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Dungeons in Ashes of Creation will range in size and will be mostly open-world.[5][6]

There are going to be smaller, simpler, linear dungeons. There's going to be bigger, more complex, nonlinear dungeons. So, It's a little bit of both. We want the environment to be a character. In order for the environment to be a character, these places need to be interesting and there needs to be a dynamicism to them.[5]Джеффри Бард

Half the problem won't just be solving the dungeon, it will be solving other players too.[7]Джеффри Бард

Dungeon difficulty will increase the further a player ventures into the dungeon.[10]

  • Mobs and mob mechanics will become more difficult.[10]
  • Terrain and environmental dangers will increase.[10]

Deeper darker types of interactions will be found deeper in the dungeon.[10]Steven Sharif

Открытый мир

Окружение с затопленной равниной на Alpha-0.[11]

Ashes of Creation будет игрой с беспрерывным открытым миром.[12]

  • Между регионами не будет подгрузок или загрузочных экранов.

Будут иметь место подземелья и рейды в открытом мире. Планируется сохранить ощущение открытого мира и в то же время сыграть на преимуществах механик инстансов.[13]

  • Инстансы будут реализованы только в некоторых подземельях где желаемо подчеркнуть нарратив. Помимо них и арен будет не так много инстансов где-либо еще.[12]

Скорее всего мы сделаем инстансами только некоторые подземелья и арены. Вы скорее всего не увидите инстансов в других местах. То что вы будете видеть будет тем что вы получите.[12]Джеффри Бард

Система флагов PvP предоставляет возможность открытого конфликта.[14]

Dungeon scale

The intention is that dungeons are going to be "massive" in scale.[16]

  • Massive caverns and open world spaces.[16]
  • Places to suit larger and smaller commitments.[16]
    • Where people with 30 minutes can participate.
  • Dungeons are vast and have room for multiple groups.[17]


Будет создана программа менторства, в которой игроки более высокго уровня смогут получить выгоду от пребывания в группе и/или помощи игрокам более низкого уровня влиться в игру.[18]

  • Уровень или навыки не будут выравниваться чтобы позволить игрокам низкого уровня принимать участие в походах в подземелья с игроками более высокого уровня.[18]

Для игроков высокого уровня будут доступны возможности менторства игроков более низкого уровня. Допустим, если ваш друг присоединился к игре позже вас и вы всё ещё хотите играть вместе, у вас будет возможность. Сможет ли он зайти в подземелье вашего уровня и поучаствовать? Нет, потому что мы не хотим раздувать или сдувать персонажей и манипулировать навыками или силой таким образом. Мы хотим чтобы это было чем-то что имеет смысл с точки зрения развития персонажа.[19]Steven Sharif

Dungeon locations

Dungeons and other points of interest are located throughout the map in-between the 103 node locations.[20]

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.[21]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[21]
  • The higher the difficulty, the better the loot tables will be.[21]
  • Bosses and mobs will not auto-scale based on group size.[22]

Dungeon content

pasted image at 2017 10 26 07 13 pm.png

New points of interest (such as dungeons and world bosses) spawn as nodes develop.[23] This content adapts to the development of the zone it is in.[24]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[25]

Raid strategies

Raids will have elements that can be pre-planned.[26]

  • Required composition of DPS, healers and support.[26]
  • Key positioning.[26]

Raids will also have dynamic elements that can change from session to session.[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 kind of 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 you know 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 kind of 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]Steven Sharif

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[27]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[28]

  • The party size is eight (8) players for a single group.[29]
  • Raids will have 40 man groups.[30]
  • Content will be tailored for 40, 16 and 8 person group sizes.[31]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[32]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[33]
  • Castle sieges are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[27]

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.[29]

Content isn't locked behind guilds.[34]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[35]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.

Ashes of Creation Apocalypse group sizes

Group sizes in Ashes of Creation Apocalypse.[36]

There will be an option in the lobby where you are capable of joining a guild based match that you can link parties together up to a maximum of twenty individuals.[36]Steven Sharif

Loot tables

Monsters drop hunting certificates, Items and crafting materials rather than gold.[37][38]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[38]
  • Hunting certificates will also drop on a character's death.[37]
  • Hunting certificates can be traded with hunter NPCs within nodes.[37]
    • The level of the node and the distance of the node from the drop will determine the value of the certificate. Certificates redeemed from distant economic regions via the caravan system will provide higher returns (4 to 5 times greater in some cases) than certificates collected from the same region.[39][37]
    • The value of the certificates are also calculated (by the world manager algorithm) based on the volume of certificates being redeemed in each region.[39]
  • Hunting certificates can also be stored within node warehouses.[37]

Loot tables of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[40][31]

Loot tables are disabled for player controlled monsters.[44]

Experience debt decreases the drop rate percentages from monsters.[45]

Underwater dungeons

Underwater dungeons are part of Ashes of Creation naval content.[46]


