Gameplay

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Мы предпочитаем описывать себя как PvX игру, потому что системы PvP, PvE, крафта, все они переплетаются: они взаимосвязаны... И наша система разработки действительно требует взаимосвязей между этими вещами. Вам будут нужны крафтеры, чтобы получить наилучшие предметы. Вам будут нужны любители PvP, чтобы защищать города и замки. Вам будут нужны любители PvE, чтобы справиться с мировыми боссами и добыть материалы для крафта.[1]Steven Sharif

Ashes of Creation, это PvX игра.[2] Игроки будут участвовать и в PvP и в PvE элементах.[3][4] Маловероятно, что игрое сможет сфокусироваться исключительно на PvP, или только на PvE.[4]

Мы очень чётко понимаем нашу цель и философию игры и мы понимаем, что мы вероятно не можем понравиться всем. Но знаете - это важная взаимосвязь между контентом, относящимся к PvE и контентом, относящимся к PvP и они поддерживают друг друга. Они являются катализаторами изменений - их прогресс, их развитие.Это то, что люди могут ценить, когда они видят как что-то приобретается и что-то теряется. Это вызывает эмоциональный отклик у игрока: они вложили время либо в успех, либо в неудачу; И PvP позволяет внедрить этот элемент в геймплей. И мы однозначно понимаем, что это наша цель: соотношение риска к награде; менталитет, основанный на достижениях. Не каждый станет победителем и это нормально.[7]Steven Sharif

PvP

PvP является катализатором изменений в Ashes of Creation.[9] Сражения между игроками задуманы быть значимыми, от битв за караваны до обширных сражений в открытом мире за королей и королев.[10]

Так как игроков вдохновляют разные вещи и они хотят от игры что-то чего другие игроки не хотят, возникнут конфликты между игроками. Разные игроки захотят разного опыта и конфликт между ними создаст больший и лучший опыт. Из борьбы исходит перерождение и это основной символ, ключевая тема которая проходит сквозь игру.[11]Джеффри Бард

В Ashes of Creation полно причин для PvP в открытом мире.[12]

Только потому что наша система флагов даёт скверну ПК не значит что PvP не будет происходить. Есть много причин для PvP в открытом мире. Редкие ресурсы, охотничьи угодья в открытом мире, караваны, осады, гильдийные войны и так далее.[12]Steven Sharif

Caravan PvP

Caravan PvP in Alpha-1.[13]

You won't be able to see inside specifically but as part of the caravan structure itself there will be little hints as to what the the cargo is. So for example if you've seen some of our recent footage with caravans you kind of see sitting on top of the caravan there's some gold or some silver or some iron.[14]Steven Sharif

Караваны create an open PvP zone that flags players for combat (purple).[15]

  • Players will not be able to see the exact contents of a caravan before they decide to attack or defend, however there will be some visual hints to the cargo of the caravan, such as gold, silver, or iron visible on top of the caravan.[14]
  • Players will be able to state their intentions to attack, defend or ignore via a user interface window.[16][17][18]
    • The proximity that the UI window appears is determined by the player's performance as either a defender or an attacker in previous raids.[16]
  • A group will be required to successfully attack a caravan.[19][20]
  • A caravan will persist in the world for a period of 5 to 10 minutes from the time its owner logs out or is disconnected from the server.[21]

It's still intended from a design standpoint to be a window that is presented to the player based on proximity; and that proximity it can be greater depending on your performance as either a defender or an attacker in previous raids.[16]Steven Sharif

There will be incentives for both caravan attackers and defenders.[22] These will be tested and refined during the alpha and beta testing phases.[23]

  • A quest system will track a player's successful or failed defenses and attacks. This will provide rewards that scale up over time based on the player's history.[22][23]
  • Other incentives are social and are created (informally) between players.[23]

The caravan defender role is going to have its own progression questing and rewards associated with it that are going to attract a certain subset of players and then you know vice-versa wise we're going to have incentives that appeal to the more highway brigand type players; and you know you might not always be on one side or the other: that might change depending on what your interests are in the at the time. But obviously you know those types of systems need to have robust you know consequential type rewards and benefits associated with them in order to compel the player; and that's something obviously we're going to test in alphas and betas and see how performant it is in actually attracting players to participate and make sure it's not just one-sided so-to-speak.[23]Steven Sharif

