↑ 150.0 150.1 150.2 150.3 150.4 150.5 150.6 150.7 مقابلة, 2018-08-08 (4:00).