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[47], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[48]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[49]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[50]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[51]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[51]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[52]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[52]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[53]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[53]Steven Sharif

Leader boards

Будут присутствовать доски лидеров для подземелий и рейдов.[54]

Jumping mechanics

Jumping over a pit trap in Alpha-0 Дюнхейм dungeon.[56]

Jumping puzzles will occasionally feature in the world.[57]

Jumping mechanics are present in the Alpha-0 Дюнхейм dungeon.[56]


Будут проводиться глобальные (серверные) объявления/оповещения о важных событиях.[58]

Локальные события узлов, такие как караваны объявляться не будут. Они должна будут передаваться из уст в уста самими игроками.[58]

Будь это осадой или сработавшим событием против города или уникальной возможностью для подземелья... Такого типа вещи будут включать оповещения. Особенно граждан города; где вы и будете проинформированы о наступающем событии. В общем, это предоставит вам время.[59]Steven Sharif



Смотрите также


  1. Стрим, 22 May 2017 (1:53:32).
  2. Стрим, 18 January 2018 (16:34).
  3. Стрим, 9 February 2018 (4:42).
  4. 4.0 4.1 dungeons-leak.png
  5. 5.0 5.1 Стрим, 1 June 2017 (39:21).
  6. Стрим, 22 May 2017 (20:59).
  7. 7.0 7.1 7.2 Стрим, 27 September 2018 (43:21).
  8. 8.0 8.1 openworldinstancedsplit.png
  9. 9.0 9.1 Стрим, 28 March 2020 (1:48:36).
  10. 10.0 10.1 10.2 10.3 Стрим, 30 April 2020 (1:32:06).
  11. Стрим, 16 Октября 2017 (11:51).
  12. 12.0 12.1 12.2 Стрим, 22 Мая 2017 (20:59).
  13. dungeon open.png
  14. Стрим, 19 Мая 2017 (24:17).
  15. Стрим, 28 March 2020 (1:53:18).
  16. 16.0 16.1 16.2 Стрим, 19 May 2017 (23:00).
  17. Стрим, 9 February 2018 (45:30).
  18. 18.0 18.1 Видео, 5 Апреля 2018 (40:08).
  19. Интервью, 24 Августа 2018 (8:52).
  20. 20.0 20.1 20.2 20.3 Стрим, 25 July 2020 (46:08).
  21. 21.0 21.1 21.2 Интервью, 19 July 2020 (14:51).
  22. Интервью, 19 July 2020 (17:12).
  23. Стрим, 17 November 2017 (36:22).
  24. 24.0 24.1 24.2 24.3 24.4 Стрим, 17 November 2017 (18:29).
  25. 25.0 25.1 25.2 25.3 MMOGames interview, January 2017
  26. 26.0 26.1 26.2 26.3 26.4 26.5 Подкаст, 9 July 2018 (22:24).
  27. 27.0 27.1 castle-siege-scale.png
  28. solo2.png
  29. 29.0 29.1 Group dynamics blog.
  30. Стрим, 9 May 2017 (34:38).
  31. 31.0 31.1 February 8, 2019 - Questions and Answers.
  32. partysize.png
  33. Стрим, 26 May 2017 (48:12).
  34. Стрим, 8 May 2017 (28:48).
  35. solo.png
  36. 36.0 36.1 36.2 36.3 36.4 36.5 Интервью, 17 August 2018 (18:53).
  37. 37.0 37.1 37.2 37.3 37.4 Интервью, 18 July 2020 (27:11).
  38. 38.0 38.1 Стрим, 24 May 2017 (44:14).
  39. 39.0 39.1 39.2 Интервью, 19 July 2020 (1:08:22).
  40. 40.0 40.1 Интервью, 19 July 2020 (8:43).
  41. Интервью, 20 July 2020 (21:57).
  42. Стрим, 8 April 2018 (PM) (55:49).
  43. Интервью, 18 July 2020 (1:00:15).
  44. Стрим, 3 May 2017 (35:25).
  45. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  46. Стрим, 17 May 2017 (30:53).
  47. pillars-confusion.png
  48. Blog: 10 facts about castle sieges in the MMORPG.
  49. Стрим, 5 May 2017 (23:26).
  50. Стрим, 19 May 2017 (25:18).
  51. 51.0 51.1 Стрим, 22 May 2017 (57:37).
  52. 52.0 52.1 Интервью, 11 May 2018 (44:20).
  53. 53.0 53.1 Интервью, 8 August 2018 (11:52).
  54. Стрим, 18 Июля 2017 (58:50).
  55. Стрим, 15 Мая 2017 (44:10).
  56. 56.0 56.1 Стрим, 9 February 2018 (10:42).
  57. Стрим, 28 July 2017 (39:49).
  58. 58.0 58.1 58.2 58.3 58.4 Стрим, 4 Мая 2018 (48:14).
  59. 59.0 59.1 59.2 Интервью, 17 Августа 2018 (24:48).