Also the hope would be that the people who are running the caravans can offer their own rewards that "Hey if you come help me defend this thing I'll give you some cut", or that these are my friends or these are my guilds- that a lot of the sort of incentive is social and created between players.[23]Джеффри Бард

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Castle sieges

Alpha-1 castle siege gameplay.[24]

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[25]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[26]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[34]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[34][35]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[34][35]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[35][36]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[34][35]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[35][36]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[37]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[38]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[35]Steven Sharif

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Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[40]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[42][33]

  • Players will be able to join guilds. These guilds can register for the siege events.[40]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[40]
  • Attackers will start on the opposite end of the map (from the defenders).[40]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[40]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[40]
    • Trebuchets will be fully physical when they are being driven.[40]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[40]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[40]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[31][32][30]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[31]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[42]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[42]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[33]Steven Sharif

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Осады узлов

Осады узлов позволяют игрокам сбавить уровень узла (обратить его прогресс) и уничтожить узел вообще. Таким образом этот процесс открывает путь к новому развитию и доступ к контенту скрытому в окружающих узлах. Благодаря этой механике, политическая борьба и интриги играют важную роль в структуре мира.[45]

Осада Узлов не будет простой задачей для атакующих. Города и Метрополисы будут давать значительное преимущество обороняющимся.[45] Автоматические PvE осады могут быть запущены в отношении узлов которые недостаточно активны.[46]

Если у вас есть дом в Узле и вы не хотите увидеть его уничтожение, вам необходимо защитить этот город![11]Steven Sharif

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Guild wars

Guild war features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.[47]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[48]
  • Guild wars will not be permanent. Definitive victory conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[49]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[47]Steven Sharif

Objectives spawn in the world based on the level of the guild war and the assets available to the guilds, whether it be a guild hall or guild fortress.[47] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[48]

  • For example, if a guild has recently become owners of a guild hall on a freehold, objectives might be related to capturing a quest item in or around the guild hall that is only visible to the warring guild. Capturing this objective may require channeling time.[48]
  • There might be objectives to steal one of the quest items that the guild may have received from completing a raid.[48]
  • There may be bounty objectives to kill a particular guild member. The target may have increased damage mitigation and/or health against the warring guild and can call for help.[48]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[47]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[50]

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Hunting grounds

Hunting grounds are open-world PvP corruption-enabled areas that encompass most of the map.[51]

One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area.[54]Steven Sharif

Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out.[53]Steven Sharif

Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[55]

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Naval PvP

Operators of a ship's weapons platform can initiate naval PvP against another ship in the following three cases.[56]

Arenas

Пользовательский интерфейс арен с пред-альфы.[57]

Арены это PvP-сценарии в отдельных инстансах и не являются частью PvP в открытом мире.[58]

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PvE

Прохождение разработчиками PvE демо с PAX East 2018, Pre-alpha, 4 Апреля 2018.[59]

Система Узлов помогает генерации нового PvE контента, такого как квесты, подземелья, рейды и монеты монстров.[10]

Будет много PvE контента для всех типов игроков... Часть обещанного риска против награды: Вы рискуете временем которое вы уделяете чтобы получить шанс награды и успешного выполнения; это должно быть хорошим ощущением, в зависимости от количества посвященного времени. Я знаю что есть спектр казуальных и хардкорных игроков, уделяющих разное количество времени, с этим ничего не сделаешь, но поэтому мы имеем множество разных путей контента которые определяют то как игрок влияет на мир вокруг себя.[60]Steven Sharif

PvE контент адаптируется к развитию мира для того чтобы избежать повторяемости.[61]

Когда у вас есть сеттинг в котором происходит противостояние игрока с окружением, вы не хотите чтобы это было застойно и излишне повторяемо, потому что это ощущается недостатком. Нету компонента который увлекает.[61]Steven Sharif

Alpha-1 PvE content

PvE content in Alpha-1:

There's over 200 quests in the game right now. There's a bunch of dungeons. We've retooled all of the boss fights. Those dragons that you see in the siege are also in the world- part of the open-world too. There will be a slightly different- there are some extra mechanics in the siege versions versus the ones that are in the world, but there's plenty of cool things to get on both of them, so make sure you check them out and hunt them down.[32]Джеффри Бард

