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الفرق بين المراجعتين لصفحة «World bosses»
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== References == | == References == | ||
− | [[Category:PvE]][[Category:Encounters | + | [[Category:PvE]][[Category:Encounters]] |
مراجعة ٢٠:١٠، ٢٢ أكتوبر ٢٠٢٢
- ملاعلا ءاسؤر will spawn at variable locations at variable times.[2][3][4]
- 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.[3] – Steven Sharif
- World and regional bosses will scale based on the types, locations, and progression of nodes.[6][7]
- World bosses will not scale to adapt to player levels.[6]
- Some world bosses will have stages of progression, such as defeating acolytes, then lieutenants, then generals, then the world boss itself.[8]
- At each stage there is increasing difficulty. This may be parsed out into different time periods and be behind a wall of development.[8]
- A single digit percentage of the population will be capable of defeating certain content.[8]
- There will be ancillary effects that happen as a result of downing certain world bosses.[9]
- This can positively impact the land management in that area.[10]
- 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.[11][12][13][14][15]
List of world bosses
- Adolescent Dragon of the Wood
- Adolescent Flame Dragon
- Daughter of Depravity
- It Before Whom All Tremble
- It Who Rends The Sky
- It Who Sunders The Land
- Son of Tundra
- Sorrow's Hunger
- Tumok the Wretched
- Yuna
Bosses
Bosses fall into the following types, with increasing levels of difficulty and loot tables, requiring greater numbers of players to kill.[7]
- Elites.[19]
- Hunting ground bosses.[19]
- Mini-bosses.[19]
- Dungeon bosses.[19][7]
- Raid bosses.[19][7]
- Regional/world bosses.[19][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.[4] – Steven Sharif
- Certain bosses and creatures will have voice lines along with other audio cues.[20]
- Some bosses and encounters will feature specific original sound tracks composed by Bear McCreary.[21]
- Named mobs/bosses will usually have a unique character appearance.[19]
List of dungeon bosses
List of raid bosses
- Brood Queen
- Elder Dragon of Flame
- Elder Dragon of the Tundra
- Elder Dragon of the Wood
- Negalith
- Tumok the Wretched
Boss mechanics
Boss fights will have fairly intricate mechanics.[23]
- 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.[23] – Steven Sharif
- Multiple phase fights.[23]
- Adds.[23]
- Random skill usage.[23]
- Fights will require location, mobility and strategy.[23]
- Boss mechanics may be affected by changes in climate or time of day.[24]
- Telegraphed animations, but no obvious telegraphed templates on the ground.[25][23]
- Players can utilize boss mechanics against other players.[25]
- 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.[25] – Steven Sharif
Telegraphs
In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[26]
- Animation tells.
- Templates.
PvE difficulty
The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[29]
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[29]
- Certain AI behaviors might activate based on progress within an encounter.[28][30]
- Bosses and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combatants in proximity to the encounter.[28][31]
- Both in Alpha-2 and when the game launches, there will be monsters whose technical level is above that of the cap; and the intent there is obviously again to provide some level of challenge that exceeds a comparable level challenge rating.{livestream|2023-11-30|1h53m50|V9F_AJl9ozY}} – Steven Sharif
- The higher the difficulty, the better the loot tables will be.[29]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[33] – Steven Sharif
- Q: So it's the sort of thing where it might be, we're going do a dungeon that's oops, all fire golems, so if everybody straps up with plate armor and fire resistance, you don't have to worry about the magic fire: you've got the fire resistance for. And when you start getting punched around, that's why everyone's come in with plate?
