Group dynamics

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Group dynamics aim to bring players together.[1]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[1]

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.[3]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[4][5]

  • Parties have up to eight (8) players in a single group.[1]
  • Raids will have 40 man groups.[6]
  • Content will be tailored for 40, 16 and 8 person group sizes.[7]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[8]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[9]
  • 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.[3]

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.[1]

Content isn't locked behind guilds.[10]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[11]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[11]


  • Experience gained from killing mobs and bosses when in a group is divided by the number of party members based on damage done by the group (compared to any other parties attacking that mob or boss).[12]
    • A multiplier is then applied that increases with the number of party members. The multiplier is between 1.3 and 1.4 (approximately).[13]
    • Experience gained is not affected by looting rights.[12]
  • Experience gained from quest rewards is not shared with other party members.[13]


Баланс это очень важный аспект этой классовой системы, мы хотим чтобы для каждой из возможных комбинаций была своя роль.[14]Steven Sharif

Вы не будете делать 64 класса для того чтобы играли четырьмя.[14]Питер Пилон

Баланс Ashes of Creation "сфокусирован на группах".[15]

Будут присутствовать расклады в 1v1 где один класс будет гораздо сильнее другого; и это должно быть по принципу камень-ножницы-бумага. Мы хотим чтобы для разных классов можно было подобрать сильные против них классы... Это будет сфокусированный на группах баланс, где пока у вас есть присутствие в группе разных классов вы находитесь наравне с другими. Это будет сильно зависеть от навыка и стратегии.[15]Steven Sharif

Некоторые вторичные архетипы способны в какой-то мере "уравнять" с классом против которого слаб текущий.[16]

Некоторые архетипы способны уменьшить разрыв между ними и сильными против них классами. Например, если я Танк и меня контрит Маг, я могу взять вторичный архетип Мага и несколько уменьшить его эффективность; после чего работать дальше в этом направлении.[16]Steven Sharif

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Доски объявлений are used to encourage localized grouping.[17]

Доски объявлений

Доски объявлений are available within nodes[17] and player taverns.[19]

Bulletin board jobs

Job types include.[17]

Looting rules

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[26][27][1]

Whoever is first to loot gets the loot.[26]
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.[1]
With round-robin looting, party members take turns looting.[1]
Need before greed
This is a traditional need before greed system based on dice rolls.[1]
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.[28]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[1]
  • The highest bidder wins the item.[1]
  • The gold then goes into a pool that is split among the rest of the party members.[1]

Party roles

В Ashes of Creation будет традиционная тройка (Tank, DPS и саппорт (хилер)) ролей .[1][29]

  • Хотя традиционные роли и присутствуют в игре, игроки не должны чувствовать себя "заклеймёнными" своим первичным архетипом.[1][29]
  • Аугменты умений возможны при помощи системы классов и они позволяют персонажам выйти за рамки своей основной роли.[1][29][30]
  • Игроки также могут сосредоточиться на своем архетипе, чтобы усилить свою основную роль.[1][29]

У нас есть восемь основных архетипов; и троица является довольно сильным влиянием в отношении восьми основных классов. Однако, областью в которой мы начинаем играть с линией между частями троицы являются вторичные классы которые можно выбрать. Таким образом мы начинаем смешивать эти пространства и позволять игрокам немного влияния на свою роль и их место в определённой категории внутри троицы.[31]Steven Sharif

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[32]


An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[33][34]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[33]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[34]Steven Sharif

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