Quests

Alpha-1 early quest user interface.[67]

Questing in our world combines the best elements of traditional MMO’s as well as the introduction of our unique player driven experiences. Ashes of Creation offers area quests, public quests, and quest chains that change dynamically and in real time based on the player’s experiences and choices. Players will have the ability to directly alter world events and change the landscape through their actions, as an individual and as a community. Server quests will allow political rivals to compete for the fate of the world.[68]

Quests in Ashes of Creation are divided into three categories: Events, Tasks and Narrative quests.[69][70][71]

We’re going to be breaking up what is traditionally called ‘questing’ into three different categories: Narratives, Events, and Tasks. We want to avoid going down the path of trying to force narrative into gameplay where it doesn’t really fit (ie: filler stuff that doesn’t really relate to what’s happening in the world).[71]

Questing will be placeholder until Alpha-2.[62][63]

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Dungeons

Dungeons in Ashes of Creation will range in size and will be mostly open-world.[76][77]

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.[76]Джеффри Бард

Half the problem won't just be solving the dungeon, it will be solving other players too.[78]Джеффри Бард

Dungeon difficulty will increase the further a player ventures into the dungeon.[81]

  • Мобы and mob mechanics will become more difficult.[81]
  • Terrain and environmental dangers will increase.[81]

Deeper darker types of interactions will be found deeper in the dungeon.[81]Steven Sharif

There are approximately 6 or 7 dungeons in Alpha-1.[66]

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Raids

Raids will either be based on triggered events or more traditional systems. Traditional world bosses will change based on node development.[84]

We want things to be more fluid and one of the ways that we make them more fluid is through our triggered event system. That is one of the methods by which we make these more spontaneous. We make them more accessible to a wider audience. You can be just in the city and not normally be a part of a raid team, but now get to participate in this organic event that's kind of popped up around the city and if you are not participating then buildings are gonna get destroyed and NPCs are going to die... It's not just how fast can we do it, how will we get it done in its schedule, but oh my god this thing popped up if we don't kill it we're not going to access to our stables this week and we can't get our animal husbandry certificates... It's that risk versus reward that gives you a sense of adrenaline.[85]Steven Sharif

There is one true 40 person raid boss and an almost raid-level dungeon in Alpha-1.[66]

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World bosses

There will be ancillary effects that happen as a result of downing certain world bosses.[87]

When a server downs a legendary boss, I want it to cost time, resources, dedication; and when you do that I want everyone to benefit from it.[88]Steven Sharif

