Template:Leveling/es
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↑ 1.0 1.1 Livestream, July 31, 2020 (1:05:58).
↑ 2.0 2.1 Livestream, October 14, 2022 (23:15).
↑
↑ Interview, October 20, 2018 (1:55).
↑ Livestream, May 24, 2017 (46:27).
↑ Livestream, May 27, 2022 (1:11:10).
↑ Livestream, July 25, 2020 (1:33:37).
↑ 8.0 8.1 Livestream, July 29, 2022 (1:24:58).
↑ 9.0 9.1 Interview, June 13, 2021 (48:27).
↑ Livestream, September 27, 2018 (52:41).
↑ 11.0 11.1 Livestream, July 25, 2020 (1:34:55).
↑ Livestream, April 29, 2022 (1:06:34).
La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[2][3]
- La experiencia (XP) se obtiene a través de una variedad de vías de progresión verticales y horizantes, como PvP, PvE, exploración, recolección/procesado/crafteo, eventos/misiones, grindeo de enemigos.[2][4][5]
- Se otorgará XP por participar en PvP basado en objetivos de forma decreciente.[6]
- Algunos niveles pueden ofrecer más recompensas que otros.[8]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[8] – Steven Sharif
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[9] – Steven Sharif
- If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[11] – Steven Sharif
- Un jugador podría, en teoría, subir a máximo nivel en un único nodo, siempre que ese nodo estuviera en un nivel lo suficientemente alto, aunque no sería el medio más eficaz para subir de nivel.[12]