- A: The encounters design team presents a particular type of challenge rating- for those you're familiar with playing DnD or whatever, challenge rating gets informed by a few different vertical power levels, but then there's also the horizontal perspective: That is, what tools does your party have to address the challenge rating of the situation and some of the horizontal progression exists within how you kit your equipment slots. Some of those can be enhancements or stones, as you're discussing with fire resistance. Some of those are base stats that exist on a particular item, such as physical damage mitigation versus magical damage mitigation and what subtype of damage is incoming based on that. These are the ways that we emphasize that more rock-paper-scissors type of interaction with balance to where it's okay to have asymmetric imbalance if there are horizontal methods by which you achieve the challenge rating.[34] – 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.[36][37]
- Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[36][30][38][39]
- Higher frequency of AoE attacks depending on how many players are participating.[30]
- Unlock rage, recovery effects and buffs.[40][30]
- Supporting other monster types or classes nearby.[40]
- Additional adds and add classes.[30]
- Some NPCs may attempt to seek cover behind obstacles during encounters.[41]
- NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[42]
- 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.[36] – Steven Sharif
There are AI systems that don't relate to controlling NPCs.[43]
- 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.[43] – Steven Sharif
Level scaling
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[6][44][45]
- Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
- A: They will not scale based on player level, no.[6] – Steven Sharif
Mentor program
There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[45]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[46]
- There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[47] – Steven Sharif
- The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[46] – Steven Sharif
بهنلا
Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[50][51][52]
- Group loot rules are defined on a per-rarity basis.[48]
- A majority of party members must vote to approve any changes to group loot allocation changes.[49]
- The developers are considering using a double-tap interaction to loot all containers within a close proximity radius.[53]
- There won't be auto-looting pets.[54]
- It will be possible to kick a player from a party prior to them acquiring loot.[55]
- 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.[55] – Steven Sharif
- Free-for-all.[52]
- Whoever is first to loot gets the loot.[50]
- 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.[52]
- With round-robin looting, party members take turns looting.[52]
- This is a traditional need before greed system based on dice rolls.[52]
- 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.[56]
- Bidding system.[52]
- Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[52]
Loot tables
- Mobs drop glint, رصانعلا, and crafting materials in preference to gold.[57][58]
- 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.[59][60][61][62][57][63]
- The rarity of glint increases with the mob's level.[64]
- Loot tables are disabled for player controlled monsters.[65]
- 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.[66]
- Experience debt decreases the drop rate percentages from monsters.[67]
- Loot (loot tables) from world bosses or dungeon bosses has a small RNG chance of dropping gear (completed items).[68][69]
- There is a much higher chance that materials and unique recipes are dropped that can be used to craft items of equitable value.[68][70][71]
- Legendary equipment is only dropped by Legendary world bosses.[7]
- Loot tables will likely not be affected by weather conditions.[24] This was previously listed as a possible effect.[73]
- There won't be specific loot drops for artisans.[74] Previously it was stated that master gatherers may have the ability to "spoil" a boss' loot.[75]
- 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.[74]
Hunting certificates
Glint (previously known as Hunting certificates and Monster certificates) is a bound currency that drops from mobs and players, and is offered as a reward for completing certain quests, events, and achievements. Glint is intended to be the primary method for generating gold in the Ashes of Creation economy.[77][78][60][79][57][58]
- Glint serves a very integral role in the economy within Ashes of Creation. It is a material substance that is acquired through various means, but primarily hunting different antagonists within the world; and it is the physical form of Essence within the beasts of Verra. So when you acquire this it is bound to your character, and that is a very important component of the economic systems here because glint will be used to pay for certain services, such as taxation for buildings that you have, or citizenship dues that are necessary.[80] – Steven Sharif
- Glint is not localized to specific regions.[59][60][61][62][57][63] Previously it was stated that glint was specific to an economic region.[81][57][82][58]
- Glint occupies space within the spatial inventory system and must be transported via crates when in large quantities.[59]
- Glint can be sold directly to commodities vendors at hunting lodges within nodes to "make some quick money".[83]
- Glint may be traded with commodities vendors for player commodities. These commodities can then be transported to other nodes (via caravan or merchant ship) where they can be traded for gold.[60][81][57][82][58] The gold value is based on the demand for the commodity at the destination node (over the last seven days) as well as its distance from the originating node.[84][60]
- Glint will drop as stolen glint on a character's death, based on applicable death penalties.[60][61][62][57][63] Glint taken from caravan wreckages is also classed as stolen.[85] Stolen glint is not bound and may be redeemed for less than its original value at black market locations.[60][61]
- Glint may be used to pay housing taxes and citizen dues.[80][60][79]
- Glint can be stored within node warehouses.[57]
- Glint is not intended as crafting materials.[79]
Loot tagging
Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[86][51]
- 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.[86][51]
- These numbers will be balanced based on testing.[86]
- At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[86][51]
- 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[86] – 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.[87] – Steven Sharif
Artwork
2023-06-02 2023-06-01 2022-10-31 2022-08-27 2020-12-24
See also
عجارملا
- ↑ فيديو, 2020-05-31 (17:20).
- ↑ 2.0 2.1 2.2 مقابلة, 2023-09-10 (28:15).
- ↑ 3.0 3.1 3.2 البث المباشر, 2023-05-31 (41:16).
- ↑ 4.0 4.1 4.2 4.3 4.4 البث المباشر, 2023-03-31 (1:20:41).
- ↑ البث المباشر, 2021-03-26 (54:26).
- ↑ 6.0 6.1 6.2 6.3 البث المباشر, 2023-05-31 (43:55).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 البث المباشر, 2020-07-25 (46:08).
- ↑ 8.0 8.1 8.2 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, 2020-03-28 (1:58:18).
- ↑ البث المباشر, 2020-11-08 (12:40).
- ↑ البث المباشر, 2020-11-08 (12:47).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 البث المباشر, 2023-01-27 (1:10:12).
- ↑ البث المباشر, 2023-05-31 (45:26).
- ↑ مقابلة, 2021-06-13 (11:15).
- ↑ Forums - Dev Discussion #52 - Boss Mechanics
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 البث المباشر, 2018-04-8 (PM) (1:14:01).
- ↑ 24.0 24.1 البث المباشر, 2022-05-27 (1:14:46).