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Геймплейные видео

Gameplay screenshots

Смотрите также

Примечания

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  2. PvX definition.
  3. 3.0 3.1 Стрим, 12 мая 2017 (24:52).
  4. 4.0 4.1 4.2 4.3 Стрим, 5 мая 2017 (33:25).
  5. Стрим, 15 мая 2017 (14:05).
  6. pvx stats.png
  7. Стрим, 1 июня 2017 (37:39).
  8. Стрим, 15 Декабря 2017 (40:26).
  9. pvp catalyst.png
  10. 10.0 10.1 Ashes of Creation FAQ.
  11. 11.0 11.1 Видео, 30 Апреля 2017 (5:31).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 pvp meaningful.png
  13. Стрим, 28 March 2020 (1:27:28).
  14. 14.0 14.1 14.2 Стрим, 29 January 2021 (1:25:14).
  15. caravan zone.png
  16. 16.0 16.1 16.2 Интервью, 27 March 2020 (16:19).
  17. caravan UI.png
  18. Стрим, 22 May 2017 (40:40).
  19. Стрим, 15 May 2017 (45:20).
  20. Стрим, 22 May 2017 (40:41).
  21. Стрим, 25 July 2020 (55:32).
  22. 22.0 22.1 Стрим, 27 August 2021 (1:22:56).
  23. 23.0 23.1 23.2 23.3 23.4 Стрим, 26 February 2021 (1:16:21).
  24. Видео, 28 May 2021 (25:44).
  25. Blog: 10 facts about castle sieges in the MMORPG.
  26. 26.0 26.1 castle nodes.png
  27. Интервью, 29 July 2020 (31:05).
  28. Интервью, 18 July 2020 (13:13).
  29. castle-siege-scale.png
  30. 30.0 30.1 30.2 30.3 Подкаст, 11 April 2021 (49:40).
  31. 31.0 31.1 31.2 31.3 31.4 steven-siege-zone.png
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 32.8 32.9 Стрим, 30 April 2021 (41:18).
  33. 33.0 33.1 33.2 33.3 Blog: Creative Director's Letter, April 14 2021
  34. 34.0 34.1 34.2 34.3 Стрим, 28 August 2020 (1:43:03).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 Подкаст, 23 April 2018 (21:55).
  36. 36.0 36.1 Стрим, 23 August 2017 (23:00).
  37. Подкаст, 23 April 2018 (15:14).
  38. castle-taxes5.png
  39. Видео, 28 May 2021 (24:44).
  40. 40.0 40.1 40.2 40.3 40.4 40.5 40.6 40.7 40.8 Видео, 30 April 2021 (19:25).
  41. Видео, 28 May 2021 (19:04).
  42. 42.0 42.1 42.2 42.3 42.4 Видео, 30 April 2021 (13:02).
  43. 43.0 43.1 Стрим, 28 May 2021 (1:04:29).
  44. Видео, 4 Декабря 2016 (0:02).
  45. 45.0 45.1 A reactive world - Nodes.
  46. node atrophy.png
  47. 47.0 47.1 47.2 47.3 Подкаст, 4 August 2018 (1:54:15).
  48. 48.0 48.1 48.2 48.3 48.4 Подкаст, 18 August 2018 (1:12:34).
  49. Стрим, 22 December 2020 (1:08:41).
  50. Стрим, 22 December 2020 (1:13:51).
  51. 51.0 51.1 Стрим, 9 July 2018 (44:56).
  52. Стрим, 17 November 2017 (45:17).
  53. 53.0 53.1 Стрим, 1 June 2017 (35:42).
  54. Стрим, 19 May 2017 (24:17).
  55. pvp about.png
  56. 56.0 56.1 56.2 56.3 Стрим, 30 April 2021 (1:06:41).
  57. Стрим, 23 Августа 2017 (16:44).
  58. Стрим, 5 Мая 2017 (16:53).
  59. Видео, 4 Апреля 2018 (0:01).
  60. Стрим, 8 Апреля 2018 (PM) (1:14:01).
  61. 61.0 61.1 Подкаст, 9 Июля 2018 (22:24).
  62. 62.0 62.1 Blog: Creative Director's Letter, October 16 2020
  63. 63.0 63.1 Newsletter, 7 August 2018
  64. Стрим, 26 March 2021 (42:28).
  65. Интервью, 7 February 2021 (35:30).
  66. 66.0 66.1 66.2 66.3 66.4 66.5 Стрим, 26 March 2021 (39:08).
  67. Видео, 31 May 2020 (6:25).
  68. About Ashes of Creation.
  69. Видео, 31 May 2020 (5:25).
  70. Стрим, 15 May 2017 (20:58).
  71. 71.0 71.1 MMOGames interview, January 2017
  72. Стрим, 24 September 2021 (1:22:01).
  73. Стрим, 18 January 2018 (16:34).
  74. Стрим, 9 February 2018 (4:42).
  75. dungeons-leak.png
  76. 76.0 76.1 Стрим, 1 June 2017 (39:21).
  77. Стрим, 22 May 2017 (20:59).
  78. 78.0 78.1 78.2 Стрим, 27 September 2018 (43:21).
  79. 79.0 79.1 openworldinstancedsplit.png
  80. 80.0 80.1 Стрим, 28 March 2020 (1:48:36).
  81. 81.0 81.1 81.2 81.3 Стрим, 30 April 2020 (1:32:06).
  82. Видео, 31 May 2020 (1:40:18).
  83. Видео, 31 May 2020 (1:17:42).
  84. raid events.png
  85. Подкаст, 23 April 2018 (27:14).
  86. Видео, 31 May 2020 (17:20).
  87. Стрим, 19 November 2021 (55:31).
  88. Стрим, 8 April 2018 (PM) (1:09:37).