Template:Leveling/es

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Alpha-1 early iteration of the level-up effect by Jim Sanders.[1]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[1]Steven Sharif

La subida de nivel no seguirá el típico camino lineal, aunque si que existen mecánicas clásicas para subir de nivel.[2][3]

  • 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]
  • 1.0 1.1 Livestream, July 31, 2020 (1:05:58).
  • 2.0 2.1 Livestream, October 14, 2022 (23:15).
  • leveling.png
  • 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).