- ↑ 25.0 25.1 25.2 مقابلة, 2023-09-10 (32:16).
- ↑ البث المباشر, 2017-05-22 (49:38).
- ↑ Newsletter - June 2023.
- ↑ 28.0 28.1 28.2 البث المباشر, 2023-01-27 (1:34:06).
- ↑ 29.0 29.1 29.2 مقابلة, 2020-07-19 (14:51).
- ↑ 30.0 30.1 30.2 30.3 30.4 مقابلة, 2021-06-13 (22:20).
- ↑ مقابلة, 2020-07-19 (17:12).
- ↑ البث المباشر, 2023-11-30 (1:53:50).
- ↑ البث المباشر, 2022-05-27 (1:20:35).
- ↑ مقابلة, 2023-07-09 (1:40:41).
- ↑ 35.0 35.1 البث المباشر, 2021-06-25 (21:24).
- ↑ 36.0 36.1 36.2 مقابلة, 2023-09-10 (34:51).
- ↑ About Ashes of Creation.
- ↑ البث المباشر, 2017-07-28 (43:57).
- ↑ البث المباشر, 2017-05-05 (11:55).
- ↑ 40.0 40.1 البث المباشر, 2022-07-29 (1:23:56).
- ↑ البث المباشر, 2022-02-25 (1:03:32).
- ↑ البث المباشر, 2018-04-8 (PM) (3:56).
- ↑ 43.0 43.1 43.2 43.3 43.4 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-05-11 (24:23).
- ↑ مقابلة, 2021-06-13 (24:14).
- ↑ 45.0 45.1 فيديو, 2018-04-05 (40:08).
- ↑ 46.0 46.1 46.2 46.3 46.4 البث المباشر, 2020-09-30 (1:07:22).
- ↑ مقابلة, 2018-08-24 (8:52).
- ↑ 48.0 48.1 48.2 48.3 48.4 48.5 48.6 فيديو, 2023-01-27 (16:44).
- ↑ 49.0 49.1 فيديو, 2023-01-27 (32:01).
- ↑ 50.0 50.1 البث المباشر, 2020-11-30 (1:01:40).
- ↑ 51.0 51.1 51.2 51.3 البث المباشر, 2020-07-25 (1:24:56).
- ↑ 52.00 52.01 52.02 52.03 52.04 52.05 52.06 52.07 52.08 52.09 52.10 52.11 Group dynamics blog.
- ↑ البث المباشر, 2023-01-27 (1:08:06).
- ↑ البث المباشر, 2022-04-29 (1:04:52).
- ↑ 55.0 55.1 البث المباشر, 2023-05-31 (1:07:45).
- ↑ البث المباشر, 2020-11-30 (1:12:03).
- ↑ 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 مقابلة, 2020-07-18 (27:11).
- ↑ 58.0 58.1 58.2 58.3 البث المباشر, 2017-05-24 (44:14).
- ↑ 59.0 59.1 59.2
- ↑ 60.0 60.1 60.2 60.3 60.4 60.5 60.6 60.7 مقابلة, 2023-09-10 (53:47).
- ↑ 61.0 61.1 61.2 61.3 البث المباشر, 2021-03-26 (1:07:33).
- ↑ 62.0 62.1 62.2
- ↑ 63.0 63.1 63.2 ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2017-05-05 (43:05).
- ↑ 64.0 64.1
- ↑ البث المباشر, 2017-05-03 (35:25).
- ↑ مقابلة, 2020-07-18 (1:00:15).
- ↑ Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
- ↑ 68.0 68.1 مقابلة, 2020-07-19 (8:43).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ مقابلة, 2020-07-20 (21:57).
- ↑ البث المباشر, 2018-04-8 (PM) (55:49).
- ↑ البث المباشر, 2020-12-22 (1:15:01).
- ↑ فيديو, 2022-05-27 (2:21).
- ↑ 74.0 74.1 البث المباشر, 2024-02-29 (1:22:09).
- ↑ ﻲﺗﻮﺻ ﻦﻳﻭﺪﺗ, 2018-08-04 (1:44:54).
- ↑ 76.0 76.1 76.2 فيديو, 2023-10-31 (4:45).
- ↑ البث المباشر, 2023-10-31 (1:06:32).
- ↑ فيديو, 2023-10-31 (3:34).
- ↑ 79.0 79.1 79.2 البث المباشر, 2021-10-29 (1:06:31).
- ↑ 80.0 80.1 80.2 فيديو, 2023-10-31 (5:06).
- ↑ 81.0 81.1 مقابلة, 2020-07-19 (1:08:22).
- ↑ 82.0 82.1 مقابلة, 2019-04-17 (49:55).
- ↑ فيديو, 2023-10-31 (6:07).
- ↑ فيديو, 2023-10-31 (8:05).
- ↑
- ↑ 86.0 86.1 86.2 86.3 86.4 البث المباشر, 2022-03-31 (1:23:06).
- ↑ البث المباشر, 2022-06-30 (1:16:22).